Modeling for KRS

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]Originally posted by Paul Gausden:
The latest MSTSbin patch 1.6 supports independant door animations (and mirror animation)
[/div][/BLOCKQUOTE]
I am wondering how do deal with at least 3 animations in 3DC (pantograph, door, mirror)? (most likely, KRS will have at least independant pantograph and door animation).

Hello,

I believe that at this point, the way modeling must be done for KRS is determined.

Is it possible to have some information: hierarchy, texturing, translucency, alpha channel, max texture size (1024×1024 ? more ?), … ?
This should not be very secret and would avoid reworking models made while KRS is being completed.

Paul ? Richard ?

I don’t believe it has been set 100% yet.

Judging from what I’ve seen, we still have plenty of time to wait.

My advice is be patient, start adding more detail to your existing models – export them to Trainz, add opening doors for the new MSTSbin.
You can pretty much guarantee any new sim will handle more polygons and 1024+ textures

Who knows what may happen in the next few months…

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]Originally posted by Paul Gausden:
export them to Trainz [/div][/BLOCKQUOTE]
You suggest this because the rendering is better than MSTS and closer (than MSTS) to what could be KRS?
More animations are supported? Doors independent from pantograph?
Better material support?
3D cab?
This means buying TRS 2007 (or a used version of 2006? Same rendering as 2007?) for 6 months… (you don’t feel like KRS will go like MSTS2, do you?)

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]Originally posted by Paul Gausden:
add opening doors for the new MSTSbin.
[/div][/BLOCKQUOTE]
I don’t see what you mean (my models have doors animation using pantograph animation).

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]Originally posted by Paul Gausden:
You can pretty much guarantee any new sim will handle more polygons and 1024+ textures
[/div][/BLOCKQUOTE]
Because of MSTS, I used 512×512 texture files. I might switch to 1024×1024.

TRS2004+ supports many more polygons than MSTS and bump and environment maps are supported.
Doors are also supported, as are 3D cabs.

If you can get TRS2004 SP2+ (passenger edition) cheaply, it is as good as TRS2006/7

Unfortunately my TRS export plugin can’t do pantographs (thats the only thing though)

I suspect (don’t actually know) that KRS will be closer to TRS with it’s modelling techniques.
TRS breaks down it’s model into parts so it takes a while to learn what’s going on.

The latest MSTSbin patch 1.6 supports independant door animations (and mirror animation)
I have also used 1024 textures in MSTS before now, very few people have old cards that don’t support them.

Thanks !

Can you please explain how diffuse, ambient, specular and translucent are supported in TRS?
Where can I find useful information on modeling for TRS?

I have tried to make the exporter use similar functions to MSTS. There is a trainz.htm file with the plugin that explains most of it.

I’m also adding trainz functionality into my shape viewer program – I can load MSTS models alongside TRS ones in the same program <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

However, the translucent textures are handled automatically – the program detects if there are pixels that are not solid or totally transparent. The translucent values of 1 to 4 define the drawing priority so you need to play with them when a texture

This is the main source of info..
[img:1izfz1jy]http&#58;//www&#46;auran&#46;com/TRS2004/contentcreators&#46;htm[/img:1izfz1jy]
<!– m –><a class="postlink" href="http://www.auran.com/TRS2004/contentcreators.htm">http://www.auran.com/TRS2004/contentcreators.htm</a>&lt;!– m –>

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