A few MISC MSTS issues…

Hi Bazza…

Yep – I agree… Black is tuff… While this is my first 3D Model I have created – I have painted a few other black locomotives – the awesome kit’s produced by Dick Cowen… This is the first time – however – that I am using specular lighting… I usually attempt to provide pretty heavy realistic weathering… I think the specular may interfere with that… Also – I saw a tip on some forum – about introducing ‘blue’ to make a realistic black… It seems to work pretty well… May have to tweak it a bit yet…

Anyways- have a good day !

Regards,
Scott

Oddly I find black the simplest <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

LOD’s are really not as important with locos as they are for trucks or scenery, the loco is rarely at a distance from the camera, except as AI.

Though with the custom LOD’s, you just need to be careful – export after each deletion and check it with the shape viewer to make sure it still works.

If I were you, I’d just make one custom LOD for AI locos for above 300m or thereabouts.

Hi Paul…

Sounds good on the LOD’s – the POLY’s are – what I feel – still very reasonable… AND – more importatntly – it probably saves me many hours of work ! <!– s:P –><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!– s:P –> I think they are around 6500… I still need to add a few small items – but given the small loco size – I will not be pulling a 50 car freight train… The polys should work fine…

Hmm – looked up that movie – looks good – never saw it before though…. I’ll have to check it out… Yep – be real interested to see what you create… <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

Regards,
Scott

Hi Scott,

I’m impressed with the results! Lookin’ real good!

Looking forward to seeing more. How about the Union Pacific?? Like the one’s in the ‘Golden Spike’ pics you see..

Richard

Scott,

While no ‘expert’ by any means, i have learned some tricks to make things work when it comes to LODs.

If your model violates some of those ‘rules’ you listed, then AUTOMATIC LOD generation may well result in MSTS crashing. That does NOT mean CUSTOM LOD’s won’t work however! And, i highly recommend doing custom LODs – you get a whole lot more control over what the different distance levels are, and they really are not that difficult. I did 5 LODs for my new F40, and it only took a couple of hours. The end result is WELL worth the time.

Assuming you are doing custom LODs:
andgt; 1) A part should only be mapped to one ACE…

If you are creating CUSTOM LODs, that is not true. What you can’t easily do though is use the ‘reduce points and faces’ operation. That may result in MSTS crashing. Instead, for each distance level, manually delete faces as much as possible. If it is a large object, like a locomotive body, you probably won’t reduce too terribly much that way, so at some level where you can no longer see the detail, replace that object with a MUCH simpler one that has roughly the same shape.

Here is where it gets a bit ‘tricky’…

If you do end up replacing that object with another, simpler one, it MUST use ALL the textures as the original object, and they need to be mapped in the same order. In other words, if tex-a.ace was mapped before tex-b.ace on the original object, you must do the same order on the replacement. If you don’t get the order right, it WILL still work, but it will look really strange!

andgt; 2) Parts should be grouped in the model hierarchy – as to what ACE the fall on…

That is good advice to get the most polygon reduction, but it is not a requirement for doing Custom LODs.

However, all the textures used in the group MUST still be present in the final distance level. For example, if you have 9 objects using tex-a.ace and 4 objects using tex-b.ace in the original, that same group in the final distance level must have at least two objects in it – one that is mapped with tex-a.ace, and one that is mapped with tex-b.ace.

andgt; 3) You should not mix Specular and Transparency on the same ACE…

Unfortunately, i’m not exactly sure exactly what you are referring to there… However, i have not personally run into any issues with needing transparencies/translucencies separate or anything.

One thing you did miss though – the final LOD MUST contain the same groups as the original, and there must be at least one object (or more than one, based on the above ‘rules’) in each group (which is kind of a given, cause if there weren’t any objects in it, the group would be gone!).

Now that may seem a bit overwhelming at first, but really, it isn’t. Just make sure that all textures present in one group remain in the final distance level of that group, make sure all the original groups are still there, and try to avoid the ‘reduce’ operation on objects with more than one texture mapped to it.

One final word of advice (that i think i found here actually!) – use Paul’s Shape File Viewer to check the model after each export. Click on each distance. If you get to a distance level where the model seems to ‘explode’, there is a problem. USUALLY, if all the distance levels look ok in Shape File Viewer, they’ll work fine in MSTS.

Hope that helps!!


