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Thread: Will there be a route editor in Train Sim World?

  1. #51
    sumitsingh Guest

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    Quote Originally Posted by philskene View Post
    Hmm -- we seem to be steering away from the original topic, when or if there will ever be a route editor, and into a lament of the failings of my preferred simulation. Yet again.

    So do you guys mind if I, once again, spring to the defence of Trainz?

    There is a new iteration of T:ANE under development. A video or two:

    https://www.youtube.com/embed/vUWSjX3A0iU

    and:

    https://www.youtube.com/watch?v=v8dA...ature=youtu.be

    And some have been fiddling with what the new possibilities present:

    http://www.krush-labs.com/tanedev/trs-dev-05.jpg

    and:

    http://www.krush-labs.com/tanedev/trs-dev-07.jpg

    Phil
    May I know who his making such beautiful loco? Is it N3V?

    http://www.krush-labs.com is not responding.
    Last edited by sumitsingh; 01-18-2018 at 05:42 PM.

  2. #52
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    Sumit --

    " ... such a beautiful loco." I agree -- it's stunning, absolutely stunning.

    " ... who ... ?" Dunno. Certainly not N3V. It's from a post in the N3V Trainz Forums, by one of the group who has access to the latest internal test builds. He (she?) is obliviously a very talented content creator. If you have access to the Forums it's in this thread:

    https://forums.auran.com/trainz/show...mp-91311/page5

    Phil

  3. #53
    sumitsingh Guest

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    I agree -- it's stunning, absolutely stunning.
    PBR
    I had purchased T:ANE and refunded but I can still access their forums.

  4. #54
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    Sumit --

    In a PM you ask about the forthcoming release of Trainz and PBR. It does support PBR. This is from the Trainz Dev Forum:
    ___

    I use MayaLT too. I managed to export models with PBR materials for TANE using the material configuration seen in the picture below.
    The only thing I had to do is, export the FBX file as ASCII an manually replace the material and attachment point names from e.g.
    material___m___pbrmetal to material.m.pbrmetal (a search and replace in a text editor) as I found no way to get MayaLT to using a
    dot in any of the names (nodes, material etc.).

    The material set up looks like this (originally exported from MAX), material name is wheelm___m___pbrmetal using a phong shader.
    The key element is the "Set Range"-node for the parameter map.

    http://krush-labs.com/tanedev/mayalt.jpg
    _____

    Phil

  5. #55
    sumitsingh Guest

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    I will definitely wait for this game.

  6. #56

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    Quote Originally Posted by sumitsingh View Post
    I will definitely wait for this game.
    May I ask, why PBR is such a wanted feature?

  7. #57
    sumitsingh Guest

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    PBR has got many new features.
    The game developers, any one may be simulator or first person shooter, they won't go ahead with old technology in the era of high competition.
    Last edited by sumitsingh; 01-20-2018 at 08:46 AM.

  8. #58
    sumitsingh Guest

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    The material set up looks like this (originally exported from MAX), material name is wheelm___m___pbrmetal using a phong shader.
    The key element is the "Set Range"-node for the parameter map.
    Can these be done in Max or Blender?
    I think yes..FBX..

  9. #59

    Default

    The Google is your friend:

    https://www.blendernation.com/2016/0...terials-addon/

    Harold

  10. #60
    sumitsingh Guest

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    I recently found out that the Class 66 was designed by SkyHookGames.
    https://www.skyhookgames.com/portfol...aItem-j7uileot

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