We shall build a locomotive not because it is easy...

Discussion of rolling-stock creation & re-painting.

Re: We shall build a locomotive not because it is easy...

Unread postby SMMDigital » Sat Jun 16, 2012 11:42 pm

Originally, I was thinking the same, about moving the numbers to match the default. But once I opened the throttle up it was losing 5mph for every 10. At 50mph, the needle is only showing about 25-27. It may be a wrong value in the Engine or Simulation BP, or even a wrong animation. But the upside is that the needle actually works!
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Re: We shall build a locomotive not because it is easy...

Unread postby mrennie » Sun Jun 17, 2012 2:28 am

SMMDigital wrote:Originally, I was thinking the same, about moving the numbers to match the default. But once I opened the throttle up it was losing 5mph for every 10. At 50mph, the needle is only showing about 25-27. It may be a wrong value in the Engine or Simulation BP, or even a wrong animation. But the upside is that the needle actually works!


You probably already know this, but just in case ...

The value of MaxSpeed in the EngineSimulation of the EngineSimComponent blueprint also determines the range of speeds that the needle covers. RSC's Class 77 copies the value from the Class 76, but the 77 is actually faster. By copying the MaxSpeed from the 76, it causes the speedometer on the 77 to show the wrong speed.
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Re: We shall build a locomotive not because it is easy...

Unread postby Giuseppe » Sun Jun 17, 2012 11:03 pm

mrennie wrote:Here's how that locomotive driving wheel looks in the asset editor ...

Image


Ooh! What lovely a lovely looking driver center! **!!bow!!**

Here's a set I modeled for a yet-to-be-finished locomotive project I started a while back. I completed them and a day and a half, but the total polygon count is enough for an entire locomotive! Someday I'll get around to making a "polygon optimized" set--or perhaps I'll just upgrade my graphics card... *!!wink!!*

1-2-4_drivers_2.jpg


Cheers,
Eliot
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Re: We shall build a locomotive not because it is easy...

Unread postby mrennie » Mon Jun 18, 2012 7:21 am

Giuseppe wrote:
mrennie wrote:Here's how that locomotive driving wheel looks in the asset editor ...

Image


Ooh! What lovely a lovely looking driver center! **!!bow!!**

Here's a set I modeled for a yet-to-be-finished locomotive project I started a while back. I completed them and a day and a half, but the total polygon count is enough for an entire locomotive! Someday I'll get around to making a "polygon optimized" set--or perhaps I'll just upgrade my graphics card... *!!wink!!*

1-2-4_drivers_2.jpg


Cheers,
Eliot


They look lovely too! I've got mine attached to the rest of the locomotive, which is really progressing well. Last night, I managed to get it into an engine blueprint and into the game itself! It still doesn't drive ... that's the next step, while I continue adding more detail. There are WIP screenshots on my blog.
Here's one from yesterday:
Image
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Failure to Communicate

Unread postby SMMDigital » Tue Jun 19, 2012 1:27 am

This one has me a bit baffled. I have no control of the locomotive i'm building from the keyboard. I've left the "Remapper" fields in the locomotive.bin file blank, as they are for other RSC locomotives. I've pointed them to the default mappers in the Railworks US folder. I've even written custom mappers. However, no effort is getting any love from the locomotive, except for the windshield wipers. No throttle, brakes, headlights, nothing. Even on the HUD, the only thing that works is the wipers button. Interestingly enough, all of the controls inside the cab work fine, but not everyone wants to play in expert mode. BTW, this is happening in both simple and expert mode, and for verification purposes, no other locomotive has this problem.
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Re: Failure to Communicate

Unread postby mrennie » Tue Jun 19, 2012 3:21 am

SMMDigital wrote:This one has me a bit baffled. I have no control of the locomotive i'm building from the keyboard. I've left the "Remapper" fields in the locomotive.bin file blank, as they are for other RSC locomotives. I've pointed them to the default mappers in the Railworks US folder. I've even written custom mappers. However, no effort is getting any love from the locomotive, except for the windshield wipers. No throttle, brakes, headlights, nothing. Even on the HUD, the only thing that works is the wipers button. Interestingly enough, all of the controls inside the cab work fine, but not everyone wants to play in expert mode. BTW, this is happening in both simple and expert mode, and for verification purposes, no other locomotive has this problem.


