GMax and 3DSMax (And any other modeling program) screenies/renders

-That RubyTMIX for Sketchup program sounds like a big mistake for Trainz. Just sayin'!

-Joe

If the models from Google Sketchup simply assumes it will soon be swarming of Trainz Polygon bombs.

I advise everyone he builds himself.
And that in a very sensible way of dealing with polygons.
Otherwise you end up with moist eyes at the slideshow to play Trainz.

g'ice
 
i have built some of my own industries that are less than the warning of 25,000 polys and i build with multiple buildings in the area. get this, the only thing i see wrong is when i move away from the buildings is that they disappear before the rest of the scenery. i will show a pic here shortly of one industry. sketchup does have potential, just like fire, it can help you or burn you. -inprr
 
here's what I got:

Middle-Level Platforms w/Shelter:
...

and look closely at this:
...
If u look closely, it has lots and lots of tiny 'transparent' holes making it see the yellow fences behind it. All made by RubyTMIX for Sketchup

and get this, it has over 147,785 polys and still came out even on my PC. Intel i3 3.30Ghz, nVidia GeForce 8400GS.
Do you really need all those polys to get that transparent effect? Here is a bench that only needs 128 polys each for the back and the seat. The whole bench is just 348. Textures are your friend. Selective transparency is great for these types of objects.
perron_bank.jpg
 
Do you really need all those polys to get that transparent effect? Here is a bench that only needs 128 polys each for the back and the seat. The whole bench is just 348. Textures are your friend. Selective transparency is great for these types of objects.
perron_bank.jpg

actuality, it's the benches itself it needed all the polys (for transparent) even the canopys and fences too (that's what making soooo many polygons. forgot to tell u that). Some (NOT ALL) but I think 2 were brought from 3D warehouse, some I've made as well, such as stairs, and fences (and the base eg. platform, foundations, textures, pillars at bottom). Ironically, I've already ate an 103 black licorice jelly beans for TS12! So I can get that up and running as well
 
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-That RubyTMIX for Sketchup program sounds like a big mistake for Trainz. Just sayin'!

-Joe
Your right to be scared Joe :eek: ... Of course with great power comes great responsability. If you have an eye for polys, this exporter can be a useful tool. However, it can be just as destructive. What I find myself doing is remaking components of a model to try and lower poly counts to reasonable levels.

NIARTcar_20120107_0000.jpg


Did this little bit for my route starting today. It is a monorail platform, the whole thing includes the orange supports, white plaform and gauges used to place beamway correctly. All inclusive, this is about 4500 polys. Most of which are as a result of the round monorail body position guage. This being said, all of the supports thus far consist of tubular braces bent and curved. So there is a good and bad way to use this. I intend to use it as efficiently as possible.

cheers
 
Your right to be scared Joe
-Scared? Scared of what? As I see it, and I know I will be corrected on this but, to me its stealing. Who has given the permission to take all these (high poly) google assets and put them into Trainz? For people like you, its not even your model! I guess I'm just a little confused on how this all works out. I don't even care for the models anyway. Every one of them I've see so far is looks to be junk and to high poly. I don't even want to look at the DLS anymore cause of this. Thank god I can make all my own stuff now... just need to learn splines.
-And speaking of which... I'm sure I'm not the only one out there, that wants to learn how to make splines for TRS, would anyone be nice enough to make a tutorial video, from an object in max to a config.txt file? I even have some models already made that would make great splines, that I can send. PM me please if you are interested.

-Joe
 
Some (NOT ALL) but I think 2 were brought from 3D warehouse, some I've made as well, such as stairs, and fences (and the base eg. platform, foundations, textures, pillars at bottom). Ironically, I've already ate an 103 black licorice jelly beans for TS12! So I can get that up and running as well

Be very careful what sources you get models and textures from, because this could lead to a lot of legal problems over that "international copyright law." Check the licences thoroughly as well, they may have clauses in it saying "You can use the model for your own personal use" and the like. Its fine if it is for your own use and don't intend to redistrubte the content. However, if the content is to go in trainz, 147k polys is excessive, even if you need the transparency which would only most likely to be seen within a 50cm range. You could always use LOD's to produce another bench that would be kinder on the computer resources.
 
