Elvas Tower: How is the Smoke? - Elvas Tower

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How is the Smoke? Rate Topic: -----

#1 User is offline   CrisGer 

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Posted 22 December 2013 - 03:54 PM

Been busy in a project from Japan, no time for a while...but wanted to see how smoke development is going if any progress made over the balloon smoke? merry x mas to all and thanks for the miracles and miracle workers here at OR.

#2 User is offline   CrisGer 

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Posted 27 December 2013 - 07:53 PM

OK Walter i figured it would have been posted if progress had bee made thanks.

#3 User is offline   dforrest 

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Posted 01 January 2014 - 07:35 AM

I too hope that more realistic smoke will be available before Version 1 is released!

------------
David

#4 User is offline   Tony 

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Posted 02 January 2014 - 08:08 AM

Okay here's the deal the last four posts have been removed and this topic has been reinstated. Please keep to the theme of the original thread.

Sincerely Tony

#5 User is offline   RTP 

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Posted 02 January 2014 - 12:00 PM

I think the smoke in TrainZ is better.

#6 User is offline   CrisGer 

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Posted 02 January 2014 - 12:24 PM

We know it is a work in progress and I meant no disrespect in posting this question for an update i am hopeful we can achieve nice smoke for steam engines with some work on the coding. It is complex and takes time and I am happy to wait just hoped to move my modeling work to OR full time soon as i am working on several routes and they look much better in OR. thanks.

#7 User is offline   D&RGW 

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Posted 02 January 2014 - 02:47 PM

 RTP, on 02 January 2014 - 12:00 PM, said:

I think the smoke in TrainZ is better.


The steam effects in Trainz aren't state of the art or anything, but they can look good when done well. I think that the smoke effects in Trainz might be more customizable (that is, on a per-engine basis) than they currently are in Open Rails, which might be something to consider for future development. I hope I'm not getting too off-topic, but here's somebody's screenshot showcasing some nice smoke effects in Trainz:

http://www.ocemy.com/images/new_style/screenshots/screenshots50.jpg

Original link: http://www.ocemy.com...reenshots50.jpg Again, just some things to consider.


Thanks,

Eliot

#8 User is offline   That Genset Foamer 

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Posted 02 January 2014 - 05:20 PM

That raises the question - which assets does ORTS call for its smoke effects, and can they be reskinned?

Also, with the camera-facing texture technology implemented with the forest objects, smoke could be comprised of somewhat elongated / oblong "units" and its translucency and dimension are determined by throttle settings, locomotive type, and the like.

#9 User is offline   copperpen 

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Posted 03 January 2014 - 03:22 AM

The main problem with both steam and diesel exhaust effects is that OR does not allow for the initial vertical component when running. As soon as the locomotive begins to move, the exhaust plume assumes an angle from the point of origin which increases with speed increases. There is a need to include an element of vertical velocity before the plume lays back, and this second component should have a more horizontal movement as well as expansion to allow the cloud to gain volume. There is also a tendency for the point of origin to move backwards as speed increases.

#10 User is offline   PA1930 

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Posted 03 January 2014 - 04:32 AM

 copperpen, on 03 January 2014 - 03:22 AM, said:

The main problem with both steam and diesel exhaust effects is that OR does not allow for the initial vertical component when running. As soon as the locomotive begins to move, the exhaust plume assumes an angle from the point of origin which increases with speed increases. There is a need to include an element of vertical velocity before the plume lays back, and this second component should have a more horizontal movement as well as expansion to allow the cloud to gain volume. There is also a tendency for the point of origin to move backwards as speed increases.


True! I hope someday this will be achíeved. :oldstry:

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