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decapod
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Post by decapod »

g0fthick wrote:You can't create a model that pushes the boundaries on a 6 year old simulator and simultaneously a brand new one, hence why i label my work with the [KRS] tag, because you couldn't get my models to run in MSTS (texture resolutions, normal maps and poly count).
[Apologies in advance for the baiting everyone, but he's just too easy a target]

Then perhaps you should try harder? maybe you could be a more efficient modeller? The frame rates would be better :lol:
I've managed it (with texture res, normal maps, environment maps and poly counts similar to KRS in MSTS1)

I have a feeling MSTS can handle much more than 10K it depends on how the model is made - I'm already at 15K.
(I have a history of proving hunches with MSTS over the past 6 years)
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BR7MT
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Post by BR7MT »

The thing that bugs me the most is how easy it appears to be to get 12k + poly models to export from gMax, work fine in Shapeviewer, then fail to load in MSTS.

If I could get around that then life would be a whole lot easier and time wouldn't be wasted on going back through every part to try and find where the problem is :(

Regards,

Dan
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Cobos
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Post by Cobos »

g0fthick wrote: Bullcrap, MSTS runs into problems when you have more than 10k in one .s file, whereas we already have confirmation that KRS can handle over 25k in one loco file, heaven only knows how much further that can be pushed.

You can't create a model that pushes the boundaries on a 6 year old simulator and simultaneously a brand new one, hence why i label my work with the [KRS] tag, because you couldn't get my models to run in MSTS (texture resolutions, normal maps and poly count).
Nonsense, and the proof is in GE, and possibly other routes. Part of the Liverpool Street station has a 17k .s file. I've not heard of MSTS running into problems when that's loaded. It used to be 29k and there was still no problems.
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g0fthick
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Post by g0fthick »

decapod wrote:Then perhaps you should try harder? maybe you could be a more efficient modeller? The frame rates would be better :lol:
I've managed it (with texture res, normal maps, environment maps and poly counts similar to KRS in MSTS1)
My models are perfectly efficient, but MSTS is a dated simulator and it's not worth my time.

And don't try taking jabs at my modelling, with the amount of triangulation and poor uvw unwrapping i've experienced in the UKTS library i'd suggest you don't try and wind up those who can use 3D packages without making amateur mistakes.

At the end of the day it's your choice, i can keep anything i make, the only people it will affect is the community, and i'm pretty sure the community doesn't want to lose enthusiastic modellers.
harveype
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Post by harveype »

Hi

Just to let you know my lastest upload the A3 Enterprise the loco is 12243 polys I had no problems with it loading into MSTS. Also I have created a SAR 25nc which I uploaded a long while ago and the loco it self was 15934 polys.

Peter :)
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sp762
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Post by sp762 »

I'd be really sorry to see this thread degrade into a slanging match.

Doubtless I've perpetrated some poor UVW unwrapping and triangulation in the past. I'm an amateur modeller and have no problems with that. In fact, I'm not entirely sure what UVW unwrapping is.

However, I do get annoyed when people who don't 'make amateur mistakes look down their nose at those of us who do.

Honestly, if it annoys you, why not help people improve? I also agree that it's perfectly feasible to create nice looking models that don't push the poly barrier - just because we can produce 25 million poly models doesn't mean that we should.

Paul - please don't bait the artistes.... :p

Cheers,

Mike
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kevmt
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Post by kevmt »

BR7MT wrote:The thing that bugs me the most is how easy it appears to be to get 12k + poly models to export from gMax, work fine in Shapeviewer, then fail to load in MSTS.

If I could get around that then life would be a whole lot easier and time wouldn't be wasted on going back through every part to try and find where the problem is :(

Regards,

Dan
I find that, though I can get models of over 12000 working in the sim then they can be unstable (mainly problems with crashing when using the "4" view). What I do, these days, is make the model with a max poly count of 11,000 and then add extra detail via a frieght anim. This allows me to have models of about 15000-16000 polys, which appears to be very stable in the sim (and, to be honest, satisfies me as an "amateur" modeller).

I also tend to make the main parts of the loco to a standard that I would find acceptable in a next gen sim. This means that it would be relatively easy to upgrade the model with a bit of extra detail if I ever had the desire to do so.


Cheers,
Kevin
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demonshadow
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Post by demonshadow »

my 2pence worth:

As most know im still fresh on model building and yet to complete a model, firstly i was trying to stick below 10,000 polys, but its not possible for me to do that, the Big Goods got tested in sim at 13,000 something polys, MSTS had no issues with that.

Like KevMT i shall be using freight animations to add the extra details as the Jones Goods, is already at 16 and a half thousand polys the only down fall is some one may have to teach me LOD's and how to do Freight animations :wink:

so i do feel that MSTS can handle alot more polys then expected

Regards Mike
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BR7MT
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Post by BR7MT »

Kevin - that is the strategy I aim to employ, but when you've got a model at 22k polys that was designed for the next generation simulators, it is a painful process to 'de-spec' it to work in MSTS :(

Regards,

Dan
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Post by kevmt »

BR7MT wrote:Kevin - that is the strategy I aim to employ, but when you've got a model at 22k polys that was designed for the next generation simulators, it is a painful process to 'de-spec' it to work in MSTS :(

Regards,

Dan
Dan, I can sympathise with you. It's one of the reasons I've not really bothered making any "next gen" models until the sims are actually available. I've gone down the route of making resonably detailed stock knowing that I can always update them later on, if I ever have the desire to.

Cheers,
Kevin
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g0fthick
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Post by g0fthick »

sp762 wrote:However, I do get annoyed when people who don't 'make amateur mistakes look down their nose at those of us who do.

Honestly, if it annoys you, why not help people improve?
I certainly don't look down my nose at anyone here, i just get incredibly frustrated when people think they have the god given right to rip on someone because their views don't match. I'm all up for helping people out, and i have done quite a lot in the past.

You want me to put my work online? Fine, i'll do that, providing i get a bit of respect and appreciation for the time and effort i put into my work. Having people who don't know me or my models question my ability to model is downright pathetic, i certainly don't do it to anyone, and i'm sure you can rise above a 19 year old eh?
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decapod
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Post by decapod »

g0fthick wrote:You want me to put my work online? Fine, i'll do that, providing i get a bit of respect and appreciation for the time and effort i put into my work.
Would any of the freeware developers out there like to comment on how much respect and appreciation they get for all the time and effort they put in?

I'm just in it for the enjoyment of making models and to share them with others ;)
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g0fthick
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Post by g0fthick »

decapod wrote:Would any of the freeware developers out there like to comment on how much respect and appreciation they get for all the time and effort they put in?

I'm just in it for the enjoyment of making models and to share them with others ;)
Each to their own, but that's how i work. If i'm going to get insulted then my work will not reach your hard drive.
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phill70
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Post by phill70 »

Right, enough is enough.

Act like the adults you are supposed to be.

If you want to snipe at each other do it elsewhere.

If you have a problem with this then feel free to PM me.

Glyn

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