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Of course with great power comes great responsibility. If you have an eye for polys, this exporter can be a useful tool. However, it can be just as destructive. What I find myself doing is remaking components of a model to try and lower poly counts to reasonable levels.

I agree with Joe 100%, I don't bother with the DLS anymore. The thing with the RubyTMIX thing is that 95% of the users (probably more), are novice (not even good enough to be amateur) modelers, who have neither an eye for detail or polygons. It uses probably the worst 3D Modeler out there, which FYI is NOT very powerful. Perhaps if you all would invest your time with professional 3D modelers that are/were supported by N3V, more quality content would see the light in a non poly intensive way.
 
-Scared? Scared of what? As I see it, and I know I will be corrected on this but, to me its stealing. Who has given the permission to take all these (high poly) google assets and put them into Trainz? For people like you, its not even your model! I guess I'm just a little confused on how this all works out. I don't even care for the models anyway. Every one of them I've see so far is looks to be junk and to high poly. I don't even want to look at the DLS anymore cause of this. Thank god I can make all my own stuff now... just need to learn splines.

Maybe scared was not the right word to describe it. As far as I know, the models on the 3D warehouse are openly avaliable to be used by anyone. As long as there is no paying for the content, i would assume it would be acceptable. However, I would personally prefer to contact the creater first and ask permission before using. I personally have not downloaded any of these models anyway. I perfer doing everything myself.

As for the appearence of that model. Its not quite finnished, it was more of a test to see if the demensions in game looked good. I felt might demonstrate that there is some potential in this program. Perhaps this is a better example?:

NIARTcar_20111219_0001.jpg


The ticket booth is what im talking about. Ignore the ugly horrible planters.
After I go down there in Feb, I should have some better photos to skin the booth with...

There are some advantages to using this program. Modeling buildings that are proto for an area is now a realistic goal for serious route builders. That being said, I don't see this program replacing the others at all. When it comes it modeling locomotives and rollingstock, this program is a bit useless. Complex objects can become somewhat of a joke with polys with sketchup if your not being carefull. As you said though, there is going to be a quite a bit of junk and legal issues on the DLS if N3VR doesnt regulate content closely.

And again, Scared was not the right word choice sorry about that joe :wave:

I agree with Joe 100%, I don't bother with the DLS anymore. The thing with the RubyTMIX thing is that 95% of the users (probably more), are novice (not even good enough to be amateur) modelers, who have neither an eye for detail or polygons. It uses probably the worst 3D Modeler out there, which FYI is NOT very powerful. Perhaps if you all would invest your time with professional 3D modelers that are/were supported by N3V, more quality content would see the light in a non poly intensive way.

I agree with you on that. Its really a light weight when it comes to capability. The only thing I see going for it is it's relation with google allows you to use map textures to aid model buildings. That is all I can see that program doing for Trainz.

cheers
 
h

I really dont agreed whit the majority off the statements here in relation to Google earth models, i agreed whit the faulty of selection of the models from part of the Nv3 , no selection of models in relation to high textures or super high poly model.
Ruby exporter in my opinion is a great tooll for buildings only,this in my perspective, they have many and many buildings whit 50 to 500 polys im sure of that and this can give a great improve to a route. The problem whit the polys and high textures depends of the type of person who use the exporter, ..so is like you give a M16 automatic gun to a Adult or give them to a child , i think is a big difference. also dont agreed whit the legal permissions or not, some of you i think must read careful the copyrights of the Google warehouse.
Also Google earth models can be used whit the SimLab exporter plugin for any program of 3Dmax09/10/11/12 64 or 32 b and some of you must know 3dmax have a modifier poly reducer very efficient. so i dont see any problem here only whit the right persons to use this plugins...and a bit more of selection from part of the Nv3.
and please dont accusing other people of stealing anything whit out knowing the all facts...

