ORTS new shape format???
#121
Posted 31 January 2018 - 01:37 AM
The Blender .S file exporter does a lot of optimization you are talking here.
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.
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
Blender's texture atlas process is not for the faint of heart.
Yes... ask me.... :curiousPC: :whistling:
#124
Posted 03 February 2018 - 04:02 AM
wacampbell, on 27 January 2018 - 06:55 AM, said:
Just an FYI, the Blender to MSTS exporter does this drawcall batching automatically on export. It combines meshes everywhere possible to use the minimum number of drawcalls in the .s shape file it creates.
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
Honestly, at that link, yellow text on white background?
CB.
CB.
#128
Posted 18 March 2018 - 11:47 AM
#129
Posted 20 June 2018 - 01:44 PM
Is there any progress in the new shape file format for Open Rails? Or is it rather idle?
#130
Posted 20 September 2019 - 06:16 AM
I know most developments now revolve around the upcoming switch from XNA to MonoGame, but I have to bump this feature request again..
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..
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..