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Author Topic: OpenBVE modelling guidelines for Modelers!  (Read 6693 times)

Offline Manuel18

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OpenBVE modelling guidelines for Modelers!
« on: February 14, 2015, 07:13:32 pm »
Modelling Guidelines.

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Chapter One
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Use Face-Addface only

Use addface2 or face2 can cause lag on some users, use addface2 unless it's necessary like a
Chain or a 2d passenger.

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Chapter Two
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Use Bicubic size for textures

That avoid OpenBVE converting textures for these models and takes extra RAM,
with that bicubic format all users are able to see correct textures and not
the white textures of the mesh

Example
A x B

(A) Wide pixels per (B) Height pixels

A and B could be
2-4-16-32-64-128-256-512-1024-2048-3096 pixels

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Chapter Three
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Use PNG with alpha bitmask on exterior surfaces ONLY!

This avoid overlap on interior/exterior mesh, use for interior a 24 bits PNG with a
transparent command

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Chapter Four
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Don't create complex shapes on tiny instruments like a button, use better one texture for it!
Unless it's a 3D Cab use better "Cylinder command".

PS: This should be stiky lol
It doesn't matter who did it , if how he did it.
Myself :P

Offline ipac

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Re: OpenBVE modelling guidelines for Modelers!
« Reply #1 on: February 15, 2015, 04:51:33 pm »
Are you attempting to create some standards for the community? If they are agreed by everyone/large majority of developers, we can get this published on our wiki.
BVEStation.

Offline Manuel18

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Re: OpenBVE modelling guidelines for Modelers!
« Reply #2 on: February 19, 2015, 11:52:49 am »
Are you attempting to create some standards for the community? If they are agreed by everyone/large majority of developers, we can get this published on our wiki.
Yes, i've seen trains with extra polygons "Double Face polygons" and the consecuense of this it's creating lag on some users.
It doesn't matter who did it , if how he did it.
Myself :P