Anyone ever successfully turned an engine on/off with LUA ?

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tnleeuw01
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Re: Anyone ever successfully turned an engine on/off with LUA ?

Post by tnleeuw01 »

chrisell wrote:
tnleeuw01 wrote:Wondering how much of punishment TSW will be for content-creators...

--Tim
Well having seen their simugraph demonstrations, I'd say that's probably the reason there IS no 3rd party support right now. The modelling side of it won't be too bad - use things like Substance Painter to get better textures and materials etc. But what's going to be a huge pain is having all the geometry present at once - inside, and outside. One saving grace (in my opinion) of TS is that the cabview, passenger view and outside view are all different geometries (well they are if you want any sort of performance).
Having to have all those piled into a single model is going to make maintenance and updates pretty nightmarish. That's before we even get to simugraph.
Not knowing anything about modelling, why is that going to be such a nightmare for maintenance & updates? Isn't it just less to update?

OK - what needs fixing / updating is a bigger model. But the model is anyways bigger due to more polygons... Right?

I wonder what otheres, like Karma99, think about this?

--Tim
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chrisell
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Re: Anyone ever successfully turned an engine on/off with LUA ?

Post by chrisell »

Having all the geometry in one file makes it harder to model with. You're constantly having to solo/isolate chunks of it, turn stuff off, reduce complexity etc just to get around.
In the commercial world (where I work in my day job) this is 100% NOT what you do. You always chunk things out into smaller pieces then you can work on them individually, then there's a single top-level file that references all the pieces.

For example if I'm working on a bogie, I don't care about the switches in the cab, but if they're in the same file, that's adding overhead to the rendering, the modeling system, the texture and geometry memory and everything else.

I had a guy send me a bogie set once that he was working on. He was super proud of it. It took 2 minutes to open, and on a GTX1070 card, it wouldn't orbit in the modeling tool much less than one frame every couple of seconds. He had over two million polygons in it with every spring, pipe, nut, bolt and cotter pin modelled in 3D. Looked amazing as an offline render but completely useless for a game engine :)
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