Progress: Another US NG poly monster in the making...

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andrewgadd
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Re: Progress: Another US NG poly monster in the making...

Post by andrewgadd »

I love renders with outlines, I don't know why???

Really starting to look the business there, I should imagine that your PC is starting to lag a bit when you rotate the mesh in perspective?
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Re: Progress: Another US NG poly monster in the making...

Post by CaptainBazza »

Not now Andrew, I did have a problem after I installed my new videocard, but it's now gone away and I have NO idea why, isn't that annoying?

I have a 3d mesh viewing prog and in it I can flick the loco so it spins at top speed about its axis.....up to about 32/66 FPS.

Cheers Bazza
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Re: Progress: Another US NG poly monster in the making...

Post by CaptainBazza »

Unfortunately the K27 won't be released for MSTS1, due to a sofar unsolvable texture problem.

Cheers Bazza

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Re: Progress: Another US NG poly monster in the making...

Post by CaptainBazza »

UPDATE, I'm pleased to report I have overcome the problem by changing the K27 to another version, #460, which has enabled me to delete a lot detail and save the model.

Cheers Bazza
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Re: Progress: Another US NG poly monster in the making...

Post by jefran »

When you say that 461 will not be released in MSTS1, does that mean that it might yet be released for another simulator? I love these highly detailed models, and might have ago at one of the Sandy River Baldwins, not as big as a K27, but pretty big for the 2ft gauge.
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Re: Progress: Another US NG poly monster in the making...

Post by CaptainBazza »

Hi, 461 proved too complex for TS1, so I've reverted to 460, which is a slide-valve type K27, with less motion, and slightly less complex....not much, but enough to satisfy the sim.

Cheers Bazza
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Re: Progress: Another US NG poly monster in the making...

Post by CaptainBazza »

Had to redo the middle chassis frames with less polys...plus other tweaks, now up to beta 2.1.



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Re: Progress: Another US NG poly monster in the making...

Post by CaptainBazza »

The final public beta 2.41, DRGW K27 #460 Mikado, for 3ft gauge. This will be the release version. Just the tender to finish and one other 'short' smokebox version of the K27, also with slide valves.

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Re: Progress: Another US NG poly monster in the making...

Post by jefran »

This is looking terrific and must be a real labour of love. If it isn't a personal question, how many polys does this beauty consume?
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Re: Progress: Another US NG poly monster in the making...

Post by CaptainBazza »

32,128 poly faces. I could have saved a few more on the front and rear chassis frames sections, but there was no need. There are six textures. I'm working on converting the C16 tender to the K27 type. I've enjoyed the project, love it - yes, with a little bit of frustration, thrown in. But as always, and no doubt you can relate to this, it's time to move on and finish off another project before starting another from scratch.

Cheers Bazza
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Re: Progress: Another US NG poly monster in the making...

Post by jefran »

Now that IS a lot of polys, but I have always preferred detail to frame rates. I can certainly identify with the feeling, no matter how much you enjoy a project, there comes a point when you just want it finished and to be able to start something new (or have a rest)!
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Re: Progress: Another US NG poly monster in the making...

Post by CaptainBazza »

I have to say that I have not noticed any particular degredation of FPS with a hi-poly loco in a consist. However, that also is dependent on the poly rating of the rollingstock, too. I was doing a high speed run of a NZR Class J (Mountain Class) with a heavy poly consist on the default NEC and wasn't aware of any problems. I did a long run, over an hour without rebooting my system after several hours of modeling and texture work. The tender and cars in the consist did the occasional little jiggle, which seems to creep in regardless on long, non-stop runs.

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Re: Progress: Another US NG poly monster in the making...

Post by CaptainBazza »

K27 460's sister, 450 wearing new textures.

Cheers Bazza


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