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Third party developers

Unread postPosted: Sat Mar 25, 2017 5:06 am
by _o_OOOO_oo-Kanawha
Interesting thread over at UKTS about DTG EULA and Epic's UE4 royalties etc.

http://forums.uktrainsim.com/viewtopic.php?f=386&t=146141&start=0&st=0&sk=t&sd=a

Re: Third party developers

Unread postPosted: Sat Mar 25, 2017 5:11 am
by imnew
Sounds like there is still a chance for third party developers to dive into the TSW market. !*YAAA*!

Re: Third party developers

Unread postPosted: Sat Mar 25, 2017 7:38 am
by eyein12
there is. I spoke with Derek and he says they are working on the editor for TSW as we speak. I am building my models with the anticipation.

Re: Third party developers

Unread postPosted: Sat Mar 25, 2017 9:58 am
by Boss1
Excellent news! !!*ok*!! Without 3rd party developers and mods this would get boring fast.

Re: Third party developers

Unread postPosted: Sat Mar 25, 2017 10:05 am
by imnew
Boss1 wrote:Excellent news! !!*ok*!! Without 3rd party developers and mods this would get boring fast.


I echo Boss1 !!*ok*!!

Re: Third party developers

Unread postPosted: Sat Mar 25, 2017 10:41 am
by _o_OOOO_oo-Kanawha
Better wait for those editors and their accompanying EULA first.

I could imagine freeware DLC actually being free from royalties, when publishing through Steam or DTG Live, if DTG intends to bring us a Trainz style Download Station.

But I can imagine commercial developers still having to pay royalties. Are there other EU4 games with commercial DLC from third party developers?

Re: Third party developers

Unread postPosted: Sat Mar 25, 2017 1:23 pm
by BNSFdude
You only have to pay royalties to Epic if you earn over a certain percentage.

Re: Third party developers

Unread postPosted: Sun Mar 26, 2017 1:39 am
by Derek
As i say to our artists... its easy to add more polys. the trick is to make it look like it has that many polys but use a fraction of it. :)
With UE4 i try and get the guys to model assets so users dont see polygons, they see structure and matetials. which is a mindset and marriage between polys and textures. more polys is one solution but more polys does not equal good.

Do more with less better.

that being said i love how our hobby pushes to get the best out of people.
cheers
d

Re: Third party developers

Unread postPosted: Sun Mar 26, 2017 2:11 am
by _o_OOOO_oo-Kanawha
Do more with less better ....

I am impressed with some of MSTS or Trainz' locomotives and cars, where the texturing is such, it suggests a 3D effect while the actual model is flat in that area.

Texturing a model to look 3D requires artistry from the graphic artist, instead of detailing from the 3D artist, right?

Re: Third party developers

Unread postPosted: Sun Mar 26, 2017 2:25 am
by g_nash
_o_OOOO_oo-Kanawha wrote:Do more with less better ....

Texturing a model to look 3D requires artistry from the graphic artist, instead of detailing from the 3D artist, right?


Tools + Time = A nicely detailed, performance orientated game model.

Take 20 minutes to watch and learn ..this is for Blender, but the same techniques apply to all good 3d software.

https://www.youtube.com/watch?v=jOMnNb82DRI

Re: Third party developers

Unread postPosted: Sun Mar 26, 2017 3:55 am
by JerryC
Sorry, I prefer the "real" part over the synthetic stuff made of shadows and bump maps. The real trick is using only the polygons that you need to make the part realistic, smoothing it correctly, and LODing the model so that you see the parts when you need to, and having that same part stealthily disappear when you don't. And some things you just can't texture in. A shadow map might be fine for a rivet, but texture in a nut and a washer and it looks cheap. The end user will praise you for detail, and chew you a new one over doing to much with textures.

Re: Third party developers

Unread postPosted: Sun Mar 26, 2017 4:09 am
by Derek
Non of it is real...
:)

I understand what you are saying but there are some amazing techniques now where it would be hard to tell apart for even the keenest of eyes.
What we are looking for is an environment that transports us where it feels believable and the rules are consistent so our brain accepts them and we can enjoy the experience.

Re: Third party developers

Unread postPosted: Sun Mar 26, 2017 4:12 am
by g_nash
JerryC wrote:The end user will praise you for detail, and chew you a new one over doing to much with textures.


There'll be little praise if FPS are below expectations :D .

You need to look balance in the game, some things for sure need geometry, but what can be done with normals and good textures is what counts. :D

Re: Third party developers

Unread postPosted: Sun Mar 26, 2017 4:14 am
by g_nash
Derek wrote:What we are looking for is an environment that transports us where it feels believable and the rules are consistent so our brain accepts them and we can enjoy the experience.


yep !*salute*!

Re: Third party developers

Unread postPosted: Sun Mar 26, 2017 4:15 am
by _o_OOOO_oo-Kanawha
I do hope VRC and RRMods bring their offerings to TSW to compete with DTG's.

But what general level of features do we want/need/expect?

Not every instrument/device in the cabs is working at the moment or its workings aren't in the manual.

We have now:
proper 26L automatic train brake with realistic handle positions;
independent brake that bails off;
nice instrument lights;
individual headlight and ditchlight controls, separate switches for step lights, platform lights, numberboard lights, cab lights, both fore and aft;
individual windshield wiper controls with working yank handles (not on the GP38-2 though);
individual opening doors and windows with changing sound occlusion;
distance counters (?);
cab radios (?);
head end EOTD box (?);
brake pipe pressure valve and cut-out valve;
handle off position (but no removal of reverser handle) on trailing units;
lots of fuses and circuit breakers;
cab heater/a.c. control (with blower sounds?);
Is there a working wheelslip light?

Could be improved:
Intuitive IFD with more useful screens? accel/decel on the speedo, TE indicator, some engine parameters, train parameters like length and weight, LD/MTY, number of axles, etc;
Working LCD display on modern integrated brake valve?

We have on the outside:
Opening doors and manual start up procedure on dead and cold SD40's (do we want this on every model?);
Working hand brake wheel or ratchet handle;
Working drop steps (we need safety chains that connect between the units?);
Working brake and m.u. hoses and cable (perhaps some manual procedure of lashing up a m.u. consist, including drop steps and safety chains?);
Proper length of these hoses, the current ones are way too short to look correct!

Unknown feature:
What about the mirrors? Folding them out, reflecting actual weather and getting wet in rain? Perhaps make the upper 3/4 part transparent glass like a wind deflector and have a smaller mirror set in the bottom near the armrest?
Brake cylinder/brake shoes that move when actuated?
Hand brake chains that tighten when applied?
Folding shades, opening some more hatches and doors for decorative screenshot purposes?

Of course locomotives from different developers need to work together as intended, so a uniform consist messaging protocol is mandatory.

Strengthened bottom shelf couplers on units used in heavy drag service, I think those CSX units with radial steering trucks apply.
Image
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Also on this SD40-2?
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But not on this GP38-2?
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Remember there is only one chance to do things right first time around. DTG hardly ever touch up already released DLC.