Bridge's....

Tips and discussion about scenery creation for RailWorks.

Bridge's....

Unread postby RvA944 » Mon Jul 22, 2013 5:53 pm

Hello All,

I've done some searching in this and few other forum's. I've looked thru the Dev doc's but I can't seem to find any info on building bridges in Railworks. Is there anything special I need to worry about? liek how does one get the track to snap or vice versa. I'm not doing a loft, but a really long one off viaduct.

Best,

Roger
"Just smile and wave boy's, just smile and wave"
User avatar
RvA944
 
Posts: 210
Joined: Sat Jul 13, 2013 9:35 pm
Location: N.E. PA

Re: Bridge's....

Unread postby PapaXpress » Mon Jul 22, 2013 6:07 pm

Unless the bridge is animated I don't think you need to do anything. Just make it a scenery object. It will not snap to the track, but then nothing really does unless you loft it.
Image
"Just post some random unrelated text. We have members here who can help you with that." ~ Chacal
"When all else fails, read the instructions... if that doesn't work either, try following them." ~ Old Prof
Image
The Grade Crossing - Atlanta North Project - Virtual Rail Creations
User avatar
PapaXpress
 
Posts: 5147
Joined: Sat Oct 23, 2010 10:30 pm
Location: that "other" timezone

Re: Bridge's....

Unread postby RvA944 » Mon Jul 22, 2013 6:10 pm

Nice and easy thats the answer I was hoping for *!!thnx!!*

Thanks PapaXpress

Roger
"Just smile and wave boy's, just smile and wave"
User avatar
RvA944
 
Posts: 210
Joined: Sat Jul 13, 2013 9:35 pm
Location: N.E. PA

Re: Bridge's....

Unread postby RvA944 » Tue Jul 23, 2013 12:15 pm

PappaXpress,

Do you know the limit on poly's for a static mesh? At my current rate of consumption I'm looking at about 10,000 ploys when I'm finished with this bridge......
"Just smile and wave boy's, just smile and wave"
User avatar
RvA944
 
Posts: 210
Joined: Sat Jul 13, 2013 9:35 pm
Location: N.E. PA

Re: Bridge's....

Unread postby PapaXpress » Tue Jul 23, 2013 3:35 pm

There are a lot of post floating around here about how many is too many. If memory serves I think people were saying 2~4k was OK. I am sure other modelers here will chime in.

You can find the Arthur Kill bridge in the library, that one is fairly poly heavy (and animated) and no one has complained about it yet.

http://railworksamerica.com/index.php/d ... =22:models

I could swear the source files were available, but perhaps they were not brought over from the old library.
Image
"Just post some random unrelated text. We have members here who can help you with that." ~ Chacal
"When all else fails, read the instructions... if that doesn't work either, try following them." ~ Old Prof
Image
The Grade Crossing - Atlanta North Project - Virtual Rail Creations
User avatar
PapaXpress
 
Posts: 5147
Joined: Sat Oct 23, 2010 10:30 pm
Location: that "other" timezone

Re: Bridge's....

Unread postby RvA944 » Tue Jul 23, 2013 3:49 pm

Ouch 1 have almost a 1000 for one arch section of this bridge, and there is ten of them to do............ this pup is going to have to go on a diet.
"Just smile and wave boy's, just smile and wave"
User avatar
RvA944
 
Posts: 210
Joined: Sat Jul 13, 2013 9:35 pm
Location: N.E. PA

Re: Bridge's....

Unread postby PapaXpress » Tue Jul 23, 2013 5:53 pm

If you have 10 1k models you will be fine.

Download that bridge and take a look at it. I am using that, and 10 other "extensions" that came with it. I haven't seen any problems.

Also consider making a test route and put down a ton of scenery, or clone a route which you feel has the right density of scenery, and test your models on it.

For example with the GP40-2 I am working on right now, I cloned a scenario from Horseshoe Curve so I can see how well model (simulation) and the game core handles it.

Here is a great conversation about locomotive models. Granted that scenery should be lighter on the poly count as they can be more numerous than one locomotive, but the idea is the same.
viewtopic.php?p=103259#p103259
Image
"Just post some random unrelated text. We have members here who can help you with that." ~ Chacal
"When all else fails, read the instructions... if that doesn't work either, try following them." ~ Old Prof
Image
The Grade Crossing - Atlanta North Project - Virtual Rail Creations
User avatar
PapaXpress
 
Posts: 5147
Joined: Sat Oct 23, 2010 10:30 pm
Location: that "other" timezone

Re: Bridge's....