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THE cdp of this model have 2mb size

67ee1fcac831d18cf1a2419fdc95aaf3.jpg
 
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h

All my models in the dls have reducing polys whit this modifier from 3dmax 09/10 if you dont know how to use it its not my fault.:(
arraial
 
actuality, it's the benches itself it needed all the polys (for transparent) even the canopys and fences too (that's what making soooo many polygons. forgot to tell u that). Some (NOT ALL) but I think 2 were brought from 3D warehouse, some I've made as well, such as stairs, and fences (and the base eg. platform, foundations, textures, pillars at bottom). Ironically, I've already ate an 103 black licorice jelly beans for TS12! So I can get that up and running as well
If you think that you really need all those polys just to make a simple bench with a transparent grid, you should have a look at how others use textures to achieve the same results with a much lighter load on the system. If that super high poly object was the only thing in the map, it's one thing but in reality it will probably be one of a multitude of objects, each one needing the attention of the rendering system to show it in game.

Attempting to use the minimum possible number of polys is not just a design ego contest, there are physical limits in the game. There are only so many polys that can be rendered at one time. Use more in one object and you reduce the total available for all other objects.
 
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But you have to remember that most people using Ruby probably can't afford or have access to 3dMax. I cetainly can't on my pension.
 
h

Hi teditoot yes i know that very well and understand that to but, Im not the one here concern and worried about with putting very high poly models in to dls from the Google Warehouse, i really dont care about it , and this is a free game whit a free upload dls whit the minimum requirements for the setup models and nothing more, i think Nv3/Auran supports the Ruby plugin if i dont have mistake , and i think to Nv3 policy think in put all they uploading high poly high textures and all, because they know the Route or Layout creators gonna chose the right assets whit the right polys for they routes,.. as a modeler and i do not create routes this dont bored me in any way at all.:wave:
arraial
 
But you have to remember that most people using Ruby probably can't afford or have access to 3dMax. I cetainly can't on my pension.
True but there are other ways to create without having such insanely high poly counts. Good old Gmax comes to mind. It may be long in the tooth but it can still create perfectly serviceable objects and with a few tweaks, bump mapping is also possible. And being free, compatible with all budgets. Other programs like Blender are also available for those who want to use something else.
 
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wow. Does everyone think i'm like using the objects from 3D Warehouse to use as part of my objects without permission?

First of all, My first shot, This was ONLY my preview of the content i've made on sketchup, just an experiment with the plugin tool. It will NOT be released AT ALL COSTS. It was just my personal preview of what I've made is all.

In fact, The ONLY thing it will be released is these 2 shots:
mikey186201201080000.jpg

My subway Entance I've made

And my "Empty" Medium Level Platform:
mikey186201201080001.jpg


NOTE: these shots were taken in TS12

Secondly, my content made with RubyTMIX, they are NOT gonna be released on DLS. The only thing that will be on the DLS is objects (made by Blender ONLY), my drivercharcters, and engine/hornsounds. The rest will be on my website.

@arraial, I agree with that. I'm NOT the one accused of that. Besides, I have no clue how to reduce the polys even if it's too complex (I ONLY have blender, NOT 3ds Max).
 
h

Well , only if you are Mick1960 with two accounts, because i never talk in this forum to you in any way.:)
p.s. and read the Copyrights from Google, you dont need permission from the Author, you can use the models, modifies them, redistribute them copy then, only you cant sell them.......
arraial
 
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and read the Copyrights from Google, you dont need permission from the Author, you can use the models, modifies them, redistribute them copy then, only you cant sell them.......
arraial
yep that I ment. On my web, I NEVER sell any content on the web. If only one thing that will google might add is that since the 3D warehouse is a download site, if they might add a 'Creative Commons' feature so that It'll tell that for some content if it's ok to Distribute, alter, and/or modify, I'll be a lot happier.
 
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