Polys/Texturing in KRS: what we already know

thank you for the list of information <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

In short:
‘-� Around 20,000 triangles

I hope a little more.. i have an unfinished passenger car with over 27.000 triangles <!– s:D –><img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /><!– s:D –>

Surface shaders: what is it?
[BLOCKQUOTE class=’ip-ubbcode-quote[/img]
[div class=’ip-ubbcode-quote-title[/img]
quote:[/div][div class=’ip-ubbcode-quote-content[/img]

The purpose of a surface shader is to

* calculate the apparent surface opacity,
* calculate the apparent surface color
ie. the color of the light leaving an object,

The renderer uses the opacity information to ‘mix’ background and foreground surface colors so that background objects in a 3D scene will ‘show through’ the semi-transparent foreground objects. [/div][/BLOCKQUOTE]
[img:wm4n5u5v]http&#58;//www&#46;fundza&#46;com/rman_shaders/surface/sl_surface1&#46;html[/img:wm4n5u5v]
Site with some info

For me are all done by the 3d engine and not by external programs, but it’s only an idea..

We already have some information about polys and texturing in KRS. I have extracted data from he models already presented by Kuju.

[img:3hhn6yab]http&#58;//www&#46;railsimulator&#46;com/en/making_deltic&#46;htm[/img:3hhn6yab]
<!– m –><a class="postlink" href="http://www.railsimulator.com/en/making_deltic.htm">http://www.railsimulator.com/en/making_deltic.htm</a>&lt;!– m –>

The Deltic 55 has around 23,000 triangles, it has 2 square 1024/1024 textures used for the bulk of the main body, a 512/512 texture for the bogies and a number of smaller textures for the transparent elements and the cabin.

[img:3hhn6yab]http&#58;//www&#46;railsimulator&#46;com/en/making_black5&#46;htm[/img:3hhn6yab]
<!– m –><a class="postlink" href="http://www.railsimulator.com/en/making_black5.htm">http://www.railsimulator.com/en/making_black5.htm</a>&lt;!– m –>

‘The Black 5 engine has about 20,000 triangles with the tender just over 7000. The engine uses two square 1024 pixel texture maps, with the tender using a third. A few small textures are used for the wheels, windows, BR logo and train numbers. ‘
‘Of the main textures, also normal and specular maps are generated. Combined with cube map reflections and the earlier mentioned soft shadows, they really help the train model to come to life in-game.’

Cab:
[img:3hhn6yab]http&#58;//www&#46;railsimulator&#46;com/en/HST%20Cab%20View&#46;htm[/img:3hhn6yab]
<!– m –><a class="postlink" href="http://www.railsimulator.com/en/HST%20Cab%20View.htm">http://www.railsimulator.com/en/HST%20Cab%20View.htm</a>&lt;!– m –>

20.000 triangles
A number of 1024-pixel pre-shaded textures are applied to surface of the cab, these along with moving reflections and shadows help create a realistic look and a thoroughly believable cab driving experience.’

[b:3hhn6yab]In short[/b:3hhn6yab]:
‘-� Around 20,000 triangles
‘-� Textures can be 1024×1024, 512×512 or less
‘-� Normal map
‘-� Specular map
‘-� Map reflection
I also learned that ‘surface shaders’ are supported.

[b:3hhn6yab]And some questions:[/b:3hhn6yab]
Surface shaders: what is it?
[b:3hhn6yab]How Specular map, Map reflection and Surface shaders could be mapped with 3DC features?[/b:3hhn6yab]
Specular: there is an attribute for this in 3DC…

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