BUZZ

Hey Richard…

Yeah – the model I did was actually based on plans from an 1899 CBandQ Prairie… Took some liberty with the name as I did not have a suitable route for that road… I will probably mark it up with CBandQ for the purists and release that as well…

Already starting to think about what is next… Not something you want to rush into because it is such a huge investment of time…

One thing I need to motivate me is an appropriate route to run it on… VSCALE plans on doing the Colorado Midland at some point in the future for more turn of the century modeling… Count me in on doing a model of a more western flavor for that…

Also – 3DTrainstuff has Donner Pass… Actually thinking that may need a Santa Fe 2-10-2… Hmmm…

Marc from 3D-Trains has some transition error route with a few vague details in the wings…

Definately has to be steam – as it seems diesels have more than enough folks working them…

Actually have my eye on a set of plans for a Mastadon… We’ll see…

Once again – thanks for all your help on the logo…

Regards,
Scott

Hi Buzz…

SOLD… <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

If you can take that much time to spell out how ‘do-able’ LOD’s are – the least I can do is give it a try…

Really – you talked me into it… I wanted to do them from the start – but – was a bit intimidated by some of the comments stating how hard it was…

I saw your post on TS for that F40… WOW… I didn’t realize it was a 3DC project… This software seems to be the BEST option out there for 3D Train Modelers… I am hooked and loving every minute of it…

If you did the last NALW F40 – thank you too – as I sure had a bunch of miles logged in them… Can’t wait to see your new ones…

Regards,
Scott

Hi Scott,

Speaking of Colorado, there’s always the Royal Gorge or the Silverton narrow guage.. just some thoughts. I think the Silverton route ran between Durango and Silverton, not sure. I don’t know much about trains, all I know is that steam is the best and the old west locomotives were the most interesting to me.

Richard

Scott,

Yes, i did the model on the older one too – and thank you!

Let me know how the distance level creation goes! I will say, setting them up the first time is the hardest. Once you get it done once though, you’ll sort of get the feel for the little quirks and quibbles, and future ones will be much easier.


BUZZ

Hey Buzz – what timing – I am working on LOD’s as we speak…

First step is easy…

I have (3) copies of my model…
main
main.500
main.1000

Export – works fine… Three LOD’s show up in shape viewer – no problems…

Started working with main.500…

Used reduce faces tool on domes – works fine…

The wheels are the biggest consumer of POLY’s on the model… The wheels are mapped to two ACES… Inner Flange and Outer Flange on one… Rims Inner – Rims Outer – and Spokes on another…

If I delete a the flange – everythinhg works fine…

When I attempt to delete a Rim – two other parts remain in the group mapped to this ACE…

BOOM… Explodes in shape viewer…

I though maybe that wheels were special since they are animated ???

Any Ideas ???

Thanks,
Scott

Oops – so sorry – had another ACE mapped… DOH… Thanks to print hierarchy…

Thanks…

Happy Holidays to everyone…

Regards,
Scott

OBTW – I can post higher res images over at this site – so a link to some in Sim shots – if interested…

[img:uivcc51v]http&#58;//www&#46;3dtrains&#46;com/forums/index&#46;php?act=STandf=52andt=5714ands=ac92ab88ee487467a71de31a6581edef[/img:uivcc51v]
<!– m –><a class="postlink" href="http://www.3dtrains.com/forums/index.php?act=STandf=52andt=5714ands=ac92ab88ee487467a71de31a6581edef">http://www.3dtrains.com/forums/index.ph … 1a6581edef</a><!– m –>

Buzz…

I think I have this LOD thing working…

Thanks for talking me into it !!!
<!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

Regards,
Scott

Scott,

Glad to hear that’s working for you!

I should have mentioned that ‘sneak texture’ thing before! Finding that ONE little part that you forgot was mapped with a different texture can be frustrating as all heck!

I might look into making up some sort of custom LOD mini-FAQ or something…

BTW – i checked out those pics you have on the 3D Trains forums. SWEET!!! That is one heck of a fine job you did there!


BUZZ

Hi Buzz…

Thanks for the feedback…

One more question…

Following the guidlines outlined above… It seems almost impossible to get that extremely low POLY shape for beyond the 2000 yard range…

Is this important ? Does MSTS still allocate resources for the shape – once it is out of sight ?

Along with that thought – how does 3DC generate that final shape automatically ??? It looks as if it deletes all the groups except the parts directly under the ‘main’ group…

Thanks,
Scott

Scott,

MSTS only generates a max of up to 2000 meters – it will not draw anything at all further than that. Therefore, it should not have anything ‘used’ by the model – in fact, that’s what the stutters in MSTS are; that is when you get 2000 meters from something and MSTS loads it.

As for the farthest LOD, that would be where you may want to create a very simple shape and replace a more complex shape with it. Just create the basic shape, put it in the group with the complex shape, name the new piece the same name as the complex shape, then delete the complex shape for the LOD. Other objects should be down to like maybe one single face apiece (more if more than one texture is mapped to it).

It is a bit of work the first time. As with anything, once you do it a time or two, you’ll get better at what to look out for, and then subsequent models will be simpler and quicker to do the distance levels for.

Finally, i have NO idea why 3DC can automatically create the final distance level with no groups, but we cannot do that with custom. Actually – to be quite honest, i’ve never tried… I might have to make a test something-or-other to see – perhaps all that is needed is all the textures present in the final view??? Hmmmmm…..


BUZZ

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