Inside out lofts

Whether it's a simple house, a small bush, a station, a phone box, a sheep or any other piece of scenery here's where you can talk with others building them. Scenery is often also a great place for beginners to start out their 3D modelling hobby before moving on to more complex items such as Locomotives.

Moderator: Moderators

User avatar
eyore
Very Active Forum Member
Posts: 1226
Joined: Tue Jan 27, 2004 6:22 pm
Location: Cumbrian hills

Inside out lofts

Post by eyore »

I managed to get Bazza's boat to move, by creating an invisible path and running the boat on it as a vehicle. However when I run it in the sim the vehicle is a mirror image of the model and inside out.

Boat as scenery item...


then as a vehicle...


I remember someone else (sly?) reported a similar issue with lofts, but I can't find an answer to the problem. Has anyone else had this happen and resolved it?
Phil

Image
User avatar
CaptainBazza
Has a sign reading.. Its NOT the end of the world!
Posts: 18852
Joined: Tue May 13, 2003 10:21 am
Location: Land of the Long White Cloud.

Re: Inside out lofts

Post by CaptainBazza »

There's also a smoothing group problem in the first pic!

I may have made that model by modeling one half, cloning, then reversing normals on the clone and welding the two halves together.

There is an issue with reversed normals in that case, even though I'm careful to reset xform and pivots. However, some things fall apart once the mesh (.3ds) is imported in 3DCPro...where further processing is required.

I only know part of the process....it's still a learning curve....and I'm a quarter of the way there at the moment.

Cheers Bazza

PS Loco? Forget it for some time. :-?
User avatar
CaptainBazza
Has a sign reading.. Its NOT the end of the world!
Posts: 18852
Joined: Tue May 13, 2003 10:21 am
Location: Land of the Long White Cloud.

Re: Inside out lofts

Post by CaptainBazza »

Phil, does the problem show in the normal scenery model situation (no path)?

Cheers Bazza

PS (added later) I don't use lofts as such.

B.
Last edited by CaptainBazza on Mon May 04, 2009 8:26 am, edited 1 time in total.
Reason: Additional info.
User avatar
eyore
Very Active Forum Member
Posts: 1226
Joined: Tue Jan 27, 2004 6:22 pm
Location: Cumbrian hills

Re: Inside out lofts

Post by eyore »

CaptainBazza wrote:Phil, does the problem show in the normal scenery model situation (no path)?

Cheers Bazza

PS (added later) I don't use lofts as such.

B.
I'm afraid the pictures don't show the detail very clearly, but the first pic shows the model in game, without the path, and looks as expected. The second pic tries to show the result with the lofted path.

If you look at second pic, it is not just mirrored, what you can see is through the front of the model to the inside of the back, with the back texture showing through.

RS say it is an "Art" effect and have promised a reply on Tuesday, after the holiday weekend. You may need to re-model this one Bazza!

After taking 24 hrs to realise that, in the blueprint, selecting "CT ship" was a mistake as RS considers this a vehicle so I needed "CT Road", I was so pleased with myself for getting it to run in game. Good old RS, bites you in the butt every time.
Phil

Image
User avatar
sad27
Well Established Forum Member
Posts: 565
Joined: Mon Jan 07, 2008 10:40 pm
Location: Leeuwarden, Netherlands
Contact:

Re: Inside out lofts

Post by sad27 »

A igs in a Vehiclebleuprint are always rendered inside out while exporting.
It can be solved by changing the material in 2-sided in the Max file. I don't know how it's done in 3dc.
Make sure that text in the textures will also be mirrored then.
You can see that for example in the bus of the IOW addon. As a scenery object the text on the bus is ok, but as a vehicle it is mirrored.

good luck,

SAD
User avatar
CaptainBazza
Has a sign reading.. Its NOT the end of the world!
Posts: 18852
Joined: Tue May 13, 2003 10:21 am
Location: Land of the Long White Cloud.

Re: Inside out lofts

Post by CaptainBazza »

After a long discussion with Phil, per SKYPE, I suggested we beat the sim at its own game.....we play a trick on the sod....and turn the model inside out. The theory being that if it displays a normal model inside out, then a model with reversed normals will show correctly....let's await developments with baited breaths and crossed digits.

Cheers Bazza
User avatar
RSderek
Very Active Forum Member
Posts: 4760
Joined: Mon Sep 10, 2007 12:19 pm
Location: London
Contact:

Re: Inside out lofts

Post by RSderek »

Hi,

If the model is showing inside out then there is a problem with the model.
In max this can happen if you attach an object to another object that has been mirrored.
You do not get the problem if you attach an item that has been mirrored to an object which has not.

Normally a reset transform is needed, the the polygons flipping.

I'm afraid I know nothing of canvas so am not able to help.

