Hi Robert,
True, to a point. There are a few limitations when using .3ds to create content for any of the sims - especially MSTS+OR. The biggest issue with .3ds exporting is its 8-character object naming limitation - RW uses the first 6-characters for LOD control, leaving you with 2-characters for separating parts of your model.
The second issue, mainly with MSTS, is that .3ds converted content gets whacked at seams where two mapping points come together. Not much of an issue where squared and angled corners are concerned, but a big problem when doing curved surfaces (I had a heck of a time getting the first versions of the F-Unit's nose to look right in MSTS).
Of course, much of these problems can be taken care of by importing the .3ds file into Gmax for export to either Trainz or MSTS. However, Gmax is limited by a combination of the number of polys it can successfully export plus the specs of the user's system. Try exporting a 20k or 30k-poly model with multiple LODs from Gmax and see for yourself on anything less than a tuned upper mid-range PC. Any or all of these issues simply add an extra layer to development time.
Personally, I would prefer to see more development in regards to Railworks. After all, most of the files are compressed XML format and XNA-based - the latter a big plus when creating new shaders and improvements to the graphics. I'm sure there are plenty of other items that can be hooked into with a 3rd-party DLL, thus by passing any need to be online while running the sim. Of course, folks will still need to purchase RW from Steam, and if RS.com were open to the idea, there might be a possibility of creating a limited-use stand alone version that folks can safely tinker with.
With such an open platform available in RW, it doesn't make much sense to be tweaking existing MSTS-content or creating OR-specific ones. Far too many limitations, IMHO.
True, to a point. There are a few limitations when using .3ds to create content for any of the sims - especially MSTS+OR. The biggest issue with .3ds exporting is its 8-character object naming limitation - RW uses the first 6-characters for LOD control, leaving you with 2-characters for separating parts of your model.
The second issue, mainly with MSTS, is that .3ds converted content gets whacked at seams where two mapping points come together. Not much of an issue where squared and angled corners are concerned, but a big problem when doing curved surfaces (I had a heck of a time getting the first versions of the F-Unit's nose to look right in MSTS).
Of course, much of these problems can be taken care of by importing the .3ds file into Gmax for export to either Trainz or MSTS. However, Gmax is limited by a combination of the number of polys it can successfully export plus the specs of the user's system. Try exporting a 20k or 30k-poly model with multiple LODs from Gmax and see for yourself on anything less than a tuned upper mid-range PC. Any or all of these issues simply add an extra layer to development time.
Personally, I would prefer to see more development in regards to Railworks. After all, most of the files are compressed XML format and XNA-based - the latter a big plus when creating new shaders and improvements to the graphics. I'm sure there are plenty of other items that can be hooked into with a 3rd-party DLL, thus by passing any need to be online while running the sim. Of course, folks will still need to purchase RW from Steam, and if RS.com were open to the idea, there might be a possibility of creating a limited-use stand alone version that folks can safely tinker with.
With such an open platform available in RW, it doesn't make much sense to be tweaking existing MSTS-content or creating OR-specific ones. Far too many limitations, IMHO.












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