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Higher poly passngers

Posted: Tue Jan 19, 2010 8:45 pm
by buyme
Hi Everyone

something has been bugging at me for quite some time about railworks and rail simulator no matter how new the trains get the passengers are still so boxy inside the carriages i have a good computer that can handle higherpoly ones i mean they can do it at stations and they can have highpoly drivers so why not passengers on trains that have got the passenger view they are highpoly when you go in to it also when you look outside in to the carriage the textures are all blurred there should be a choice if you don’t have a high performance computer to have it basic like that but if you do to have it higher standard is there a way someone could make a mod that fixes this or a way I can do it my self in 3DS Max cause I don’t mind spending time to make something look better if someone can just tell me how to do it thanks for any replies any comments and any HELP will be much appreciated.

My regards

Buyme :D

Re: Higher poly passngers

Posted: Tue Jan 19, 2010 10:25 pm
by RSderek
I have been modelling characters for games for many years, for my sins I also made these low ones.
I will be the first to admit they are not the greatest. When I first made them I did not think you would see them so close, and when it became obvious you could we just did not have the time to rework them.

I can tell you that to model a character can take as long as a loco or even a cab.
However, with many new character gen programs and websites with high res photos of peoples faces it is much easier than it once was.

Example of a character I built back in 2005 for a poker game:


Click the image to zoom in


I myself have made a few max based character gen rigs but they still take time to model texture and set up .
So, I can make many lovely characters but I am guessing no one wants to pay for them..
I have started working on higher poly versions of the passengers in RWs. they will get updated via steam wen I have the time to do them.


regards

Derek

Re: Higher poly passngers

Posted: Tue Jan 19, 2010 10:29 pm
by msey0002
will these affect FPS, Derek?

Re: Higher poly passngers

Posted: Tue Jan 19, 2010 11:37 pm
by buyme
Well I for one will be very glad about this it looks like you spend allot of time on your charters and cant wait for the release even if I have to pay for them anything is better then the ones that’s in there not :D

My Regaurds

Buyme :D

Re: Higher poly passngers

Posted: Tue Jan 19, 2010 11:42 pm
by TheTazman
Derek, it would be nice to see familys. e.g. kids, prams, parents/groups etc.

I know this is maybe asking alot as it would take time to do.

Cheers

Simon

Re: Higher poly passngers

Posted: Wed Jan 20, 2010 12:16 am
by theokus
TheTazman wrote:Derek, it would be nice to see familys. e.g. kids, prams, parents/groups etc.

I know this is maybe asking alot as it would take time to do.

Cheers

Simon
I admire the work from Derek all the way.
But and imho this scenery is to me more unnecessary luxury.

I would like to see more basic and generic scenery.
As there are: houses, bridges and more textures.
The games has it's roots in the UK and there is not one
typical English (old) bridge in it.

Re: Higher poly passngers

Posted: Wed Jan 20, 2010 12:54 am
by BenBlairL
TheTazman wrote:Derek, it would be nice to see familys. e.g. kids, prams, parents/groups etc.

I know this is maybe asking alot as it would take time to do.

Cheers

Simon
Agreed. I use a higher end computer, so it will have little impact on my FPS. To counteract the other users, I suggest making it a optional download, not a RW update, so the people who have slower computers don't have to download it. On the family idea, I think it is a wonderful Idea. It would be a nice change from the drab businessmen and businesswomen.

Re: Higher poly passngers

Posted: Wed Jan 20, 2010 1:01 am
by Bullet399
i remember those discussions 'my sim is stuttering so RS please fix'
:wink: 8)

Re: Higher poly passngers

Posted: Wed Jan 20, 2010 1:17 am
by Horgy
TheTazman wrote:Derek, it would be nice to see familys. e.g. kids, prams, parents/groups etc.
Chavs? Surprised they weren't included in the original release!

Horgy

Re: Higher poly passngers

Posted: Wed Jan 20, 2010 6:46 am
by miglietto
RSderek wrote: So, I can make many lovely characters but I am guessing no one wants to pay for them..
I wouldn't mind to pay if I could find a late '800 character set for my route ....

Re: Higher poly passngers

Posted: Wed Jan 20, 2010 8:28 am
by trains06
Ooh, so the interior passengers are being worked on :)

Re: Higher poly passngers

Posted: Wed Jan 20, 2010 9:57 am
by Wikkus
msey0002 wrote:will these affect FPS, Derek?
If it means more polys, then yes.

As to how much...

R.

Re: Higher poly passngers

Posted: Wed Jan 20, 2010 10:07 am
by ightenhill
Great news.. They are the one bad thing especially when compared to the quality of the rest..

Can't you just remove passengers with RW tools if they caused an issue.. Though it would be better to actually make it an option in an update ingame for those who have older equipment.. Or perhaps they could be scaled somehow so you only see them if your sliders are maxed out anyway

Re: Higher poly passngers

Posted: Wed Jan 20, 2010 10:13 am
by KiwiPete
Derek, thanks for the information supplied,
Do you think you could give us a indication of the poly counts on those people. Just a average would be ok. Please

Re: Higher poly passngers

Posted: Wed Jan 20, 2010 10:13 am
by Wikkus
RSderek wrote: Example of a character I built back in 2005 for a poker game:
<snip>
Nice. Somewhat OTT for planting inside a carriage, though, no? :)

What about "off-the-shelf" libraries? Rocketbox have such things and I would have thought that €2,500/$3,500 was a small price to pay for a "Business Consumer" class licence...?

From their webbie, they show:
Image

I'd have thought "low" was more than adequate for plonking in a coach?

How does that compare with the poly-count of the box-headed mutant zombies? :P

Click the image to zoom in


Rik.