Having found this thread, I'm not sure what to think. Should I be angry? Maybe. Possibly.
First my thread asking for community discussion on Point Cloud Data rendering as a possibility in our Trainz future gets quashed by Windwalkr without any inquiry
or even waiting until a forum member made a single comment. THAT alone really ticked me off, although he did explain why in a private message.
Here I see a group of N3V folks and Trainzers discussing me and my 1st attempt at adding to the DLS. You guys can't communicate with me for some reason?
NOW, I am seeing Mr Whelan coming within a hairs breadth of committing libel. How in the HELL did you EVER think that I work for Railworks? I'm using my REAL NAME next to my pics !! And as for un-asked for permissions > the licenses for those creators are non-existent in the originals, BUT I have credited the originals to their respective creators in the configs of all those assets. You're assuming alot about me in your statements.
Then Mr Timbers comments? Why didn't you think to contact me directly with your concerns and or criticisms?
I have also clearly stated I am open to such criticism on my new assets thread.
I wasn't aware the tga's were where alot of the file size problems came from, and now that I am I'm not necessarily happy about how I found out either. Constructive criticism would have been welcome, you just come across as an Elitist.
I have just spent $3200.00 USD on a new copy of 3DS Max 2013 which I'm in the process of learning to use, also stated in my new assets thread, which only John has bothered to read. I have been eager to make some quality assets for myself and the Trainz folks, and I know that my sketchup originals and my ports of other creators are high poly But with this kind of slinking around commentary... I may just not !
Conclusion? I'm not angry... I'm friggin Pissed !
Rico
One of the problems we have at the moment is documentation and guidelines for new content creators. I think the TC3 content creators guide is the last one that had guideline values as far as poly counts go. TS2009 does allow much higher poly counts to be used but there are penalties for going too high. I would consider high for a car on the road ie scenery car to be 500 polys. I am aware that some newer content creators have been turning out ones at 15,000 polys but these I assume sketchup based ones are a magnitude greater than even these.
If you cross two planks in GMAX, Blender, 3DS, or practically any other 3D program you get two 12 poly long cubes? Do it in sketchup and you get a center cube with four arms each of 12 polys ie 60 polys not 24 with any other product. The more complex it is the worse it gets. Curves are always an approximation to keep the polys down there are techniques but you need control. More control than I suspect Sketchup gives you. Sketchup is fine by the way for a simple box house, even then because it normally creates more than one texture file it is not so performance friendly.
You need to understand how Trainz works in order to build reasonable content. If you are building a commercial game then you would be given a poly limit per scene. You would build content to fit within the poly limit.
The issue really is lap tops, and their limitations and they don't handle polys well at all. Put half a dozen of your cars on the roads and Karen's? lap top would die and I suspect she wouldn't really know why.
Texture files are compressed by a factor of four with TS2009 so the size isn't quite so important. If you read the thread you'll see although your content has been used to illustrate a point some one else actually has even higher poly counts than yourself.
I think the issue is that we have some new content creators who are producing content that is way beyond the traditional guidelines. How should this be addressed?
We don't really have good documentation that says if you wish to upload a reskin to the DLS then unless the license specifically gives you permission and some of my assets do then ask permission before uploading.
Working for Railworks? well if you wanted to show that Trainz just wouldn't run on the same machine that Railworks ran smoothly on all you'd have to do is pick the right assets. I'm sure you don't but if I was Railworks it might be a temptation to fill the DLS with poorly performing assets.
Oh and the background to many of the people on this thread is lots of years in informatics and quite a lot of hardware experience so they are fairly sensitive to poly counts.
If you get 3DS sorted out and lod I do have a few items I wouldn't mind seeing in Trainz by the way.
Cheerio John