ORTS new shape format???
#261
Posted 31 January 2023 - 10:43 AM
I don't know of TSRE is truly abandoned - Goku did post his source on Github - it might be a better move to utilize that code because it does so much - well. No sense reinventing the wheel. The last update was about a year ago.
Regards,
Scott
#262
Posted 31 January 2023 - 12:48 PM
ErickC, on 31 January 2023 - 04:01 AM, said:
I'm curious. Could you provide an example please so I understand what you are doing.
#263
Posted 31 January 2023 - 12:53 PM
scottb613, on 31 January 2023 - 10:43 AM, said:
I don't know of TSRE is truly abandoned - Goku did post his source on Github - it might be a better move to utilize that code because it does so much - well. No sense reinventing the wheel. The last update was about a year ago.
Regards,
Scott
How much of the code is written in Polish?
It's not written in C# like OR is.
The UI is a hot mess.
Terrain editing uses a function common to non-real-world games (a vertical vortex). Various sculpting tools are needed (e.g., a variable size palette knife set to a user specified orientation).
#264
Posted 31 January 2023 - 01:03 PM
http://www.elvastowe...post__p__293516
Erick said about his method of using one model, relative path to it from many RS folders with their own textures = one drawcall
#265
Posted 31 January 2023 - 03:55 PM
Genma Saotome, on 31 January 2023 - 12:53 PM, said:
It's not written in C# like OR is.
The UI is a hot mess.
Terrain editing uses a function common to non-real-world games (a vertical vortex). Various sculpting tools are needed (e.g., a variable size palette knife set to a user specified orientation).
The code is written in C++. There is no Polish. Even having POLISH comments would be better than what it is which is code with *NO* comments. Only lazy narcissists justify writing code with no comments and say it's a good thing.
Then -as-is- TSRE is just not good enough and the collective *we* deserve better and should do better.
#266
Posted 31 January 2023 - 04:55 PM
Genma Saotome, on 31 January 2023 - 12:48 PM, said:
Common textures, most often for trucks and cabs. You can download any NAVS release from recent history to see it in action. The Soo GP9R set is a good example, but any of the recent car kits use this method as well.
gpz, on 31 January 2023 - 04:34 AM, said:
Ah, okay. I misread you, my apologies. I still think leaving the capability in for future models is a good idea because having texture paths in models allows us to save a whole lot of space on common textures. 3D cabs are a particular application where this saves the user from having duplicates of a whole lot of hi-res textures. Trucks are another good example - I'd wager you probably have about as many identical copies of Ted Curphey's truck textures in your trainset folder as I do. It's a lot nicer to have one image in one place. I suppose there are probably alternate ways of accomplishing the same thing, though - FSX uses texture.cfg to allow the painter to set paths for common textures used on a model (e.g., wings).
Even still - if the viewers don't support it, then we have to ask ourselves - what is the priority? The quality and efficiency of the simulation, or how good the models look in external model viewers? I'd wager most people using viewers are utilizing them to paint models, and I'd rather not be able to see a couple of common textures than have to have a whole bunch of duplicates of the same textures (or the same model if the new model format requires us to have the textures in the same folder as the model, because then every single repaint would need to have a dedicated model instead of using common models like we can use now).
As models get more and more complex, that's going to become a whole lot more onerous as time goes on. We need to have some way of using the same model for a whole bunch of different repaints, and we also need a way of being able to tell the sim to read certain repeat textures from a common location. FSX accomplishes the single model task with different texture folder names for each paint variation, while common textures utilize texture.cfg as indicated above. Maybe a system similar to that could be implemented? That would work.
#267
Posted 31 January 2023 - 11:11 PM
EDIT: Two other methods come to my mind that allow to access to any folder but still keeping the path in "forward" fashion: externally, creating a symlink with the Windows MKLINK command, or internally by virtual file system configuration. Both methods can make any folder or file available below the SHAPES folder.
#268
Posted 01 February 2023 - 03:38 AM
#269
Posted 04 February 2023 - 06:12 AM
In the meantime I have updated the glTF models from the previous videos to adhere to the given folder structure, and edited the animation groups in the model.
As a result I now have the door and mirror animations separate from the continuous animation of the wheels.
https://youtu.be/MHvBKx1TGCY
Comments so far: the door and mirror animations are rather quick, and the bogie animation could be more fluent, but for the moment I am quite happy how this is turning out.
Robert
#270
Posted 04 February 2023 - 08:25 AM
I don't think the bogie animation is in connection with the glTF, once it is loaded, the same code moves that and the s file's bogie.
EDIT: I found this that would worth looking into, although I'm not too familiar with 3dsmax: https://knowledge.au...01ACAC-htm.html