first small tests for a tram simulator
first small tests for a tram simulator
Hi,
just for fun I've started to build an own little tram simulator... .
Currently I'm just playing around with the engine and try to find out if it works for my needs, or not... .
I just want to show the first result, a subway station... .
I've build the model of this station for Trainz some time ago, but now I can use it in an own environment...
just for fun I've started to build an own little tram simulator... .
Currently I'm just playing around with the engine and try to find out if it works for my needs, or not... .
I just want to show the first result, a subway station... .
I've build the model of this station for Trainz some time ago, but now I can use it in an own environment...
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the station has been a 4 day work, including taking the pictures for the textures... .
Since I'm completely lost, if it comes to paint textures myself, I'm bound to stuff, I could photograph and mix it together into the texture file (the whole station uses a single 1024x512 texture, mixed from around 20 different pictures, if I remember right).
Now I have to include some track and the train into my world... .
This is just a render... .
Since I'm completely lost, if it comes to paint textures myself, I'm bound to stuff, I could photograph and mix it together into the texture file (the whole station uses a single 1024x512 texture, mixed from around 20 different pictures, if I remember right).
Now I have to include some track and the train into my world... .
This is just a render... .
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- Joined: Mon Nov 27, 2006 6:52 pm
- Location: GERMANY
- Contact:
Nice work. Any chance to try the demo?
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Very Cool!
only suggestion i would make (all else being just brill), is to add bump mapping to the walls and floor of the station. cheers.
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Yeah I agree the floor could use some parallax mapping (Theres a tool that lets you generate normals maps from ordinary textures if I remember correctly, else just grayscale it and it should have a similar effect if you tweak it right.)
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and spacular map... perhaps phong lighting?BlindSide wrote:Yeah I agree the floor could use some parallax mapping (Theres a tool that lets you generate normals maps from ordinary textures if I remember correctly, else just grayscale it and it should have a similar effect if you tweak it right.)
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info