Ocemy TS12 LOD Splines - Fantastic

mcguirel

Yagottaseediss!!!!!!!!!!!
Just wanted to make a shout out to Ocemy for the TS12 Splines you have created. No more billboard lighting issues and they look fantastic. LOD use is great too. Should be the new norm for splines.
 
If I am changing my point of view in the demo-session, the hedge-splines are jumping into another form. :confused:
(Nvidia Geforce, OpenGL)

Regards

Swordfish
 
But when it says "TS12" it means TS12 with SP1? So I'm unable to download these splines. Not complaining as I've made a conscious decision to avoid SP1 for the time being. However, does this mean there is some new functionality in SP1 that enables splines to work better in TS12? If so, fair enough. If not, can't quite understand why these splines were not made available to all TS12 users (ie. from build 3.6).

Paul
 
Good Morning Paulsw2
We have made improvements to splines in TS12 SP1, and as these splines were created and tested in SP1, they have only been released for this version. They have not been tested in earlier versions, and we can't ensure that they will function correctly in earlier versions.

Regards
 
Hi Zec

Mate you should have warned people of the Build no :p

I downloaded them into Build 49922 and this is what i got :)



As None of the SP's work for me i will have to stick to this build :)


Poul
 
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The only gripe I have about this new standard is LOD Distance. It needs to be further than its current position as it becomes VERY DISTRACTING as it is set for a very small draw distance.
 
Screenshots anyone? Is it true that splines were one of the major performance hoggers before? For example a city made of a city spline being worse than using just a group of scenery items?

If so does this new update change this and can you modify current splines?
 
Most assets are listed as unknown on DLS
The so called (TS12) can be back version to 3.6 via cfg
Just DL to temp folder then dbl-click CMP or drag drop to CMv3.6 / open in explorer/edit cfg.
That is if you really want it.
 
Got the splines. Replaced my barbed wire fences with Ocemy's :)

I look forward to a desert version of the grass splines, unless Ocemy doesn't have plans and will allow reskins?
 
Someone asked for a screenshot so here you are. :hehe:

spline_testmap01.jpg


Certainly the fence and telegraph poles work very well. The bushes along the road do pop when the LOD changes and as others stated the grass does vanish a little too quick, or pops in when the viewpoint is allready too close.

There was mentioned a new 'standard' LOD distance by someone, but, and correct me if I'm wrong, aren't all splines of kind track these days, so in that case the LOD distance can be set in the config.txt track container and can be tweaked until the result is satisfactory?

Greetings from sunny Amsterdam,

Jan
 
Just grabbed these, and would like to echo the praise and thanks to Ocemy- at last we have a hedge that looks excellent, and seems to perform well.

I've been waiting for this for my route since my previous favourite hedge spline was ruined for the TS12 release.
 
Hi All
Please don't confuse 'standardized' with 'modeling standard' :)

When I said "We hope to see future splines built to this standard", I was referring to both the modeling standard and the correct usage of the track-lod-tree (as in, multiple levels of LOD!). I also added "and I'm sure some creators will be able to surpass this as well" to this. Particularly where LOD transitions are concerned, I'm sure the community will continue to improve how the transitions on their content look.

These are what you might call 'usable' examples, in that you can use them as a baseline to make your own splines, but they are also a full model and can be used on your own routes. Unlike the original example tree from TS2009 for example, which didn't visually fit with the majority of Trainz routes...

Regards
 
I tried to merge the route on to the end of a work in progress route to use as a test pallet but TS12 SP1 HF3 would not let me do it - why is this so ??
 
I have had little success with merging. My suggestion is to open up the Spline Route and Add What You Want From It into Your Favorites. Really wish I could figure out how to make these.
 
I replaced the barbed wire fence on Mojave with the new (TS12) one and the framerate increased over 10fps! If all splines could be made this way we'd be looking at amazing performance compared to before! It's making me wish I could modify the splines in my route!
 
Hi All
Please don't confuse 'standardized' with 'modeling standard' :)

When I said "We hope to see future splines built to this standard", I was referring to both the modeling standard and the correct usage of the track-lod-tree (as in, multiple levels of LOD!). I also added "and I'm sure some creators will be able to surpass this as well" to this. Particularly where LOD transitions are concerned, I'm sure the community will continue to improve how the transitions on their content look.

These are what you might call 'usable' examples, in that you can use them as a baseline to make your own splines, but they are also a full model and can be used on your own routes. Unlike the original example tree from TS2009 for example, which didn't visually fit with the majority of Trainz routes...

Regards

This is similar to what happened when TRS2009 came out and the "new" track standard was introduced. The first examples worked, but were a bit rough with too short a transition between the LOD targets. At the present time, we can see how much this has changed with the track with the newer and improved versions we use today.

John
 
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