Hello Bob. I could be wrong, but your assets on the DLS really don't appear to explain how they were made
Again, Bob, Making LOD assets doesn't really have to do with Trainz. That's something you would do in your 3d modeling software. I'm not telling you what to do with trainz (As I expect you already know how to script a basic lod asset). My argument wasn't about the trainz level I'm developing at, or the support of older content. The discussion was about creating multiple LOD's for your models and implementing the LOD's into your assets (Something we both know how to do in trainz).
If I am understanding correctly, you are skeptical of my skills because I haven't shown much to the public, and you don't want to use LOD because it takes too much time (I would argue it doesn't have to take much effort, but I could be wrong).
If you are interested in my 3d modeling skills, I'd recommend you look at this thread, where I post all my progress: https://forums.auran.com/trainz/sho...any-other-modeling-program)-screenies-renders
And as I said before, Trainz isn't your regular high-end game, and it can be quite slow compared to some of its competitors that have much higher polys assets, but are running on a more efficient game engine. NV3 recommends your small scenery assets have no more than 4k polys, and the large ones have no more than 30k. This link might be helpful: http://online.ts2009.com/mediaWiki/index.php/Art_Recommendations. You can't expect to run hundreds of 100k poly assets on trainz as you would with a game that uses say Unreal Engine.
And with all respect, I still appreciate all the money and all the assets you have bought and imported into trainz for all of us to enjoy. So thank you for that
If anything I said is wrong, I'm completely open to corrections.
I hope this helps.
They do however provide the following really useful information on you so I can judge the merits of what you are telling me I should do in Trainz:
1. The quality of your work that I can actually see.
2. The breadth of your work that I can actually see.
3. The sophistication of your work that I can actually see.
4. What level of Trainz you are currently designing for that I can actually see.
5. How well you support your older content, or if you do at all that I can actually see.
6. That you have created similar content using what you are suggesting that I do that I can actually see.
Bob
Again, Bob, Making LOD assets doesn't really have to do with Trainz. That's something you would do in your 3d modeling software. I'm not telling you what to do with trainz (As I expect you already know how to script a basic lod asset). My argument wasn't about the trainz level I'm developing at, or the support of older content. The discussion was about creating multiple LOD's for your models and implementing the LOD's into your assets (Something we both know how to do in trainz).
If I am understanding correctly, you are skeptical of my skills because I haven't shown much to the public, and you don't want to use LOD because it takes too much time (I would argue it doesn't have to take much effort, but I could be wrong).
If you are interested in my 3d modeling skills, I'd recommend you look at this thread, where I post all my progress: https://forums.auran.com/trainz/sho...any-other-modeling-program)-screenies-renders
And as I said before, Trainz isn't your regular high-end game, and it can be quite slow compared to some of its competitors that have much higher polys assets, but are running on a more efficient game engine. NV3 recommends your small scenery assets have no more than 4k polys, and the large ones have no more than 30k. This link might be helpful: http://online.ts2009.com/mediaWiki/index.php/Art_Recommendations. You can't expect to run hundreds of 100k poly assets on trainz as you would with a game that uses say Unreal Engine.
And with all respect, I still appreciate all the money and all the assets you have bought and imported into trainz for all of us to enjoy. So thank you for that
If anything I said is wrong, I'm completely open to corrections.
I hope this helps.
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