Are these 3D models allowed to be used in a route?Fog and Night as a object possible?

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  • DimPoint
    Member
    • Jun 2023
    • 53

    #1

    Are these 3D models allowed to be used in a route?Fog and Night as a object possible?

    Apparently there are always some objects one wants to put in a route, but they are not available on Elvas Tower or this website. This was the case with me searching for something for a fictional route I am making. So I searched on Google "Free 3D model of...". There I came a cross a website that distribute user made 3d graphical objects (both free and paid). However, I want to be sure that the following objects can be used. Bellow is what was said to be required in any attributes.
    "HAUNTED MANSION" (https://skfb.ly/ozBGz) by n-malmberg is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
    "The house lost at sea" (https://skfb.ly/6VTtP) by Michel Donze is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).
    "The Haunted Altar" (https://skfb.ly/ovryu) by sdvtljkrgv is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
    "Tombstone Angel" (https://skfb.ly/oJC6Z) by Aliaksandr.melas is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
    "Tombstone Set _2_" (https://skfb.ly/oIXPC) by Mr.Nein is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

    Are these licenses compatible to be allowed to not only be placed in an OR route, but also to have a file conversion? On a side note, I read somewhere (either here on ET) that OR now in a Beta phase supports a 3D model format other than .s, are one of the listed formats for the models (short handed link to model page in attributes) is the one in beta support?

    If I can use the models, how do I convert or which file format is easiest to convert on Blender?

    As for fog and night as an object, I am referring to Haunted House at Sea. The object is actually a sphere, with the Haunted House, sea, and other stuff/textures within the sphere. If this could work, we could use this as a concept for night, fog, or weather as an texture enclosed within a massive sphere object.

    Note: Just realized that one has to login to see download file formats available for each model. The website does have default file formats for each model. They are:
    * .obj
    * .gbl
    * .gltf
    * .usdz

    Which format is easier to convert to something OR can use, using Blender?
    Last edited by DimPoint; 07-25-2023, 14:54. Reason: File formats.
  • pwillard
    3000 Post Veteran



    • Nov 1999
    • 3070
    • Cumming Ga
    • ORTS

    #2
    Blender has importers for OBJ and GLTF that work quite well.

    The whole sphere thing is not going to work as-is since the model was created as "digital art" and not a game asset.

    One of the primary issues that you will encounter is: These models were not created for the Low Poly environment where you wish to use them. They will often have 75,000 polygons or more. You are going to need to rework them a good deal to make them *compatible* as you don't want your *creative commons* models (You need to say where you got them from and make the *derivative* Blender source code available to others) to cause screen update slowdowns.
    http://www.railsimstuff.com
    Just Blender now, 3DCrafter only when I have to.
    Formerly The Keystone Works (All Permissions Granted)
    Things I work on: https://github.com/pwillard

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    • eric
      9500 Post Veteran and Administrator



      • Dec 2002
      • 9583
      • NS MP245.4 CNO&TP South District
      • English, SQL
      • General

      #3
      Some of us tried using 3DWarehouse models with Sketchup years back, and it was a similar issue -- the poly counts were too extreme.
      If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, or items available in our library, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

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      • DimPoint
        Member
        • Jun 2023
        • 53

        #4
        Originally posted by eric
        Some of us tried using 3DWarehouse models with Sketchup years back, and it was a similar issue -- the poly counts were too extreme.
        Just a question, is it an OR back end renderer mechanism thing or it in general with hardware that is causing loading issues with high poly count in OR specifically? Why was a work around never implemented? Is OR still using direct X rather OpenGL/Vulkan?

        Is there a volunteer shortage issue with upgrading OR to new versions of OpenGL or Vulkan?

        I know high poly in general is an issue when it comes to hardware, but in general there are many graphic intensive programs/games that use high poly.

        Comment

        • pwillard
          3000 Post Veteran



          • Nov 1999
          • 3070
          • Cumming Ga
          • ORTS

          #5
          Here is the thing. OR will probably DISPLAY your haunted house with 75000 poly's. But is that where you want the SIM to focus its drawing processes or do you want it to display your actual train assets? You will likely never be that close to the house from the train's point of view (maybe you are) to warrant the excessive draw calls. They will be entirely wasted GPU cycles. This will unnecessarily affect frame rates. Why do that?

          In the end, it is up to you. It's your world you are creating. This is just advice.
          http://www.railsimstuff.com
          Just Blender now, 3DCrafter only when I have to.
          Formerly The Keystone Works (All Permissions Granted)
          Things I work on: https://github.com/pwillard

          Comment

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