Not sure about what a loft might do to an object, I'll ask the guys at work tomorrow.

regards

Derek
Last edited by RSderek on Tue May 05, 2009 9:16 am, edited 1 time in total.
To contact me email support@railsimulator.com, not here.
So long, and thanks for all the fish.
http://dereksiddle.blogspot.com/
User avatar
eyore
Very Active Forum Member
Posts: 1226
Joined: Tue Jan 27, 2004 6:22 pm
Location: Cumbrian hills

Re: Inside out lofts

Post by eyore »

Following my chat with Bazza, I reloaded the model, but inside out! (inverted everything in 3DC)

It works, although everything is still mirrored.e.g. the guy in the picture is actually on the port side of the model, not starboard.

Phil

Image
User avatar
CaptainBazza
Has a sign reading.. Its NOT the end of the world!
Posts: 18852
Joined: Tue May 13, 2003 10:21 am
Location: Land of the Long White Cloud.

Re: Inside out lofts

Post by CaptainBazza »

You could almost learn to love a quirky wee divil like this sim. :evil: 8)

I agree with Derek; somehow or other the reversed normals have re-reversed themselves during the conversion (probably). I usually pick up this problem well before that (in .3ds mesh format), but sometimes things do go wrong for reasons not always apparent - and to qualify that, as Derek says, it's a 'modeling problem, not the sim. We lived and learned and got burned in MSTS1 and no doubt it's RS's turn to amuse, bemuse and confuse (ABC, get it?).

Cheers Bazza
User avatar
eyore
Very Active Forum Member
Posts: 1226
Joined: Tue Jan 27, 2004 6:22 pm
Location: Cumbrian hills

Re: Inside out lofts

Post by eyore »

CaptainBazza wrote:You could almost learn to love a quirky wee divil like this sim. :evil: 8)

I agree with Derek; somehow or other the reversed normals have re-reversed themselves during the conversion (probably). I usually pick up this problem well before that (in .3ds mesh format), but sometimes things do go wrong for reasons not always apparent - and to qualify that, as Derek says, it's a 'modeling problem, not the sim. We lived and learned and got burned in MSTS1 and no doubt it's RS's turn to amuse, bemuse and confuse (ABC, get it?).

Cheers Bazza
OK Bazza, so I can expect the new model when? :D
Phil

Image
User avatar
eyore
Very Active Forum Member
Posts: 1226
Joined: Tue Jan 27, 2004 6:22 pm
Location: Cumbrian hills

Re: Inside out lofts

Post by eyore »

It seems to me that its not a problem with the model but with the way RS handles vehicle properties.

I ran a test with a simple box with any old texture on it and the result was still inside out and mirrored..
Phil

Image
User avatar
RSderek
Very Active Forum Member
Posts: 4760
Joined: Mon Sep 10, 2007 12:19 pm
Location: London
Contact:

Re: Inside out lofts

Post by RSderek »

Hi,
After chatting with the guys, there is as you have pointed out an issue with traffic on roads, or objects along paths
For some reason the loft flips the normals of a perfectly good model.
The way the guys got round the problem was to make the material double sided for traffic travelling along the roads.

Once I know more I'll let you know.

regards

Derek
To contact me email support@railsimulator.com, not here.
So long, and thanks for all the fish.
http://dereksiddle.blogspot.com/
User avatar
eyore
Very Active Forum Member
Posts: 1226
Joined: Tue Jan 27, 2004 6:22 pm
Location: Cumbrian hills

Re: Inside out lofts

Post by eyore »

RSderek wrote:Hi,
After chatting with the guys, there is as you have pointed out an issue with traffic on roads, or objects along paths
For some reason the loft flips the normals of a perfectly good model.
The way the guys got round the problem was to make the material double sided for traffic travelling along the roads.

Once I know more I'll let you know.

regards

Derek
Thanks for the reply.

Unfortunately, 3DCanvas doesn't support double sided materials (as far as I'm aware). Perhaps Autodesk could do a "Pensioners" version of 3dsmax as well as the student version, then I could ?

I could double side the polys, but that would be an issue on the poly count.
Phil

Image
User avatar
3DTrains
Very Active Forum Member
Posts: 1090
Joined: Wed Nov 20, 2002 11:08 am
Location: Another Planet
Contact:

Re: Inside out lofts

Post by 3DTrains »

eyore wrote:It works, although everything is still mirrored.e.g. the guy in the picture is actually on the port side of the model, not starboard.
Reversed models (left to right, not inside out) is a current issue with vehicle objects/traffic.
Cheers!
Marc - 3DTrains

Image
User avatar
decapod
Building GWR Highworth Branch 1917-1926
Posts: 3097
Joined: Tue Dec 04, 2001 12:00 am
Location: Carshalton, Surrey
Contact:

Re: Inside out lofts

Post by decapod »

eyore wrote:Thanks for the reply.

Unfortunately, 3DCanvas doesn't support double sided materials (as far as I'm aware). Perhaps Autodesk could do a "Pensioners" version of 3dsmax as well as the student version, then I could ?

I could double side the polys, but that would be an issue on the poly count.
In the RailSimX field, type in TwoSided=1 to export a double sided material.

If that doesn't work, try BackfaceCull=1
DECAPOD
OOOOO
Locked

Return to “[RS] Scenery Creation”