ORTS new shape format???
#31
Posted 13 October 2015 - 11:23 AM
While replacing OR's base toolkit will be a VERY signiicant advance, it does mean effectvely rewrting the whole shooting match from the ground up, believe me that will ________NOT_________ be easy. So do NOT hold your breath, the development team are only human. Note: If you think you will not have to go through every file, think again, both code and compilers are complex items and NO ONE will know all paths no matter how good they are.
A comment on file formats........
No matter how good a format is to use for either the programmers or the users, the format has to be able to easily generated. The users must have access to multiple programs that support the format so as many of the users as possible can generate content. MSTS's shape and texture file formats (.S and .ACE) are a classic way of how NOT to do it.
I selected .obj because its a text file and its a NATIVE format of Blender and is supported by at least one other 3D editor. While its is basic as far as I am concerned as both a programmer and a content developer I can live with that as there are ways around this. For images I use either PNG or TGA, both formats are open and practicaly every image manipulation program currently in existance has support for either one or the other, and that means a far better chance that content will be availible in a format I can use.
If one HAS to develop a custom format PPPPPPPPPPLLLLLLLLLLLEEEEEEEAAAAAAAASSSSSSSSEEEEEEE make sure there is at least an OPEN SOURCE convertor availible for it, other wise OR will be heaading to a dead end. Again just look at MSTS as an example.
Lindsay
#32
Posted 13 October 2015 - 11:32 AM
disc, on 13 October 2015 - 11:19 AM, said:
Thats why I like Openbve's animation file format, it takes any number of static objects , ie one can build an entire item of rolling stock out of individual items with it (Note 1), and then one can move ANY item in any way triggered but quite few different inputs, be it velocity, distance from a object, any control movement etc.
Note 1: so one can build say a whole set of rolling stock that use a single common item, like coupling gear or bogies and one needs only a single version of this.
Lindsay
#33
Posted 13 October 2015 - 11:38 AM
Most of these are front ends for Microsoft Conv3ds.exe.
GUI For The Conv3ds.exe program. In my personal opinion the best one so far. http://www.p-circle....r/index_eng.htm
MSTS Shape Tools http://www.trainsimh...ad.php?did=1347
GUI for the Conv3ds.exe program http://www.railserve...ump.cgi?ID=7928
GUI for the Makeace.exe program http://www.railserve...ump.cgi?ID=7929
Auto Shape http://www.fosweb.dk/divtog.htm This is modeling tool that can create basic or primitive shapes. Good for simple crossing pads or stone walls.
Open source front end for Conv3ds.exe project.
http://www.codeproje...-Utility-Helper
https://mvps.org/vbdx/downloads/
Robert
#34
Posted 13 October 2015 - 12:01 PM
disc, on 13 October 2015 - 09:31 AM, said:
Yes, although the original author has given plenty of information about what remains to be done for completion in the documentation. I suppose like everything else in the OR world you have to find someone who has both the knowledge and the will to complete it.
disc said:
It is and I don't disagree that python scripts are unstable, I simply have no knowledge of python scripts. In my experience so far the exporter has been rock solid, even after I've made hamfisted tweaks to it and thrown lamentably bad geometry at it.
disc said:
Yes, this seems the way forward. .obj seems to be quite common, though collada would enable the numerous sketchup users to join the party?
#35
Posted 13 October 2015 - 12:10 PM
JohnnyS, on 13 October 2015 - 12:01 PM, said:
Everyone can join the party, as collada is supported by everything. But mostly because it supports animations, while .obj don't.
SP 0-6-0, on 13 October 2015 - 11:38 AM, said:
Ace conversion is not needed anymore, as i see all OR only content developers are using .dds textures already.
#36
Posted 13 October 2015 - 12:53 PM
Robert
#37
Posted 13 October 2015 - 10:02 PM
SP 0-6-0, on 13 October 2015 - 12:53 PM, said:
Robert
Same answer as my post at the top of this page (6 posts back), it means rewriting large sections of the code, in theory this _____SHOULD____ only be the 3D code, there can be some real weird interactions though so if mass code changes is considered one should always be real carefully.
Another point is is that if the base tool kit used will not support multiple threads to the GPU its likely little improvement will result.
Lindsay
#38
Posted 16 November 2016 - 06:58 AM
#39
Posted 03 December 2016 - 02:06 PM
#40
Posted 03 December 2016 - 02:24 PM
Another one I think might be useful is a shader for wet road surfaces (this assumes that eventually we'll have car and truck headlights).
Beyond that, what everyone else wants: bump and normal maps.