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Thread: Lost lamb, 2-6-2T for Open Rails and RW

  1. #1

    Cool Lost lamb, 2-6-2T for Open Rails and RW

    yeo2s.jpg

    This is a curious project.....it is being made for a Railworks route, the 2ft gauge UK Lynton & Barnstable Railway. However, because I am unable to process the source files to RW format I have built the lokey as a MSTS super-detailed project, which while it will never run in MSTS it does run in Open Rails. Currently, the build is at 102 thousand polys, single LOD and runs smoothing in OR on a 3ft route.

    No final release date for RW or OR because this is very much a WIP project.

    Cheers Bazza

  2. #2
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    Hi Bazza...

    102K ROFL - you're funny...


    Nice work though - sir...

  3. #3
    mnjrr Guest

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    Hi Scott,

    Maybe 102 K is just scratching the surface when it comes to Open Rails.

  4. #4
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    ...or overkill.
    3DTrains - Home of the Feather River and Sherman Hill routes for MSTS

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  5. #5

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    Quote Originally Posted by mnjrr View Post
    Hi Scott,

    Maybe 102 K is just scratching the surface when it comes to Open Rails.
    OR is definitely able to handle much more than that. I recently converted a 92,000-poly locomotive for OR and it runs like a charm, and, most remarkably, the framerates did not take a hit compared to standard material ! And that although my computer is already more than 5 years old.

    Whoever thinks that this was overkill - well, back in 2001 people thought that 10,000-poly models were overkill. And just look at the stunning rolling stock which is available for other sims like RW - beautiful high-poly models are a reality there now, and this will be the future of OR, too !
    https://www.trainsim.com/vbts/signaturepics/sigpic164208_1.gif

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    Smile The name's Marc, thank you.

    Quote Originally Posted by GoGoran View Post
    Whoever thinks that this was overkill...
    Please pardon a bit of chest beating...

    I've been modeling since the days of DOS and dongles, professionally for 10-years, and I assure you that the 100K-poly model above, as beautiful as it is, can be done in less than 1/2 of the polys and still look as good as the original. The one above is good for a render, but not so for a game - regardless of the CPU or graphics card under the hood. If you look at the F-Units I have for Railworks, they're less than half the polys of Bazza's model above (I consider the F a complex model due to the curves - a different loco would likely be half again the number of polys). I wince whenever I get close to 30k, and have never gone over 50k for any model. It's all a matter of experience and good common (game) sense.

    I'm not perfect when it comes to 3D, and I'm aware that there are folks that would run circles around me. I've got a lot to learn, but believe me when I say that 100k polys won't cut it as a game model on any planet.

    FWIW.
    3DTrains - Home of the Feather River and Sherman Hill routes for MSTS

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  7. #7

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    A philosophical question, if you ask me. Some guys are hellbent to remove any polygon which may be expendable, and others just build their models to be vitrine models.

    I must confess that I am one of the latter kind. I don't care what happens if I load some dozen of those models into the simulator, sure it will drag down framerates considerably. But as long as the sime runs fine with two or three such models loaded, I'm fine with that.

    It gives me headaches to look at some "professional" models in ShapeViewer which had even the floor removed just to save some polys. For me, a model must look like the real thing from all angles.
    https://www.trainsim.com/vbts/signaturepics/sigpic164208_1.gif

  8. #8

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    Quote Originally Posted by GoGoran View Post
    I don't care what happens if I load some dozen of those models into the simulator, sure it will drag down framerates considerably.

    So in other words youíre not looking for a train simulator but just a 3D object viewer.
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  9. #9

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    Quote Originally Posted by conrail1 View Post
    So in other words you’re not looking for a train simulator but just a 3D object viewer.
    No, looking at them in ShapeViewer is nice, but I want to see them run through a beautiful landscape.

    I believe every person is looking for sth. different in a train simulator. Some seek accurate simulation of railway traffic and security systems, like in BVE. MSTS is not able to simulate such systems like LZB, Indusi or Sifa. Some want to complete activities which other people wrote for them. Some like to build their own routes. Others specialise in 3d modelling and repainting. And then some just enjoy driving and watching the scenery.

    For me its 3d modelling, repainting, cabview creation, adjusting the lights, overhead wire sparkle and physics (other 3d modelers pay little attention to the latter ones, but for me they have to be as accurate as it gets), and then putting my newly created stuff into a nice consist and just letting it run in explore mode, at the speed I please, watching the landscape, listening to the rumble of the machine and the ambient sounds, and watching the train fly by !

    That's the beauty of train simulators, there are so many different things in it for all sorts of people.
    Last edited by GoGoran; 03-28-2011 at 10:48 PM.
    https://www.trainsim.com/vbts/signaturepics/sigpic164208_1.gif

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    Quote Originally Posted by GoGoran View Post
    A philosophical question, if you ask me. Some guys are hellbent to remove any polygon which may be expendable, and others just build their models to be vitrine models.
    I must confess that I am one of the latter kind. I don't care what happens if I load some dozen of those models into the simulator, sure it will drag down framerates considerably. But as long as the sime runs fine with two or three such models loaded, I'm fine with that.
    It gives me headaches to look at some "professional" models in ShapeViewer which had even the floor removed just to save some polys. For me, a model must look like the real thing from all angles.
    Hi mate

    Just to say that there's not a thing wrong with wanting lots of detail , seriously I do want the same , I cringe when I see facets .

    Back to the real world though and it's not always possible or practicle to put large count models in any engine . Rather than add geo , it far better to rely on the many advances made in resent years and use the tricks we got now (reference here my looking for normal mapping and specular mapping (just for starters ) , tessalation would be my dream even though it add geo ). It's no problem at all to make 50k/80k tris look like twice that number with a good normal map and game renderer that light things OK , you add to that R/T shadows , HDR and you start to get immersion ( not mention here precipitation and water models ).

    That said , at the end of the day people are entitled to build as they please without regard to others ( polite yeah ? ) ... and that's a really cool model Barry has made , I got no problems with putting that on my PC and having fun ( but I like to stay around 80k and use tricks ).


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