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3DCanvas loft tutorial

Posted: Mon Mar 15, 2010 4:59 am
by Trainguy76
Here is a tutorial for making a simple loft, in my case a triangle, from A blank 3DCanvas file to Exporting it to RailWorks.
-The way this tutorial is written is that the description is below the image.-
What you need is:

A paint/photo-editing program, 3DCanvas, and RailWorks (obviously!)
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TriangleLoft is my project folder, this is where my textures and project files will go.



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This is the extrude tool, this is how we'll make the loft.



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Now the way I make lofts, I use the panels marked with a red dot.



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I have made the shape in the tow right panel, this needs to by symmetrical on the white line. (I think)



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Now you need to mark the length of the object, the white dot should be at 4,0,0 and the green one at the origin.



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This is what my loft looks like now. (After I have textured it with a gray texture, and centered it in the properties panel.) The texture I used is named "Ballast1" (Don't ask why :P ) This texture must be a .bmp texture.



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Your object must have "LoftTexDiff.fx" for every texture used, and it is a good idea if your object has the 0,0,0 for it's position property.



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Copy your .bmp texture into the railworks main folder, and then drag it onto the RWAceTool Program.
(I got the RWAceTool from here: http://www.railsimulator.com/en/support



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After Doing that, move those two files into your textures folder.



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Open the blueprint editor and navigate to your folder.



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Right click on your project name and select "New Blueprint"



Select "Loft section blueprint" and press "OK"



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Now I am copying the file name, which is essentially the path to your file(s).



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Paste that filename into the "Cross section ID" and "Blueprint ID" ***
Also make sure your loft has a name!



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Enable your asset, and lay down your loft!


*** I'm don't think you need to copy the file name into "Blueprint ID"

Re: 3DCanvas loft tutorial

Posted: Mon Mar 15, 2010 10:05 pm
by longbow
Thanks for this - I've added it to my list of tutorials at http://forums.uktrainsim.com/viewtopic. ... 7#p1266577

A few points worth adding:

1) The loft can be formed by extrusion, as you illustrate, or from a primitive with the origin shifted to a zero z value.
2) Before exporting you should check that the model origin and all points on the cross section have a z position of exactly 0, otherwise the loft won't render in RW.
3) The length of the loft along the z-axis determines the distance at which the texture repeats.
4) The loft filename is needed only once, in the Cross Section ID box. Start/Middle/End geometry BPID entries are only needed when you want to string objects along the loft.