New 3D model format

Registered by disc on 2015-10-11

Choose and implement a new Open Rails specific 3D model format for scenery, trains, etc., to replace all uses of the ".s" format.

It should include the ability to use new materials and shaders.

Discussion: http://www.elvastower.com/forums/index.php?/topic/27639-orts-new-shape-format/
Roadmap: https://trello.com/c/QRIfnqhm/137-new-3d-model-format

Blueprint information

Status:
Not started
Approver:
None
Priority:
High
Drafter:
disc
Direction:
Approved
Assignee:
None
Definition:
New
Series goal:
None
Implementation:
Not started
Milestone target:
milestone icon 1.4

Related branches

Sprints

Whiteboard

Perhaps a .s is enough is it's discussed in the forum topic, but new .s converters are needed. Goku wrote that he will make a .obj -> .s converter, but that's only usable for object without animations (as .obj does not supports animations), so another converter is need.
Perhaps a collada (.dae) -> .s converter?

New materials can be used with .s
As a rolling stock and scenery developer, i think these materials/shaders are needed next to the current MSTS materials:
-diffuse(texdiff)+lightmap (multiply operation, for pre rendered ambient occlusion texture) { RGB (color) + RGB (greyscale) (as i know there is no greyscale DXT compression so RGB is the only choice :( )}
-diffuse+specularity+fake environment map with alpha mask 1 color texture+alpha { RGBA(color+mask) + RGB (fake environment map) }
-diffuse+specularity+fake environment map with alpha mask+lightmap { RGBA(color+mask) + RGB (fake environment map) + RGB (greyscale lightmap) }
-diffuse+specularity+fake environment map with alpha mask+bump map with mask { RGBA(color+mask) + RGB (fake environment map) + RGBA(?) (bump map and mask) }
-diffuse+specularity+fake environment map with alpha mask+bump map with mask+lightmap { RGBA(color+mask) + RGB (fake environment map) + RGB (greyscale lightmap) + RGBA(?) (bump map and mask) }
-reflective water effect shader for lakes and sea, and if possible, for rivers
-simple glass effect (like blendatexdiff but extended with specularity, and fake environment map) { RGBA (glass texture+transparency) + RGB (fake environment map)
-3D cab glass effect with raindrops and wiper effects { RGBA (glass texture+transparency + RGB (path of the wiper in greyscale gradient, synced with wiper animation?) ) }

(?)

Work Items

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