Unread postby RvA944 » Tue Jul 23, 2013 10:41 pm

Pappa,

I guess i could break it down to 10 models but that would be a real pain to place I would think. I took a look at the Autherkill bridge, nice model, allot of work went into that. It's funny, I grew up about 30 minutes from that bridge. Drove past it many times. Never knew the history till i read a little after I downloaded it. Anyway, to give you an idea of what I'm working on here is a quick render I did in max. This is not stitched together yet as I'm building one quarter and just mirroring it. but it does give the scale of things. On the ground is a Genesis engine I'm also working on.
You do not have the required permissions to view the files attached to this post.
"Just smile and wave boy's, just smile and wave"
User avatar
RvA944
 
Posts: 210
Joined: Sat Jul 13, 2013 9:35 pm
Location: N.E. PA

Re: Bridge's....

Unread postby PapaXpress » Tue Jul 23, 2013 11:32 pm

You know, you can almost loft that as middleware.

Throw a texture on it and get it into the game. I think it will hold up just fine. Remember that from the cab 90% of it will not be seen so the FPS won't drop much. Overall I love it, but there seems to be an issue in the top of the middle inner arch.
Image
"Just post some random unrelated text. We have members here who can help you with that." ~ Chacal
"When all else fails, read the instructions... if that doesn't work either, try following them." ~ Old Prof
Image
The Grade Crossing - Atlanta North Project - Virtual Rail Creations
User avatar
PapaXpress
 
Posts: 5147
Joined: Sat Oct 23, 2010 10:30 pm
Location: that "other" timezone

Re: Bridge's....

Unread postby Chacal » Wed Jul 24, 2013 12:08 am

Can you show a wireframe of it?
Over the hill and gathering speed
Chacal
Site Admin
 
Posts: 6548
Joined: Tue Jul 05, 2011 1:11 pm
Location: Quebec, Canada

Re: Bridge's....

Unread postby CSX2057 » Wed Jul 24, 2013 2:11 am

very nice bridge.
Hi! I'm Daniel (37). A casual Train Simulator Streamer and Railfanner. 4+ hours of Fun and Adventure with Laughter, Reactions and SoundFX.
CSX2057 YOUTUBE CHANNEL
User avatar
CSX2057
 
Posts: 1383
Joined: Tue Jun 07, 2011 11:18 am
Location: Georgia

Re: Bridge's....

Unread postby RvA944 » Wed Jul 24, 2013 2:24 am

Thanks gents,

The problem with the middle is she's not stitched together yet and there is one poly missing from the top of the arch's. I did a little more work on this tonight, I finished up the castle-mates. Now to finish off the deck and mirror it and stitch it together, then make the two end arch's texture and vola one viaduct.

Anyone recognize this yet?

NVD R02.jpg
You do not have the required permissions to view the files attached to this post.
"Just smile and wave boy's, just smile and wave"
User avatar
RvA944
 
Posts: 210
Joined: Sat Jul 13, 2013 9:35 pm
Location: N.E. PA

Re: Bridge's....

Unread postby PapaXpress » Wed Jul 24, 2013 10:19 am

I do. But the name escapes me.
Image
"Just post some random unrelated text. We have members here who can help you with that." ~ Chacal
"When all else fails, read the instructions... if that doesn't work either, try following them." ~ Old Prof
Image
The Grade Crossing - Atlanta North Project - Virtual Rail Creations
User avatar
PapaXpress
 
Posts: 5147
Joined: Sat Oct 23, 2010 10:30 pm
Location: that "other" timezone

Re: Bridge's....

Unread postby jpetersjr » Wed Jul 24, 2013 10:45 am

Not sure what the name of the bridge is, but it's located in Pennsylvania.


By the way, excellent bridge, will be nice to see some new freeware bridges available for the sim.


I actually know how to build bridges, but I'd much rather building skyscrapers and semi trucks, and some cars and trucks.



You're going to be an excellent bridge builder. Perhaps also the Hoover Dam.
Jonathan Burton Peters Jr, Big J

The Legend Of The New York Central System Shall Live Again In TS2021.


Website

https://jpetersjr1.wixsite.com/big-j-productions

3D Freeware Scenery Developer Since 2011
User avatar
jpetersjr
 
Posts: 4010
Joined: Tue Apr 26, 2011 6:31 pm
Location: Mobile, Alabama, United States,

Re: Bridge's....

Unread postby Chacal » Wed Jul 24, 2013 3:27 pm

The wireframe shows good opportunities for reducing the number of polys.
The major culprit is the small archway between each of the larger arches. This generates lots of polys, is barely visible and is not an essential part of the structure.

My preferred solution would be to delete these apertures and simulate them with texturing.

Actually each span seems to consist of two spans side-by-side. This could also be simulated with texturing.

Edit: Also if your bridge casts shadows, its performance impact is increased, although this depends on each player's shadow settings. Still, this sould be taken into account when evaluating the complexity of a structure.
Over the hill and gathering speed
Chacal
Site Admin
 
Posts: 6548
Joined: Tue Jul 05, 2011 1:11 pm
Location: Quebec, Canada

Next

Return to Scenery Design

Who is online

Users browsing this forum: No registered users and 1 guest