That sounds great!
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Important things first
(sorry for this). Just be aware that although my project is a hobby project it
might become commercial in one way or the other some day. That means that if you
contribute assets it would be helpful if you have no objections to their use in
such a case.
The other aspect is the use of third party data, i.e. textures. Own
photos are ideal. Other sources should be public domain/cc0 or cc-by.
GPL/cc-by-sa licenses or similar are problematic. Bought materials are basically
ok if the license allows passing it to another developer. Google
maps/sat/streetview material can't be used in the game.
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I use Blender
to edit/construct the 3d models. Moving parts are put in separate objects with
the axis in the object "origin". Also some objects are grouped where it makes
sense. The scale is 1 unit=1m but rescaling is not very problematic. Objects
ground level is usually at z=0.
I can also make use of dae/collada and obj files. Sketchup may work but is slightly problematic on import.
Naturally, models shouldn't be too complex. Especially considering the game running on mobile devices. Blender allows to decimate model complexity but only with mixed results.
Textures can be either in png or jpg. I can usually convert other formats. Most textures will end up being no bigger than 512px wide in the game. With some exceptions of 1024px. Normal/Specular maps etc. are not used, yet. (testing a bit)
If I find time, I will send you some blender file (or dae if preferred) as example tomorrow.
I am happy about boats/bridges/aqueducts/locks/buildings. But basically, everything is ok.
Thank you,
Michael
Meanwhile, Giles already provided the first model (and sound recordings of the engine!). I plan to include it in the next version. I attached some images of the first test ride.
Michael