![]() ![]() ![]() The models also include the following animated features linked to plugin (UKMUt.dll) variables: Moving window reflections (twin-layered with transparency, to create a parallax effect).Bi-parting, sliding plug doors (some issues with door open/close sound synchronisation–see below).Rotating wheelsets including wheelslip effects (with provision for animated suspension, and bogie rotation should such functionality be possible in future).So ultimately, if framerates are a problem, you can simply choose either richly detailed scenery, or richly detailed train objects, depending on which is more important to you.Ĭurrently, the models include the following standard animated features: Even these lower detail versions will be rather better than the previous objects though. What I intend to do, for those of you with slower hardware, is release alternative versions of the exterior car objects with lower polygon counts, and because of the way I’ve created the textures, the end result should still look good despite less complex geometry. Incidentally, as with all my openBVE/BVE objects, these models are entirely hand coded, with no “help” from 3D modelling software.Ĭurrently the objects are rather more complex than I originally intended (so far, the entire three coach EMU contains around 8200 vertices/4900 faces), and there is a performance penalty that comes with using them on a fairly typical BVE route, framerates should be okay, but when paired with a very highly detailed and intensively animated route such as Cross-City South v1.4, a fast PC will likely be required to enjoy both extensively detailed animated scenery and detailed external car objects with reasonable framerates. However, I’m now happy with the appearance, and so I present the work-in-progress fully 3D exterior car objects for openBVE and Cross-City South v1.4. I had hoped to get this task finished sooner, but it’s taken longer than I originally expected unfortunately–the main difficulty was getting the rounded cab looking right, and texturing it correctly. I didn’t think it was worth spending much time on this latter aspect until animation could be applied to the exterior car objects, but now this is possible, I’ve been working on some far better 3D models for the class 323. I was pleasantly surprised by all the positive feedback and comments regarding my last video which I uploaded to YouTube (thank you!), but one criticism which was pointed out several times was the disparity between the quality of the scenic visuals, and the rather simplistic objects used to represent the class 323 EMU–the objects were fine for BVE’s passing trains, but less so when you can move the camera up close and look at the details, or lack thereof. As most of you will likely know already, » openBVE « now enables developers to use animated exterior car objects. ![]()
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