Modelling for KRS
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Modelling for KRS
Hello,
Is anybody modelling rolling stock for Rail Simulator?
Regards,
Is anybody modelling rolling stock for Rail Simulator?
Regards,
- johndibben
- Bletchley Park:home of first programmable computer
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samuelbennett
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With Kuju's announcement, it seems to me that anyone who has produced anything for MSTS using 3DCanvas could very easily say.... "Yes, I have loads of stuff ready for KRS!"
As soon as they get the exporte/importer, they'll be able to put their models into KRS.
But I guess this is not really the question being asked....
Which is.."Has anyone started building hi-res rolling stock and exported to KRS?"
The answer to this will be "Possibly! Kuju!"
As soon as they get the exporte/importer, they'll be able to put their models into KRS.
But I guess this is not really the question being asked....
Which is.."Has anyone started building hi-res rolling stock and exported to KRS?"
The answer to this will be "Possibly! Kuju!"
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samuelbennett
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I'm building and have built higher-rez models with 3DC for Kuju (was to be TMTS but things change). Wasn't too sure how far to go with detail modelling though as there is still the issue of 'How long will a high rez model take to load' and the question of 'what can be left out of the LODs' ?
The models have been loaded and tested in MSTS and they work, but are unstable due to the much higher poly count. Once KRS is out I can then decide whether to go for even more detail or keep 'as is'. The other issue is 3D cabs which these models will require and very little detail is yet available.
For the concerned, I will finish the hi-rez models first then make lower rez models (by manipulating details) for MSTS out of the hi-rez models.
I dont think there will be many problems jumping the gun this way.
Mike.
The models have been loaded and tested in MSTS and they work, but are unstable due to the much higher poly count. Once KRS is out I can then decide whether to go for even more detail or keep 'as is'. The other issue is 3D cabs which these models will require and very little detail is yet available.
For the concerned, I will finish the hi-rez models first then make lower rez models (by manipulating details) for MSTS out of the hi-rez models.
I dont think there will be many problems jumping the gun this way.
Mike.
I'm approaching this in a slightly different way. I've been making my latest models (eg Ivatt 2mt's) with the new sim in mind, using much higher poly counts, but simplifying certain parts to enable the loco to be compatible with MSTS. Once the Kuju sim is released then it should be a fairly simple (?) matter to upgrade small parts of the locos to make them "high(er) res".meonia wrote:I'm building and have built higher-rez models with 3DC for Kuju (was to be TMTS but things change). Wasn't too sure how far to go with detail modelling though as there is still the issue of 'How long will a high rez model take to load' and the question of 'what can be left out of the LODs' ?
The models have been loaded and tested in MSTS and they work, but are unstable due to the much higher poly count. Once KRS is out I can then decide whether to go for even more detail or keep 'as is'. The other issue is 3D cabs which these models will require and very little detail is yet available.
For the concerned, I will finish the hi-rez models first then make lower rez models (by manipulating details) for MSTS out of the hi-rez models.
I dont think there will be many problems jumping the gun this way.
Mike.
Cheers,
Kevin
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peterholton
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Don't get too carried away with having high poly counts: more polygons do not better models make!
Like all game engines, the Kuju one will work better with lower polygon counts, efficiently made and linked models, closed surfaces and all the other things that we should have been doing for the past 4+ years with Msts.
A lower poly model with a well crafted texture and applied mapping will always look "better" than a high poly one with flat colours: and I'm not just talking about sticking photos on boxes...
Peter
Like all game engines, the Kuju one will work better with lower polygon counts, efficiently made and linked models, closed surfaces and all the other things that we should have been doing for the past 4+ years with Msts.
A lower poly model with a well crafted texture and applied mapping will always look "better" than a high poly one with flat colours: and I'm not just talking about sticking photos on boxes...
Peter
- decapod
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Hear! Hear! Peterpeterholton wrote:Don't get too carried away with having high poly counts: more polygons do not better models make!
Peter
All too often we see high poly count models passed off as ready for the next sims, yet they could easily be rebuit with half the polys and still look the same.
Always be economical with polygons and make good use (and re-use) of textures to keep the memory usage low.
DECAPOD
OOOOO
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Re: Modelling for KRS
Nobody.edsolis wrote:Hello,
Is anybody modelling rolling stock for Rail Simulator?
Regards,
Perhaps the right question must be:
Is anybody modelling rolling stock with Rail Simulator in mind?
Everybody...
Javier.-
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peterholton
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