Some Wagon Creation Problems .....

Fire up your 3D modelling tool and start building some rolling stock, or find out what others are previewing here. If you have questions about how to make the blueprints work or what names mean what in models, here's the place to find out your answers.

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ThTensen
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Re: Some Wagon Creation Problems .....

Post by ThTensen »

Geoff,

Congratulations on your result. You will see that, now you've got the hang of it, the next wagon (or loc :wink: ) will be a lot easier.
Acorncomputer wrote:...
The reason why I did not consider this to be important is that the tutorial in the RS Development Documents and the RW WIKI do not mention anywhere that you need to add couplings to enable the wagons to couple up and it is not highlighted anywhere else that I could see. It is very difficult for beginners to get the basic principles if important information is missing and in the end the solution was quite straightforward.
....
That's why I pointed you in that direction in an earlier post. The tutorials where made for Railsimulator and for that version of the simulator couplings were not necessary to let a wagon/loc work. That changed with Railworks (has probably to do with "slack" that was introduced then), as I experienced myself.

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Dick
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DarrenCarter
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Re: Some Wagon Creation Problems .....

Post by DarrenCarter »

Well done Geoff. At least you've cracked it.
Believe me, I went all through the same process as you at the begining and now because Richard Scott made some brand new couplers for the LU D78 I had to go through it all again adjusting pivot points and the axis pivots of the coupler models themselves to get everything to perform correctly.

I can't see that the collision box toggle in the Asset Editor does anything. It doesn't on any of my models.
The arrows for the couplings in the Asset Editor do not actually fill in the blueprint for you. Whilst there positions get remembered in the blueprint somewhere for export to the .bin file, the actual blueprint doesn't get populated with any value to see and adjust.
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Re: Some Wagon Creation Problems .....

Post by kevmt »

The collision box toggle setting allows you to set the position of various loads in your models.

eg:- it indicates to the sim where the coal and water is in your tender, or to show the position of a load in a wagon.

Kevin
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Re: Some Wagon Creation Problems .....

Post by Acorncomputer »

Dick wrote

That's why I pointed you in that direction in an earlier post. The tutorials where made for Railsimulator and for that version of the simulator couplings were not necessary to let a wagon/loc work. That changed with Railworks (has probably to do with "slack" that was introduced then), as I experienced myself.
In hindsight I see that you advice was good but neither the Rail Simulator Development Documents (which are still generally much better to read than the WIKI) or the RailWorks WIKI mentions adding in blueprints for couplings. I think that was what threw me the most. I can now see how the various tools work to position the couplings and they do indeed work.

Darren

It is not possible to enter the four positions of the coupler points directly into the wagon blueprint as it simply will not let you, but if you check out the wagon bin file after export with RW Tools, then the positioning figures are in the exported blueprint based on the position of the arrows in the Preview Window. It is still easier, however, to position the four points using the RW Coupling Tool which will also gives you a choice of coupler blueprints to use in the wagon blueprint.

Kevin

Thanks for your help. It is now logical that the 'collision' box in the Preview Window will show where the load is placed in the wagon/loco but it is a bit confusing referring to it in collision terms in its name.

Once again a little bit of help has pointed me in the right direction and I am very grateful to everyone who has helped.
Geoff Potter
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DarrenCarter
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Re: Some Wagon Creation Problems .....

Post by DarrenCarter »

Hi Geoff,
when you say the RW Coupling Tool, are you refering to the one earlier in this thread or a dedicated one from RW. I might have a go at using this myself.
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Re: Some Wagon Creation Problems .....

Post by Acorncomputer »

Hi Darren

It was the one earlier in the thread - http://www.uktrainsim.com/filelib-info. ... leid=23184
Geoff Potter
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DarrenCarter
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Re: Some Wagon Creation Problems .....

Post by DarrenCarter »

Thanks. I'm going to download that and give it a try.
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Re: Some Wagon Creation Problems .....

Post by Acorncomputer »

OK, more progress.

Having got over the coupling hurdle, the rest seems much easier and reference to default wagon blueprints indicates the type of entries to be made in my wagon blueprint. I have been able to add in the wagon sounds on coupling and also get the load to animate. Animation is fairly easy to implement but there is a lot of trial and error involved as there is very little information available that tells you exactly what to do.

Much to my surprise I have been able to get my wagon to unload at the chute and then fill up again at the coal loading tower. My load is represented by the red object that goes up and down inside the wagon. It seems that the wagon can only be full or empty, but I think that is normal.









