Train Simulator 2012 (Part 2)

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sdark2
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Re: Train Simulator 2012 (Part 2)

Post by sdark2 »

Acorncomputer wrote:I know that Derek is too modest to show this himself but take a look at this remarkable shot from his Wear Valley Railway in TS2012 -

http://1.bp.blogspot.com/-JgSGk6rT5Ws/T ... TS2012.jpg

There are still a few placeholder buildings in the background, but apart from that it could be the real thing

Nice... Only thing missing is a 2-Car 101 and that's how I remember it as a kid (although, not enough rain - always rained when I went to Bishop :lol: and they'd already started pulling down the station buildings and lifting the track on the right)

Kr, Steve
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Acorncomputer
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Re: Train Simulator 2012 (Part 2)

Post by Acorncomputer »

although, not enough rain - always rained when I went to Bishop :lol:
Imagine looking at the same scene through the water droplets on a loco windscreen, with the water running down the screen every now and then ....
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Wikkus
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Re: Train Simulator 2012 (Part 2)

Post by Wikkus »

Acorncomputer wrote:
Imagine looking at the same scene through the water droplets on a loco windscreen, with the water running down the screen every now and then ....
{drool}

Oh, wait, not drool running down the windscreen...

Rik.
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Re: Train Simulator 2012 (Part 2)

Post by sdark2 »

Probably a bit of both :lol:

Kr, Steve
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Re: Train Simulator 2012 (Part 2)

Post by gnash »

RSderek wrote::)

I have not updated any shaders so spec and normal maps will make a difference I suspect on the station.
I think you guys will be pleased with how your work looks in the new set up.

d
nice pic ... 8)

and updated shaders coming ?
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Re: Train Simulator 2012 (Part 2)

Post by RSderek »

There about about 10 new shaders.

d
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Re: Train Simulator 2012 (Part 2)

Post by AndyM77 »

gnash wrote:
RSderek wrote::)

I have not updated any shaders so spec and normal maps will make a difference I suspect on the station.
I think you guys will be pleased with how your work looks in the new set up.

d
nice pic ... 8)

and updated shaders coming ?
Yes, the updated shaders are in Railworks 3 :wink:

What Derek was trying to say, was that the screenshot of his route is how a Railworks 2 route looks in Railworks 3 without the new Railworks 3 shaders being applied to the Railworks 2 route. In other words, route built in Railworks 2, not optimised for Railworks 3. :P
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Re: Train Simulator 2012 (Part 2)

Post by AndyM77 »

RSderek wrote:There about about 10 new shaders.

d
Only 10 :cry: the shader list isn't long enough as it is :lol:
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Re: Train Simulator 2012 (Part 2)

Post by gnash »

RSderek wrote:There about about 10 new shaders.

d

10 ? ....... Ai Caramba :shocked!:

Much fun headed our way :D

Are we there yet .
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Re: Train Simulator 2012 (Part 2)

Post by RSderek »

yeah what Andy said..
:)

d
To contact me email support@railsimulator.com, not here.
So long, and thanks for all the fish.
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Re: Train Simulator 2012 (Part 2)

Post by gnash »

AndyM77 wrote:
What Derek was trying to say, was that the screenshot of his route is how a Railworks 2 route looks in Railworks 3 without the new Railworks 3 shaders being applied to the Railworks 2 route. In other words, route built in Railworks 2, not optimised for Railworks 3. :P
Yeah I got that bit from his previous responce :wink: .. It's still the best pic of assets in RW3 shown so far though > imho .

.
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sdark2
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Re: Train Simulator 2012 (Part 2)

Post by sdark2 »

More from FB:

Image
Image
Image
Image
Image
Image

That lighting is just drool factor 10! The sky on that shot of the 37 :o :o

Kr, Steve
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Re: Train Simulator 2012 (Part 2)

Post by Tankski »

Hmmm, I wonder if you can personalize the bloom a tad, e.g the threshold of what is bloomed or what's not. :)
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Re: Train Simulator 2012 (Part 2)

Post by 220389 »

Im rather liking the Class 67 cab screen. I also wonder about bloom, as personally not a fan of it and on the latest beta im in (Red Orchestra 2) it is turned off as saves frames and improves the look of the game.

Chris
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Re: Train Simulator 2012 (Part 2)

Post by Kariban »

Tankski wrote:Hmmm, I wonder if you can personalize the bloom a tad, e.g the threshold of what is bloomed or what's not. :)
I would hope the specular map would control that, being exactly what a specular map should really do :)
My posts are my opinion, and should be read as such.
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