-
Posts
45 -
Joined
-
Last visited
-
Sneak Peek for the non-Discord users
Bremen replied to Dolphin Invasion's topic in General Discussion [Multiplayer]
Great 3Ds, great illumination, effects, textures etc.... but if somebody else wants to do try and do similar "things" to contribute to the simulator, he can't... because there hasn't been a hint about editor and such for months. /rant off... -
I don't know if they can actually be seen on the real railroad depicted in SimRail, but sggmrss are offered in Poland too (at least the 90 version). https://www.gatx.eu/railcar/sggmrss-gatx-type-9490/ https://www.gatx.eu/about-us/locations/warsaw/
-
Hi ItsBurn2020. Thank you for the link to the drawing of the sggmrss. I was searching for a high quality blueprint to "remake" my old 3D.
-
Same for me. Grass is now stable at all camera angle.👍
-
[EN] Community 3D asset model showcase / tutorials / help
Bremen replied to giBBer8's topic in Tutorials / Manuals
Yes it is easy and there are two ways. One is to import the Blender file directly (with the textures) and the other to use a FXB file exported from Blender (plus textures). In both cases, copy the files in the Unity project directory and is automatically loaded. Of course this is the way with Unity as it is, maybe the actual editor was customized. About the animation, I tried once in Blender, 2 years ago, and it did not go well. I'll have to retry it. Wheels/bogies I'm fairly sure that will be automatically animated like in MSTS/Railworks/TS. Pantographs, doors, pistons, connecting rods, etc. instead will require custom animations. I have been busier than usual at work, so I may have missed something, but even in the Polish side of the forum are starting to have “doubts” with just a "hint" of flamewar too 😅. On the second page (translated with google translate): "And on the dev channel we wonder where this gentleman got the information... And for posterity - the update will be delayed, because there is a regression in recent changes and it must be straightened out before it leaves the testers department." At the moment I have stoped my efforts since the uncertainty is not helping and the busy days at work are not helping too. Thank you @Stele -
[EN] Community 3D asset model showcase / tutorials / help
Bremen replied to giBBer8's topic in Tutorials / Manuals
I'm so "uninterested" 😇 to play around with the "future" editor that I have installed Unity just to see what it looks like. Notes: the scenery, trees, terrain are taken from a Unity example. I have an issue with some transparencies I had no power on the resolution, so it is low res ---- Ich habe die Bilder der baureihe 52 (Ty42/Ty2) gesehen... Wunderbar. 👍 https://www.facebook.com/photo/?fbid=663651415767033&set=a.490893456376164 -
[EN] Community 3D asset model showcase / tutorials / help
Bremen replied to giBBer8's topic in Tutorials / Manuals
My first test doing a PBR texture. It took more time to generate a single texture than a piece of 3D. -
[EN] Community 3D asset model showcase / tutorials / help
Bremen replied to giBBer8's topic in Tutorials / Manuals
Hi. As Oscar Wilde once said "I can resist everything except temptation" Never had so much fun doing a 3D completely from scratch. F.S. - Type 1921 first class (Built 1926) The inside is still 90% empty and the outside is rendered with a very basic Blender node. By the way, a new question for the Dev, the shaders will be applied to the textures directly inside Unity, right? -
Macchinista started following Bremen
-
[EN] Community 3D asset model showcase / tutorials / help
Bremen replied to giBBer8's topic in Tutorials / Manuals
Ok. Thank you. I'll put on hold that specific part and go on with the rest of the 3D 👍 ---- Just as a side note. Looking for photos for the inside of my current 3D, I have found that the same factory (Breda - Italy), in the same years (1926-1930) has built a limited number of cars for PKP too. https://www.lombardiabeniculturali.it/fotografie/schede/IMM-5w060-0009592/ https://www.lombardiabeniculturali.it/fotografie/schede/IMM-5w060-0009605/ -
[EN] Community 3D asset model showcase / tutorials / help
Bremen replied to giBBer8's topic in Tutorials / Manuals
Thank you. Just to give a visual reference about what I was thinking. https://www.ilportaledeitreni.it/2022/10/25/331519/ A gangway connecting two "centoporte" (100 doors) passenger cars (built in 1928). -
[EN] Community 3D asset model showcase / tutorials / help
Bremen replied to giBBer8's topic in Tutorials / Manuals
Hi. The EMUs are equipped, by design, with "gangway connection" to allow passage between two adjacent cars. In this case they cannot be separated except during maintenance. Will it be possible to add gangway between two "old style" passenger cars and having them in disconnected and connected states, able to follow curves, switches, etc? @Stele -
I can confirm the same issue with the latest AMD driver version 23.2.2.
-
[EN] Community 3D asset model showcase / tutorials / help
Bremen replied to giBBer8's topic in Tutorials / Manuals
It depends on what you want to build, the information you have about it (pictures, blueprints, etc) and the knowledge about 3Ds and an editor like Blender. In my case, at the end of 2020, I had to "relearn" how to use the basic shapes, the "modifier" and the texture management in Blender 2.8, after more than a dozen years spent with Amabilis 3Dcanvas 7.12. So as a "simple" test case I built a single track 3 arched bridge. Nothing fancy but it gave me the above basics and pushed to find better solution on various Blender forums. -
[EN] Community 3D asset model showcase / tutorials / help
Bremen replied to giBBer8's topic in Tutorials / Manuals
Thank you very much. Just to be sure: one bogie (150k), the body of a passenger/etc car (not to excede 100k). Inside cab (213k), inside passenger car (maybe 100k, 150k ish)? Nice. 😎 Noted. -
How did the idea to create SimRail come about?
Bremen replied to m61's topic in General Discussion [Singleplayer]
Thank you. Looking at the not textured Blender objects shown in the video was reassuring. The "overall" triangle budget is quite high.