(WIP) gp60 and gp60M series (new vids 3/20/12)

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Re: (WIP) gp60

Unread postby SD70MAC » Fri Feb 17, 2012 4:03 pm

I say the new sd40-2 cab that came with RW3 would work just fine.
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Re: (WIP) gp60

Unread postby jpetersjr » Fri Feb 17, 2012 4:07 pm

That is, if the engine will be freeware the SD40 cab default would be fine. But if payware, might be better to just make a new cab.

Of course, that's just me, if I ever made and got a payware engine into the game I wouldn't set a default cab to it.

Will be ready to read of more progress.
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Re: (WIP) gp60

Unread postby eyein12 » Fri Feb 17, 2012 4:28 pm

SD70MAC wrote:I say the new sd40-2 cab that came with RW3 would work just fine.


yeah problem is though if you look out the rear facing window, the body is of the sd40 so I think i will look at their model and do my own real quick.
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Re: (WIP) gp60

Unread postby thecanadianrail » Fri Feb 17, 2012 4:58 pm

the GP 60 and the GP38 are very similar for cab interiors, other than a few switches and stuff depending on the road used, they are identical....well the regular cab is anywayse.
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Re: (WIP) gp60

Unread postby eyein12 » Fri Feb 17, 2012 5:16 pm

Thanks!


Model is sitting at 16,998 polys with the coupler cables in, and a few other pipes. just need the rear and front ditch lights, and a few more clutter items. I hope i can keep this thing under 19K. 2K for the rest sounds reasonable. I really think railworks hates models higher than 20K all though you can go over, you really pay for it if you do I think. gp38 stutters minimally.
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Re: (WIP) gp60

Unread postby NS9030 » Sat Feb 18, 2012 1:14 pm

Nice work
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Re: (WIP) gp60

Unread postby SMMDigital » Sat Feb 18, 2012 2:40 pm

Running a GTS 420 graphics card, I had a lot of stutter problems with the Cornell GP38. I noticed that you could aim the camera directly at it and it wouls slow the game tremendously, but aim to one side of it and FR's would normalize. And that was in RW2.

I don't know if there is a correlation between Geo file size and poly count, but I was looking through the RSC assets last night for comparison. The GP9 weighs in at about 3.3 MB. "The Slug" at 20k poly is 871kb. At 16 or 17k polys, if there is a correlation, your GP60 should have no issues in game.
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Re: (WIP) gp60

Unread postby jpetersjr » Sat Feb 18, 2012 2:43 pm

I didn't have any problems with the GP38 and also no problems with the freeware Dash 8. On my side they run perfectly.
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Re: (WIP) gp60

Unread postby NS9030 » Wed Feb 22, 2012 5:44 pm

Both work fine for me, btw i love the horn you put on it lol !!*ok*!!
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Re: (WIP) gp60

Unread postby eyein12 » Fri Feb 24, 2012 11:22 am

Update: so the NS painjob is nearly complete. I dont have pics ready yet because i want to get it running in the game and post a vid of it. I havent seen what it would look like in game yet with a paintjob, but theres a couple of spots that need touching up still. I still need to put grills over the fans. Then I plan on finishing the pack off with a gp60M unit, and 1 more variation of the spartan cab units in SSW or SP liveries that can be patched UP. I think the atsf bluebonnet would look nice but since i'm doing a BNSF gp60M unit i'm scraping that idea so i can add more variety.
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Re: (WIP) gp60

Unread postby eyein12 » Fri Feb 24, 2012 12:56 pm

yes gp 60 M is a wide nose modern cab. simlar to the sd70macs

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Re: (WIP) gp60

Unread postby jpetersjr » Sat Feb 25, 2012 9:51 am

Eyein, I must ask you. What is the poly level of some of your biggest buildings from the seatle route. Always wondering if I'm going to run into a problem with my buildings.
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Re: (WIP) gp60

Unread postby eyein12 » Sat Feb 25, 2012 10:11 am

Image

Image

Image

still needs a few details and correction of some texture points, it looks great in the game. I just used texdiff to start so I can see it, cant even imagine what it will look like with the other fx shaders. just needs fan grills. and cab interior simple textures from external view. poly: 18,648. it will probably round out at 19K completely done. The game loves it too, no stuttering in the heart of seattle which is a BIG test. blue ray smooth with multiple gp60 units!!!!

I'll show more later.
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Re: (WIP) gp60

Unread postby eyein12 » Sat Feb 25, 2012 10:12 am

jpetersjr wrote:Eyein, I must ask you. What is the poly level of some of your biggest buildings from the seatle route. Always wondering if I'm going to run into a problem with my buildings.


i think 50,000 on my king st station, which knowing what i can do now i can easily get it down to 10 or less. thats easily the highest building ever for me.
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Re: (WIP) gp60

Unread postby NS9030 » Sat Feb 25, 2012 1:10 pm

Wow! I love the paint job and the loco! Coming along very nice! !!*ok*!!
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