UpsideDownBox wrote:
But that's why I'd have expected more models by now... people itching to bring out a model they've released for anther sim recently, on RS.
As yet, there have been no new models (not even wagons!) and a few re-skins. For a community that has had years of MSTS I find that a little strange.
Are people having problems? Is the creation of 3D cabs causing problems, if so, why isn't rolling stock being uploaded?
It just seems strange that there hasn't been a dam-breaking deluge of models.
I'll stick in my word, as a modeller. Some of us ex TSM users and the the like now have to learn new programs in order to get our models into the sim without tricky conversion steps between programs. This will be easier for some, but harder for others. Also, the 'Blueprint' editor is all new to us. Each item of stock has one 'Main' blueprint and several (read many) blueprints that the main blueprint depends upon. Practically everything has a bluepirnt, from wheels and bogies, to steam effects, to one I found the other day that contained all the locomotive variables.... Alot of what we are working with in the Blueprint/Asset Editor is undocumented and involves a bit of hit and miss.
3dCanvas models are also having a little issue with Specularity, which I personally haven't been able to solve (which is why over the coming weeks I am teaching myself max - have been professionally trained in Lightwave, but the concept is same, its just finding what MAX calls it...).
Here is a model of mine, as it would appear in sim at the moment:

A little too shiney methinks.
Personally speaking, the lack of new stock does not surprise me. MSTS had a slow start as well. Everyone keeps saying 'but we have all this MSTS stock!' This, while true, is a little incorrect. RS uses a rather different set-up to MSTS and requires different part naming and the like. A standard MSTS model needs 'groups' - to use a 3dC term - merged to form no more than 24, it needs new materials set up, it needs a 'shadow object' made for providing dynamic shadows of the piece of stock, it needs a dark area under the model to be added, and for high-quality textures the textures should also be 'surface baked'. Surface baking can take anywhere from a couple of minutes, to a few hours depending on PC speed and how detailed/how anti-aliased the required surface-bake is.
All these factors are undoubtedly contributing to there being no "dam-breaking deluge of models."