Cabs

The Rail Simulator forum was very busy leading up to the UK release on October 12th 2007, this is a read-only copy of those discussions for historic and review purposes.

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g0fthick
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Cabs

Post by g0fthick »

This is something that's been playing on my mind for quite some time.

In KRS the cabviews are actuall 3D environments contained within the confines of the cab construct, unlike MSTS which just had 3 photos or renders.

With that said, how is this going to work. Looking at the poly count of the Black 5 it's obvious that the cab isn't actually part of the model with a camera placed inside the cab space, so will these 3D cab environments be stored elsewhere or what :/

Also, what are the kind of poly counts we are looking at here, the HST cab is very impressive, and certainly doesn't look like it was built with a low poly budget.

Cheers.
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Post by mickoo737 »

Flight sim uses the same set up, 3D models for the exterior and for the virtual cockpit, poly counts are 50,000 for the exterior and 30,000 for the virtual cockpit.

They look good but double a models production time, sometimes triple it if its a complex multi seat flight deck.
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Post by g0fthick »

Ahh, thanks for clearing that one up.
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Pantograph
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Post by Pantograph »

Will there be an option for making a 3rd view with photographs, much like FS2004?
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Post by Pantograph »

I'm hoping they do, or else that means if you want a cab view somebody will have to make a 3D model.
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Post by DarrenCarter »

Pantograph
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Post by Pantograph »

That really is a work of art!
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Post by g0fthick »

DarrenCarter wrote:No problem there :wink:

http://forums.uktrainsim.com/viewtopic. ... 1&start=60
The problem being is with msts you had no limit on polys as it was just the render it displayed, as KRS will be using the cab as a 3D model i somehow think you'll have to rebuild your cab for full compatability.
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DarrenCarter
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Post by DarrenCarter »

I think your probably right being an amateur at this, although i have applied more lean modelling techniques. How do you find your total poly count used in a 3ds scene, and i suppose all tga files will have to be converted to ace files if its to be used in Kuju's simulator.

BTW Your bump mapping tutorial was very useful indeed.

Darren.
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Post by jonnysmooth »

That truly is a work of art, Darren. My efforts so far with Trainz cabs have only produced this... got a way to go yet :-)

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Post by DarrenCarter »

Thanks JS but like g0fthick says its all down to keeping the poly count down. No doubt we are going to have a good MSTS cab but will it work with Rail simulator?

Your model looks very good, nice textures, keep up the good work.

Darren.
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Post by jonnysmooth »

I wonder what the recommended poly counts are for KRS stuff? Auran had some guidelines but these were pretty much ignored after a while and people made stuff that suited their own systems. The GWR 94xx cab I'm making for Trainz should weigh in at 20-25k's worth, which I don't think is unreasonable with todays graphics cards.

Let's hope that KRS has enough ooomph to render all of our lovely models at suitable framerates.
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Post by DarrenCarter »

The HST cab for Railsimulator is around 20,000 triangles according to Kuju's website. My cab is currently running at 30,000 but alot more detail has been added since those screenshots and still more to go, although i can shave off some of the minor details for KRS to save some poly's. I want to try and keep the buttons and indicators 3d so they will cast shadows.
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Post by g0fthick »

DarrenCarter wrote:How do you find your total poly count used in a 3ds scene
If you click on the hammer icon on the modify panel on the right hand side and then click more, scroll down to polygon counter. Make sure you're counting triangles if you're using editable poly.
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