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I think my concern is people with unsupercharged computers thinking that trainz won't run on their machines because of suboptimal assets. The AI generated assets at the moment tend to use ploys rather than textures.Ok. So, I'll start by saying thank you so much to all content creators both past and present. And to all creators both here in the US and overseas. lot of good content from around the world. Trainz is my most preferred train sim over the other sims because of its freedom of play, compared to other train sims, which is why I support all content creation. AI, sketch up, whatever. Those that have mastered 3ds Max creation will always be the go-to choice for content, but. I don't think there's enough of those types of creators to fill the insatiable void that us gimme pigs have for the content we want, and nor should we expect them to deviate from what they normally create to satisfy that void. I think that other methods of creation should be encouraged or at least tested out and used as a learning tool for those who just want to contribute something. To be so triggered over a free digital download, that it stirs up half the community... Come on now... Is it really that serious? Maybe AI will get better over time, maybe it won't. You have the right to hate it all you want, I don't care, as long as "We the Piggies" and the void are ok with it for the time being. So, keep calm, back away from the computer, go outside and breathe in some of that fresh real world, cause at the end of the day, Trainz is just like any other video game. Mindless entertainment.
I haven't delved into this very deeply, but my main concern would be about high-poly and/or texture counts without proper LOD reduction. By "proper" I mean LOD schemes that meet the technical requirements of >20% reduction per step and a final poly count under 500 triangles. There is also the aesthetic requirement that LOD transitions not be too visually obvious. High texture counts should be addressed by mapping onto texture atlases.
Having a zillion tri's out to 1000m (or whatever) then making it a 10-tri box or completely vanish is not an honest or effective LOD either.
In other words, use AI to do things you just don't have the talent to do, but find ways to make the assets performance-friendly in a Trainz environment.
There are certainly easy ways to sloppily reduce tri counts of these behemoth models but half the problem is that arguably in most cases the (ai generated) models shouldn't be even close to their highest poly levels at lod 0. Due to lack of optimization, file sizes have inflated with larger texture sizes and increased model detail in the last 15 years but for any average joe without an FCT most assets have become less and less available if coming solely from the DLS, since the speed has remained capped at the mediocre 5kb/s for as far back as I can recall.I haven't delved into this very deeply, but my main concern would be about high-poly and/or texture counts without proper LOD reduction. By "proper" I mean LOD schemes that meet the technical requirements of >20% reduction per step and a final poly count under 500 triangles. There is also the aesthetic requirement that LOD transitions not be too visually obvious. High texture counts should be addressed by mapping onto texture atlases.
Having a zillion tri's out to 1000m (or whatever) then making it a 10-tri box or completely vanish is not an honest or effective LOD either.
In other words, use AI to do things you just don't have the talent to do, but find ways to make the assets performance-friendly in a Trainz environment before spamming them to the DLS. If you can't do that, be an honest Trainz citizen and prominently note the poly-count and texture count and lack of LOD in the Asset Description.
In many cases you can use those ultra poly models to bake normals to a much lower poly mesh that will be your "starting" mesh - i.e. a LOD0 mesh. It's a technique I've been trying recently. The problem is getting a good UV map in the first place.I haven't delved into this very deeply, but my main concern would be about high-poly and/or texture counts without proper LOD reduction. By "proper" I mean LOD schemes that meet the technical requirements of >20% reduction per step and a final poly count under 500 triangles. There is also the aesthetic requirement that LOD transitions not be too visually obvious. High texture counts should be addressed by mapping onto texture atlases.
Wow, that's a mellow post for you Dave and, oddly enough, I agree with all of it. Well said.I enjoy finding something that hasn't been done before and creating it for Trainz. By that I mean, starting from scratch and making my own textures and all. I don't use A.I. but that's because I use GMax and there's no way to convert an A.I. file into something GMax can open. I'm probably heading down the 3DSMax track and I'll reach that station eventually. But right now, I'm sort of like Bob (MSGSapper) in that I mostly create for my own enjoyment and my own route(s). Sometimes I'm willing to help someone out with something if I, too, find that something is interesting and would be fun to do. But usually I don't take requests. As for A.I. there doesn't seem to be any sane reason why someone can't use it to make something for Trainz. Heck fire, we don't have enough content creators as it is! A lot of the old timers have either packed it in and gone on to something else or passed away. RIP those great content creators, Clem, Ben, and others I can't recall at the moment. I'm almost 79 so one of these days I'll be going home, too. But I don't see any problem with A.I. Now don't get me started on LOD. I don't provide it so just shoot me.
One thing I hear on these forums quite often is stuff like, "I don't know how to create content for Trainz." or "I don't have the skills to get into content creation." Listen folks, It ain't that hard!! If you can work a computer, you can learn Blender. I don't use it or know anything about it, but from what I've heard there are gobs of tutorials out there. Jump on the bull and ride! What have you got to lose?!
But let's not put A.I. or people who use it down. Give them the right to chose how they create content, and if A.I. is a part of it so what? How in the blue moon is it hurting you? If you're p.o.ed because someone is using A.I. to make content, then don't use their content. Simple as that.
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Does a decent job on humans and animals.
TBH, I quite like making models in Blender from scratch. The biggest thrill I ever had in Trainz was making my own steam loco starting from a single vertex and watching it run around a track.
I don't use A.I. but that's because I use GMax and there's no way to convert an A.I. file into something GMax can open.
As for A.I. there doesn't seem to be any sane reason why someone can't use it to make something for Trainz. Heck fire, we don't have enough content creators as it is! A lot of the old timers have either packed it in and gone on to something else or passed away. RIP those great content creators, Clem, Ben, and others I can't recall at the moment. I'm almost 79 so one of these days I'll be going home, too. But I don't see any problem with A.I. Now don't get me started on LOD. I don't provide it so just shoot me...
...But let's not put A.I. or people who use it down. Give them the right to chose how they create content, and if A.I. is a part of it so what? How in the blue moon is it hurting you? If you're p.o.ed because someone is using A.I. to make content, then don't use their content. Simple as that.
Then tell me how. I know I can import some 3DS files into GMax, but not any other types of files.Just as a technicality, this isnt true at all. but anyway.