conversions
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conversions
how do i change MSTS files in to working on railworks?
Re: conversions
Right then put them through the packager?
Re: conversions
what do i do with the orignianl source files?
Re: conversions
Basically, there are no similarities between the two simulators so if you are just asking "can I install MSTS files into Railworks?" then the answer is no.
By source files, what people mean is you would need the bare model created in a 3d modelling suite, then re-texture it using Kuju Materials and create completely new blueprints to make the model work in RW. I believe some people have even tried but when faced with the task at hand, have actually said that it is easier to create a brand new model geared compltely towards Railworks.
By source files, what people mean is you would need the bare model created in a 3d modelling suite, then re-texture it using Kuju Materials and create completely new blueprints to make the model work in RW. I believe some people have even tried but when faced with the task at hand, have actually said that it is easier to create a brand new model geared compltely towards Railworks.
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Re: conversions
chears 
- karma99
- Very Active Forum Member
- Posts: 2329
- Joined: Wed Oct 17, 2007 8:21 pm
- Location: Portsmouth, UK
Re: conversions
As suggested above, it's not easy.
I'll give a rundown of the basic tasks, a step by step would be pages long and take longer than my lunch break (or the rest of the day)!
Stage 1: The model
You need the original model in either Max, 3DC or Blender format.
The model needs to be updated with the mesh objects and materials fitting the recognised RW naming formats and additional settings, as do any animations.
You need to use the appropriate exporter to turn the model into an igs file and the animations into ia files.
You also need to convert all textures into .ace format, making sure they have the correct alpha settings for the shaders and the effect you want to achieve.
Note: In MSTS I believe a lot of alpha cutouts were used to keep poly counts low.. they look awful in RW unless used sparingly in small areas, also RW can handle in excess of 30k polys for a loco so these shortcuts are not needed. Bottom line here, you'll probably want to rebuild chunks of the model.
Stage 2: Blueprints
Depending on what the model is, you need to create the appropriate RW blueprints. For a simple scenery item it's probably 1 blueprint, for a loco it's more like a dozen, plus power curve files, etc.
Once all of this is together (no small task for setting up a loco, as I say scenery is pretty easy) then you can preview it in the Asset Editor, where it will most likely fail as you've missed a setting
You then chase down the errors and fix them
Stage 3: In game
You look upon what you've done and think.. why did I bother
This is a personal opinion, but I don't think I've seen anything as a direct conversion from MSTS into RW not look completely out of place. The additional graphics features of RW mean that the older models (a lot of them very simple "squared" shapes) just don't fit in with all the highly detailed, shaded models.
No offence to Mike Simpson, but compare these wagons which he converted from MSTS (in the VERY early days of RS, just so we had some stock)
http://uktrainsim.com/filelib-info.php? ... leid=18623
compared to these repaints by Brian Yeomans, which are an actual screen shot here, not a render from a modelling programme
http://uktrainsim.com/filelib-info.php? ... leid=23075
Speaks for itself really
My opinion, if you're already a modeller just start over and use the great things you can do with the RW graphics engine. If you're not, learn. I did
I'll give a rundown of the basic tasks, a step by step would be pages long and take longer than my lunch break (or the rest of the day)!
Stage 1: The model
You need the original model in either Max, 3DC or Blender format.
The model needs to be updated with the mesh objects and materials fitting the recognised RW naming formats and additional settings, as do any animations.
You need to use the appropriate exporter to turn the model into an igs file and the animations into ia files.
You also need to convert all textures into .ace format, making sure they have the correct alpha settings for the shaders and the effect you want to achieve.
Note: In MSTS I believe a lot of alpha cutouts were used to keep poly counts low.. they look awful in RW unless used sparingly in small areas, also RW can handle in excess of 30k polys for a loco so these shortcuts are not needed. Bottom line here, you'll probably want to rebuild chunks of the model.
Stage 2: Blueprints
Depending on what the model is, you need to create the appropriate RW blueprints. For a simple scenery item it's probably 1 blueprint, for a loco it's more like a dozen, plus power curve files, etc.
Once all of this is together (no small task for setting up a loco, as I say scenery is pretty easy) then you can preview it in the Asset Editor, where it will most likely fail as you've missed a setting
Stage 3: In game
You look upon what you've done and think.. why did I bother
This is a personal opinion, but I don't think I've seen anything as a direct conversion from MSTS into RW not look completely out of place. The additional graphics features of RW mean that the older models (a lot of them very simple "squared" shapes) just don't fit in with all the highly detailed, shaded models.
No offence to Mike Simpson, but compare these wagons which he converted from MSTS (in the VERY early days of RS, just so we had some stock)
http://uktrainsim.com/filelib-info.php? ... leid=18623
compared to these repaints by Brian Yeomans, which are an actual screen shot here, not a render from a modelling programme
http://uktrainsim.com/filelib-info.php? ... leid=23075
Speaks for itself really
My opinion, if you're already a modeller just start over and use the great things you can do with the RW graphics engine. If you're not, learn. I did
- longbow
- Very Active Forum Member
- Posts: 3608
- Joined: Mon Mar 18, 2002 12:00 am
- Location: Noosa, Australia
- Contact:
Re: conversions
I've converted quite a few MSTS models for RW and I think it's a worthwhile process.
