Help And Opinions For Lynton And Barnstable
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- decapod
- Building GWR Highworth Branch 1917-1926
- Posts: 3097
- Joined: Tue Dec 04, 2001 12:00 am
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hmmm - I was looking for something different to add to my next loco...
3D bolt heads would be OK if they are strictly a smoothed 4 sided pyramid with no base - that's only 1000 polys for 250 bolts (plus the opticians bills)
on a more serious note - it will be a few more years yet before the PC's and hardware will be up to that sort of detail and the compromises are really not that bad - it's just a matter of learning the painting techniques as well as the modelling ones.
One area I keep meaning to look at is bump mapping - the S files hint that it is supported and it may be a way that we can make rivets look better, but so far no modelling package supports it for MSTS and there are no examples - it would take a lot of experimentation.
The modelling techniques seem to have plateaued (sp?) recently - the poly counts of the freeware stuff went up high last year but have slipped back to a more reasonable level recently and models have retained similar detail. About the only thing left to add to models is working inside cylinders(Mike W?).
3D bolt heads would be OK if they are strictly a smoothed 4 sided pyramid with no base - that's only 1000 polys for 250 bolts (plus the opticians bills)
on a more serious note - it will be a few more years yet before the PC's and hardware will be up to that sort of detail and the compromises are really not that bad - it's just a matter of learning the painting techniques as well as the modelling ones.
One area I keep meaning to look at is bump mapping - the S files hint that it is supported and it may be a way that we can make rivets look better, but so far no modelling package supports it for MSTS and there are no examples - it would take a lot of experimentation.
The modelling techniques seem to have plateaued (sp?) recently - the poly counts of the freeware stuff went up high last year but have slipped back to a more reasonable level recently and models have retained similar detail. About the only thing left to add to models is working inside cylinders(Mike W?).
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- saddletank
- Very Active Forum Member
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The L&B is on my list of routes to build but it is tucked down in the pile a little way yet. It would have to be a team effort with someone supplying the stock and custom scenery items as I don't build models.
Kevin and I have discussed this briefly but nothing has been done about it yet.
Kevin and I have discussed this briefly but nothing has been done about it yet.
Martin
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- saddletank
- Very Active Forum Member
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I saw it Kevin but didn't comment. I wasn't going to mention the locos built for Pat's route, Mike - but having seen cranked axles, working eccentrics and inside cylinders I am rather impressed - to put it mildly. I have no idea of the poly count but the open moors are the best place to run such beasts. On Highworth they would clog the game up too much.
Martin
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- sp762
- Night Watchman
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Ooops - I hope I didn't let any felines out of containment units!
I haven't seen anything detailed - just a screen grab of a tween frame shot. However, on most locos I think it would be a case of 'only your dog can tell the difference' - it might be overkill.
The Manning Wardle does have a cranked driving axle, but only the inside con rods (as you can't see the other bits...)
(Hmmm really must finish that off.)
I haven't seen anything detailed - just a screen grab of a tween frame shot. However, on most locos I think it would be a case of 'only your dog can tell the difference' - it might be overkill.
The Manning Wardle does have a cranked driving axle, but only the inside con rods (as you can't see the other bits...)
(Hmmm really must finish that off.)
- pitleyfalley
- Builder of the Southwold Railway Route
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Having spent many an hour underneath both of the aformentioned engines, to model the valve gear accuratley would require the patience of a god!
Dolgoch's is somewhat complicated, although is far more efficent in real life than either 1 Talyllyn [or for that matter 3 Sir Haydn) which are the only other TR locos with any real inside motion.
No.2 Has fletcher jennings patent valve motion, involving a complicated system where the eccentrics are double back, and the whole lot is folded in on itself! Hell to clean and work on! No .1 is less complicated, having (I believe) Allen straight link, or maybe Stephenson Link like No.3
Technical speel over with...
Christian
Dolgoch's is somewhat complicated, although is far more efficent in real life than either 1 Talyllyn [or for that matter 3 Sir Haydn) which are the only other TR locos with any real inside motion.
No.2 Has fletcher jennings patent valve motion, involving a complicated system where the eccentrics are double back, and the whole lot is folded in on itself! Hell to clean and work on! No .1 is less complicated, having (I believe) Allen straight link, or maybe Stephenson Link like No.3
Technical speel over with...
Christian
- smudge5609
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Hi All,
Thought i'd leave the motion side for now and have a play with some detail work on the cab. The cab is made out of several primitives with texture added. One problem with this is that there seems to be a trace of the outline of the primitive! - is there anyway around this?

Thanks for your time, again!
Chris
Thought i'd leave the motion side for now and have a play with some detail work on the cab. The cab is made out of several primitives with texture added. One problem with this is that there seems to be a trace of the outline of the primitive! - is there anyway around this?

Thanks for your time, again!
Chris
- smudge5609
- Well Established Forum Member
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- Joined: Tue Oct 01, 2002 5:20 pm
- Location: Sunny Cheshire!
- smudge5609
- Well Established Forum Member
- Posts: 611
- Joined: Tue Oct 01, 2002 5:20 pm
- Location: Sunny Cheshire!
I was looking at some of the narrow gauge models produced, such as the ffestiniog locos and noticed that the textures seem to react better in MSTS than the ones I have produced. They are not compressed textures I am using and they look fine in 3d Canvas. Are there any secret settings that would produce a better result? or is this the best I can get?
Any help would be much appreciated
Thanks again
Chris

Any help would be much appreciated
Thanks again
Chris

- decapod
- Building GWR Highworth Branch 1917-1926
- Posts: 3097
- Joined: Tue Dec 04, 2001 12:00 am
- Location: Carshalton, Surrey
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looks nice Chris.
I can see your problem there at the front of the loco, the texture seems to have blurred - this is due to "mipmapping"
You are using the same tool as Kevin used for the ffestiniog locos, his shape files should be identical to yours.
I suspect it may be down to you using a larger area on your texture for details - it may be an idea to take a look at one of his files with TGAtool2 and see how much of the ACE file he allocates to a cab side.
Yours look very large and it may be causing MSTS to "mip" early.
Alternatively, if you have a GEforce card - make sure the advanced directx settings for mipmaps are set to "best quality"
finally - look in your uncompressed S file for something like this:
textures ( 4
texture ( 0 0 -3 ff000000 )
texture ( 1 0 -3 ff000000 )
texture ( 2 0 -3 ff000000 )
texture ( 3 0 -3 ff000000 )
)
the -3 is the mip level bias - you could edit and make this -4 to see if that makes a difference.
I can see your problem there at the front of the loco, the texture seems to have blurred - this is due to "mipmapping"
You are using the same tool as Kevin used for the ffestiniog locos, his shape files should be identical to yours.
I suspect it may be down to you using a larger area on your texture for details - it may be an idea to take a look at one of his files with TGAtool2 and see how much of the ACE file he allocates to a cab side.
Yours look very large and it may be causing MSTS to "mip" early.
Alternatively, if you have a GEforce card - make sure the advanced directx settings for mipmaps are set to "best quality"
finally - look in your uncompressed S file for something like this:
textures ( 4
texture ( 0 0 -3 ff000000 )
texture ( 1 0 -3 ff000000 )
texture ( 2 0 -3 ff000000 )
texture ( 3 0 -3 ff000000 )
)
the -3 is the mip level bias - you could edit and make this -4 to see if that makes a difference.
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