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How to position mileposts?

Unread postPosted: Sun Feb 03, 2019 11:23 pm
by SAR704
I have gotten to the point where I thought having just non interactive objects would affect the realism of my route. So I decided to create some mileposts.

The thing is that I have zero experience with mileposts and similar objects, and they keep vanishing as soon as I place them in the game (even the Kuju ones). What is the magic trick in order to get them to remain visible and usable in scenarios? I have searched the web to no avail.

When I use the select tool (the dotted line that drags along the top of a loft, visible in the upper left of the drop down menu), these don't appear. I am completely new to this, so please excuse the silly questions.

Edit: Also, are there any tutorials around the place that indicate how to get working speed limit signs in the program?

Thanks

Re: How to position mileposts?

Unread postPosted: Mon Feb 04, 2019 10:40 am
by RailWanderer
Mileposts & Speed signs are associated to track conditions using the double arrow node. Both signs have variables accessed through the double left click on the object. Dependent on the scripting of the sign, these variables can be changed, but the speed sign gets its variable from the actual speed of the track, which is part of the assigned variables of the track, and is not able to be changed manually. The mileposts have a variable that can be changed showing a distance number, but is not offset from any one point, so actual distance offset from a source is not possible. A basic speed sign will assume the two speed variables related to the track when the double arrow node is placed on the track, the passenger speed and the freight speed, which is used by the AI trains and the user. These double arrows are present as soon as you place the sign, and both type signs need to have the node attached to the track with a left click. The reason for this is so the information the signs hold will be displayed on the track information portion of the F4 HUD. So, the placing of each sign is a left click to place the sign, and then a left click on the track to place the node. The speed sign is usually placed where track speeds change.

Also, remember, these signs may be different in each country you may be designing in.

These images may help show how things are placed:

Showing the placement of the milepost.

Image

Showing the placement of the Speed Sign before the node is set on the track, zero numbers.

Image

Showing the Speed Sign after the placement of the node, both speed variables show on sign. The colors bars on the track show the break point for the speed change you use the space bar set to three clicks to get the bars.

Image

I hope this helps.

Re: How to position mileposts?

Unread postPosted: Wed Feb 06, 2019 8:18 am
by SAR704
Thanks for that summary, it's appreciated. However, I wasn't even aware of something like scripting being relevant to signals/mileposts. I am a complete novice in this aspect, and have no real experience designing/placing these.

Would you be able to further elaborate please, on how to design the blueprints so that they are exported into the correct folder?

I am aware of the texturing process (primary numbers etc) which I came across in a tutorial I read a while ago, but no idea what follows it.

Re: How to position mileposts?

Unread postPosted: Sun Feb 10, 2019 3:34 am
by SAR704
I just got the bugger to finally appear. Unchecking the auto-rotate option on the lower left helped. I only noticed this due to an internet search bringing up an older post from this forum, posted by somebody who was having a similar issue with these.

Now I just have to get the numbers to display correctly...

How to position mileposts?

Unread postPosted: Sun Feb 10, 2019 11:44 am
by RailWorkshop
For setup of blueprints kindly check railworks developers documents as it is mentioned there.
You can also see the examples blueprints in every DLC you have through RWTools.

Re: How to position mileposts?

Unread postPosted: Fri Feb 15, 2019 8:59 am
by SAR704
I have almost given up attempting to get the numbers to display with these. I am using 3d Crafter 8.2.8, and not once have I been able to get the 'distance' value to show up on the post as typed.

I initially had the textures in the wrong folders, but I am not sure as to how to set up the hierachy in 3DC to get to separate the actual object from the numbers in the middle, so that TS doesn't bring up an error message in the blueprint editor saying failed to find \RailNetwork\Mileposts\textures\DN0.ace.

I have been following this tutorial to no avail: viewtopic.php?f=17&t=3937&hilit=dynamic+mileposts&start=15

Previously it just said 210 or something, and now it says 000. Has anybody else here followed the tutorial in the link and got the posts working without trouble?

How to position mileposts?

Unread postPosted: Fri Feb 15, 2019 10:36 am
by RailWorkshop
Dynamic Numbers are alloted using Multi Sub Objects material setup in 3DS Max.
These dynamic number includes all trains numbers, mileposts.
Try to understand this Chris Train Tutorial here -
https://www.christrains.com/en/ts_faq_a ... ering.html
The concept remains the same i.e Multi Sub Object Material Setup

Re: How to position mileposts?

Unread postPosted: Sat Feb 16, 2019 8:25 am
by SAR704
Unfortunately I still haven't been able to figure out exactly what I've done wrong. In the interim, I intend to to use hidden Kuju signs with static SAR poles visible. But changing the speed limit seems seems to be more complex than what I thought. When I click on the value shown in the image, it won't let me adjust it. How do I set it to a custom value?

The one in use is a Kuju asset called Speed sign 1 Bath. It is quite mystifying.

ss.jpg

Re: How to position mileposts?

Unread postPosted: Sat Feb 16, 2019 6:38 pm
by RailWanderer
You have to use the track selection tool, and change the speed within the popup info box that appears on the upper right of the screen, but then you have to also change the speed sign afterwards as the speed signs get their info from the track nod when it is placed. I guess I didn't explain that properly, or you ignored it.

Re: How to position mileposts?

Unread postPosted: Sun Feb 17, 2019 11:15 am
by SAR704
It is very easy to overlook a stand alone word that may affect the progress of placing the signs. It wasn't intentional.

But anyhow, following your comment, I just placed a Kuju milepost in the game and got the value to show. I spent the last few hours setting the track speed limits, so static signs may suffice as speed posts if it is ok to use them without causing issues.

Making my own animated milepost is a different kettle of fish, and something I have not succeeded at yet, but there's no harm in giving it another try.