I think the only thing I have not yet done is to add a numbering system which I am going to try next. This should then give me my own example blueprint to use for a more realistic wagon later.
Geoff Potter
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class43HS125
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Re: Some Wagon Creation Problems .....

Post by class43HS125 »

hi,
Is always encouraging to see the journey of discovery unfolding step by step. I have just succeeded in being able to use the 2 right hand fly out ID boxes to add individual identification labels to each and every one of my own signal posts so right now I can identify with the "IT WORKSSSSSSS" feeling. Artistic talent still eludes me though :D

Ross
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RW RB Challenge 1 Here and There and Back again! uktsfile 22834
RW RB Challenge 2 This Train Goes Round and Round uktsfile 25166
RW RB Challenge 3 The Windsor Branch, a challenge to far
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Re: Some Wagon Creation Problems .....

Post by Acorncomputer »

Hi Ross

It is a long and winding road to achieve success in creating content for RailWorks (it was probably harder for MSTS though) but the knowledge pool is growing daily and things are getting a bit easier. It is always a really good feeling when you do finally get something to work after a lot of effort.

One piece of advice I can give is make copious notes when you achieve some success or create a tutorial as I do sometimes as I often refer to my own tutorials for advice on how to do something :D
Geoff Potter
Now working on my Bluebell Railway route for TS2022
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hertsbob
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Re: Some Wagon Creation Problems .....

Post by hertsbob »

Good show, Geoff. Very well done indeed. You must be well chuffed. :D

Cheers

Bob
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Acorncomputer
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Re: Some Wagon Creation Problems .....

Post by Acorncomputer »

Thanks Bob

One last hurdle to jump with the numbering system. The WIKI states that the number needs to be created out of individual quads that are textured with numbers on textures that are 32 pixels wide and 64 pixels high. The group of textures can be called 1_0128_primarydigits_3 with the 3 representing my example number comprising 3 digits being 1, 2 & 3. I have placed the group a little way off the side of my wagon and when exported to RW the numbers show up clearly although all wagons have the same number of 123 as I have textured them.

The WIKI also shows how to create an Excel file of all possible numbers for my wagons using the three digits I have created.

This is all OK so far.

The WIKI then says that when the number textures have been set up they need to be replaced with placeholder textures called primarynumber_1.ace, primarynumber_2.ace and primarynumber_3.ace. I am only using three digits but the sequence would go on for more. I have located textures with these names in the Rail Simulator Developer folder but they are in the .ace format. If I read the instructions correctly, I need to replace my number textures in 3D Canvas with these primarynumber textures but these textures are in the .ace format and you cannot use that format as a texture sheet format in 3D Canvas.

The first question is that when the WIKI says replace the quad textures with the primarynumber textures does it actually mean re-texture in 3DC with the primarynumber textures or is there another way to make the replacement without doing this in 3DC. The other problem is that if we are talking about actually re-texturing the quads, I need some way to convert the .ace files into something that 3DC can use like a .tga file and I do not think I have a program that can do that.

In addition, the WIKI says to apply a multi-sub-object material to each number (after applying the primarynumber texture presumably) with an ID of ID1 for the last digit, ID2 for the next in from the right and ID3 for the second in from the right. This would be enough for me with my three digits but where all these entries go in the 3D Canvas material slots is something I cannot work out.

As before, any assistance on this would be appreciated.

The WIKI instructions are here - http://www.railsimdownloads.com/wiki/ti ... e%20Manual
Geoff Potter
Now working on my Bluebell Railway route for TS2022
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decapod
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Re: Some Wagon Creation Problems .....

Post by decapod »

Geoff - take a look at the example wagon source model, it has auto numbering set up
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Re: Some Wagon Creation Problems .....

Post by Acorncomputer »

decapod wrote:Geoff - take a look at the example wagon source model, it has auto numbering set up
Thanks very much Paul

I have quite a lot of reference material now and it it difficult to know where to look for answers but I will check that out. Again it seems that this is not particularly hard to do once you know how.
Geoff Potter
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Re: Some Wagon Creation Problems .....

Post by Acorncomputer »

Hi Paul

I have checked out your source model and it makes much more sense now. Can I use your primarynumber textures (and possibly eventually distribute them) or could I perhaps make my own, although I am not sure what their layer structure is.

I cannot see in your source model the bit about IU1, ID2, ID3, etc, in the material properties. Is this perhaps not actually necessary?
Geoff Potter
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