ORTS new shape format???
#121
Posted 31 January 2018 - 01:37 AM
For example it automatically merges all not animated parts into one.
It's the best way to make shapes for OR / TSRE now. Nothing else is close to it.
Also in Blender you can make one texture file from all textures and insert Ambient Occlusion map on them. But it's not a simple thing to do.
#122
Posted 31 January 2018 - 05:09 AM
#123
Posted 31 January 2018 - 11:39 PM
Quote
Yes... ask me.... :curiousPC: :whistling:
#124
Posted 03 February 2018 - 04:02 AM
wacampbell, on 27 January 2018 - 06:55 AM, said:
Hi Wayne,
Is it in the realms of feasibility to make a utility that can do this with pre-existing shape files? There's quite a lot of legacy content that co do with improved optimisation.
Cheers,
John.
#126
Posted 18 March 2018 - 12:03 AM
CB.
#128
Posted 18 March 2018 - 11:47 AM
#129
Posted 20 June 2018 - 01:44 PM
#130
Posted 20 September 2019 - 06:16 AM
Is there any progress or developments concerning a new shape format ? Or at least some ideas whether we are going to use an existing interchange format (FBX, Collada, DirectX .x), a custom-developed format for the sim only, or extending the existing MSTS shape format ?
I was thinking along the lines of the last possibility: use the existing format (or at least the structure), but extend it with new shader names and removal of the subobject limit (the reasons why PolyMaster and Shape Fixer exist).
If we go this route I also expect the OR-team (or a third party at least) to provide an interchange converter to the new format, since I will absolutely not be using Blender. 3dsmax is my tool of choice and I want to be able to do the complete model (including textures & UV map) there and not via an intermediate Blender conversion..
#131
Posted 20 September 2019 - 07:51 AM
Btw: I second your wish for a 3ds max converter, as that is also my 3D software of choice. I might look into building such a converter myself, but that's given that I have time to do that.
#132
Posted 21 September 2019 - 01:47 PM
btrs, on 20 September 2019 - 06:16 AM, said:
I know these feelings, hope we get someday a powerful and independent file format for rolling stock, .S would be more than enough for the buildings/scenery.
#133
Posted 11 October 2019 - 02:49 AM
captain_bazza, on 16 September 2017 - 06:50 PM, said:
CB.
It is even more Byzantine than that.
https://en.wikipedia.org/wiki/VRML I was involved in the whole
VRML standardization process (at the turn of the century){BUT I could be wrong from here as I lost the immediate following,
decade sick} Anyway from the little what I've seen of the human readable text-form Microsoft .S format(is nearly pure VRML
with some built-in/internal/hidden; Prototypes/Classes/Subroutines, using some other thing than Gzip to do the compression.
When one starts talking about computing, formats, graphics, languages, it is very important that you keep your final
purpose clearly in mind. One of the original features of VRML that seems to be inherited somewhere in the genetic .S format
is how the object-names maybe understandable self-documenting of the hierarchy of things being describe.
W'Shawn G
#134
Posted 11 October 2019 - 04:23 PM
disc, on 16 November 2016 - 06:58 AM, said:
Had few years at the height VRML popularity crunching back high polygon-count to what was plausible for the web of the day to handle in real-time over copper-wire. So dare I ask exactly where be these TS20xx highpoly 3D-cab & exterior models rotting?
Thanks. Shawn in Auz.
#135
Posted 11 October 2019 - 04:55 PM
Genma Saotome, on 03 December 2016 - 02:06 PM, said:
Genma's question points to the difficulty at the heart of the whole thread. By comments relating to various features user appear to desire or use; high-polygon counts, bump-maps, meshes, u-v mapping, colours & textures in the history of computer graphic [CG] many of these items were mutually exclusive due to the technical philosophy underpinning the initial graphic files creations, along with the intend function. Bump-map & meshes were originally strategies for avoiding large polygon counts.
Thanks Shawn in Auz.