In my case, it's even worse ... as soon as I click on the loco in free roam (I put a driver icon on it in the scenario editor to make it driveable), RW hangs completely. I only did what was explained in the online developer docs (the part by RSAdam about putting a diesel into the game), adapting it as best I could to a steam loco. I'll have to open up an existing steam loco and study what's in there.

By the way, for now, I've made the blueprint with only one bogey (or is it bogie?), for the four main axles (bo01wh01...bo01wh04), and that allows me to place the loco on the track. Whenever I try to add the bogey for the leading truck (the pilot wheels), it doesn't work. I think it might be because of it having only one axle, and perhaps with only one axle, RW has no way to no which way the bogie is aligned. I'll try making a fake, invisible second axle for it and see what happens.

EDIT:
Adding an invisible axle to the leading truck worked! I just placed a cube ahead of the real axle, put it in a node and called it bo02wh02, and painted it with a fully transparent texture to hide it.
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Re: We shall build a locomotive not because it is easy...

Unread postby PapaXpress » Tue Jun 19, 2012 11:12 pm

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Re: We shall build a locomotive not because it is easy...

Unread postby SMMDigital » Wed Jun 20, 2012 1:59 am

Another tedious weekend of building "The Abomination", but there is light at the end of the tunnel. It's an oncoming train no doubt...

Sometimes, when things go wrong, you just gots to laugh. **!!bang!!** !*hp*! !*lho*!

http://youtu.be/CWU8BS90yg8

It should also be noted that the section on Grouping (Detailing, Part 3, bottom of the page) has been revised. The naming conventions for the simple headlights has been corrected, as it did not work the way it was listed. Also, the groupings for the wipers and cab windows have been refined.
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Re: We shall build a locomotive not because it is easy...

Unread postby SMMDigital » Thu Jun 21, 2012 3:27 pm

Getting closer...

c3988.jpg


The Blueprinting section is acutaly coming along quite well. Look for it in the next couple of weeks.
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Re: We shall build a locomotive not because it is easy...

Unread postby PapaXpress » Thu Jun 21, 2012 4:08 pm

sweet!
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Re: We shall build a locomotive not because it is easy...

Unread postby bpetit » Thu Jun 21, 2012 7:16 pm

Gonna stick my nose in here and learn to build a locomotive.

One question though.

Is the Free 3D crafter fine?
"If you really needed a diesel locomotive right away, then go ahead and order a ALCO. But if you could wait for real quality, then go for an EMD or a GE".


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Re: We shall build a locomotive not because it is easy...

Unread postby SMMDigital » Thu Jun 21, 2012 8:13 pm

I think that you are going to need the Pro version. If im not mistaken, the Paul Gadsen plug-ins and a the Trainworks exporters are only available with Pro. The Amabilis website has a table comparing the three versions of the program. Also of note is that version 9 is different than the version used in the tut. I'm buying version 9 before beginning my next project.
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Re: We shall build a locomotive not because it is easy...

Unread postby bpetit » Thu Jun 21, 2012 8:35 pm

I thought so..hmm what about if someone exported it for me?
"If you really needed a diesel locomotive right away, then go ahead and order a ALCO. But if you could wait for real quality, then go for an EMD or a GE".


My Youtube Channel (Railfanning and Train Simulator 2018)
http://www.youtube.com/user/3985gtasa
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Re: We shall build a locomotive not because it is easy...

Unread postby PapaXpress » Thu Jun 21, 2012 10:29 pm

Its worthwhile getting PRO. There are many other very useful plugins and scripts that you will need to make these models.
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Re: We shall build a locomotive not because it is easy...

Unread postby bpetit » Thu Jun 21, 2012 10:57 pm

I just don't have the dough. I'll make do though.
"If you really needed a diesel locomotive right away, then go ahead and order a ALCO. But if you could wait for real quality, then go for an EMD or a GE".


My Youtube Channel (Railfanning and Train Simulator 2018)
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