Some of the more recent MSTS rolling stock is built to high standards and looks very presentable in RW - the pic is a Morpethcurve MSTS model, converted with only minor tweaking into RW. Older rolling stock does not bear such close comparison, but even so it's quite acceptable if you hanker for something not available in RW. Many scenic items also look fine if they are used as background items.
As for the conversion process, for models built in 3D Canvas it's the same whether the model was built for MSTS or RW. The only real changes required are the addition of a shadow model and see-through windows, which are usually rendered with transparencies in MSTS but need to be cut out in RW.
Converting models built for other sims brings fresh assets into RW and is a good first step for established modellers wanting to take a step up. Let's have more of them!
Some of the more recent MSTS rolling stock is built to high standards and looks very presentable in RW - the pic is a Morpethcurve MSTS model, converted with only minor tweaking into RW. Older rolling stock does not bear such close comparison, but even so it's quite acceptable if you hanker for something not available in RW. Many scenic items also look fine if they are used as background items.
As for the conversion process, for models built in 3D Canvas it's the same whether the model was built for MSTS or RW. The only real changes required are the addition of a shadow model and see-through windows, which are usually rendered with transparencies in MSTS but need to be cut out in RW.
Converting models built for other sims brings fresh assets into RW and is a good first step for established modellers wanting to take a step up. Let's have more of them!
- partyspiritz
- Very Active Forum Member
- Posts: 3527
- Joined: Wed May 25, 2005 12:06 am
- Location: RAF Brize Norton
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Re: conversions
My interest would be buildings I have always said it is those that make a route. I don't think there are enough buildings it would be nice to see a Woolworths or Burtons shop from the 50s.
I haven't a clue how to start but would love to have a go. And its something like this would keep my interest in Railworks
Regards
John
I haven't a clue how to start but would love to have a go. And its something like this would keep my interest in Railworks
Regards
John
The Bacup Branch gone to bed
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- longbow
- Very Active Forum Member
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- Joined: Mon Mar 18, 2002 12:00 am
- Location: Noosa, Australia
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Re: conversions
John - you are quite right; the ability to make your own content adds enormously to the appeal of RW. Why not get the free version of 3D Canvas then try some of the beginner tutorials at the link below. If you like it you can buy the Pro version which can export to RW and most other trainsims.
http://forums.uktrainsim.com/viewtopic. ... 12&t=99003
Alternatively, investigate Blender which is completely free and a little more powerful, albeit less intuitive and less trainsim focused. Or try Sketchup which is free and very easy to use but has limitations for more sophisticated RW modellers.
http://forums.uktrainsim.com/viewtopic. ... 12&t=99003
Alternatively, investigate Blender which is completely free and a little more powerful, albeit less intuitive and less trainsim focused. Or try Sketchup which is free and very easy to use but has limitations for more sophisticated RW modellers.
- partyspiritz
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- Joined: Wed May 25, 2005 12:06 am
- Location: RAF Brize Norton
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Re: conversions
This was a PM to Kama99 Pete he did some work for me for the bacup branch
Hi Pete
Long time no chat. I have the bug now for route building the Bacup Branch has taught me a lot. I have always said and believe that good routes are the one's that look real to do that they have to have the right buildings.
I am not sure what is the best program to use or even where to start. I don't have a big budget due to my personal circumstances. I would love make some council house's from the 50s\60s others come to mind Woolworths Boots Burtons I think they would be well received. I would be happy to have them as freeware and even have them packaged in a route.
There must be a good starting point. I have lots to learn from building to exporting. I have got to start building instead of whingeing. So if you have any pointers or suggestions I would be grateful
Regards
JohnThe Bacup Branch
http://swindon-trainsim.tripod.com
partyspiritz
Well Established Forum Member
Posts: 994
Joined: May 25th, 2005, 1:06 am
Location: Canal Boat
Hi Pete
Long time no chat. I have the bug now for route building the Bacup Branch has taught me a lot. I have always said and believe that good routes are the one's that look real to do that they have to have the right buildings.
I am not sure what is the best program to use or even where to start. I don't have a big budget due to my personal circumstances. I would love make some council house's from the 50s\60s others come to mind Woolworths Boots Burtons I think they would be well received. I would be happy to have them as freeware and even have them packaged in a route.
There must be a good starting point. I have lots to learn from building to exporting. I have got to start building instead of whingeing. So if you have any pointers or suggestions I would be grateful
Regards
JohnThe Bacup Branch
http://swindon-trainsim.tripod.com
partyspiritz
Well Established Forum Member
Posts: 994
Joined: May 25th, 2005, 1:06 am
Location: Canal Boat
The Bacup Branch gone to bed
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