MaSzyna International > EU07 Simulator English forum

 Own developments, suggestions, ideas

<< < (2/4) > >>

joey:
I ran the sim a few times with '4e-ep-tv' model as it uses the '07]przetw_3-*' sounds, switching the converter on and off but I did not hear any clicks you mentioned; the middle sound looped nicely. This might be OS or hardware releated.

TZs:
Witam!

Uploaded a pack for EU07, type 4E-s sound modification.
It is currently in the testing phase, so I need suggestions, criticisms. Specially: volume ratios, (converter, hasler, runningnoise), and tone reality ("too sharp" or too "soft") hasler, traction motor sounds, because never heard the sound of an IRL EU07.

Converter "re tone" to reference used this film:
https://www.youtube.com/watch?v=N7jusPvlaVM

Traction motor sound source from Mechatronik's film:
https://www.youtube.com/watch?v=5cHvNR646rU

And many other.
I did not ask special permission from everyone, I hope they don't resent reason (otherwise each sample was very strongly, heavily edited).
  Dodano: 04 Kwietnia 2015, 15:58:01 Witam!

I have a question for developers.
LoD theme.
What is better for the program engine?
3 nodes (submodels)+1 texture - 3 drawcalls, wich first node: body high (till 120-150m), second: chassis high (80-100m), third: small elements (40-50m).
Or: submodel high (about 120-180m - but 1 drawcall), and after that a completely new "mid" submodel.

Stele:
Nobody truely knows as noone ever made proper tests of our drawing engine.
Loco have tens of submodels forced by animations so diference should be minimal anyways. Personaly I'd go with first method.

TZs:
Thanks for Your answer.
Understood. I think, will combine that two method.
  Dodano: 10 Kwietnia 2015, 20:47:09 Witam.

I found an oddity in LOD operation.
Exported a second level model only, add distances: min.: 50, max.: 200. But it visible around after 80m (I calculated from visible coal freights), +a locomotive length.
Highest model added 0-20 (meter?), that visible more than 30m, maybe 40 too. Interesting. Is that perhabs somewhat automatically?

And an interesting. I tested the engine tolerance. On 12 tracks 2400 car (over 200 pieces in one train the program crashed).
With LOD versions from 60FPS can hold between 58-48.
Thereafter started the scene without LOD models, ~13 000 triangles with couplers, pneumatics, etc. Circa 13 drawcall/car.
At 99% GPU loading draw 8FPS, few seconds after began operating the visibility reduction, and make 19-20FPS.
So, it's amazing, on the screen was more than 24 million triangles, and minimum 7 000, perhabs more than 31 000 drawcalls (a few seconds). The engine can be CPU cores and GPU too able to take full advantage.

joey:

--- Cytat: Tézsé (HUN) w 04 Kwietnia 2015, 18:42:36 ---I found an oddity in LOD operation.
Exported a second level model only, add distances: min.: 50, max.: 200. But it visible around after 80m (I calculated from visible coal freights), +a locomotive length.
Highest model added 0-20 (meter?), that visible more than 30m, maybe 40 too. Interesting. Is that perhabs somewhat automatically?
--- Koniec cytatu ---
There was a modification in the Maszyna executable recently that further calculates min- and maxdistance depending on screen resolution. The original min- and maxdistance values are kept intact for 768px vertical according to http://rainsted.com/pl/Symulator/MaSzyna/EU07.EXE_435#Przeliczanie_odleg.C5.82o.C5.9Bci_LoD (Polish language only, sorry).

Nawigacja

[0] Indeks wiadomo¶ci

[#] Nastêpna strona

[*] Poprzednia strona

Id¼ do wersji pe³nej
Powered by Advanced Topic Prefix Pro
Powered by SMFPacks Likes Pro Mod