Showing posts with label Buffers. Show all posts
Showing posts with label Buffers. Show all posts

Tuesday, June 14, 2011

Updated Buffers on DLS

I've uploaded new versions of the NSW Wooden Buffers to the DLS, and they should be available soon. The good news is the flicker is Totally Gone!... the bad news is I couldn't get my new arrangement of the lamp working the way I wanted, so I went back to the old way (Two separate models).  I'd eventually like to script it and have just a single model portray both versions, with the lamp activated or hidden by a script, but that's a low priority right now.


I had a look at the NSW Train Stop (and the UK one I also did) but cant see whats wrong with it. In TS2009, the script seems like it isnt running at all. Weird.  I noticed that someone else has "fixed" the Train Stops as there is a new version on the DLS, unfortunately I cant download anything due to the servers being busy.  Its so annoying to not be able to retrieve a copy of your own content.


Anyway, when I get the updated Train Stop, I'll first see if I can fix its Trainz Build. These were intended for TRS2006, but someone has set it up for TC or above. Then I'll see if I can figure out why the script isn't running. Strangely enough, the object I modelled the script from, still runs fine with its original script.


I don't have any pics right now, but Ive spent some time texturing the 86 Class.   Its *so* close to being ready for export, but there is a lot of work to be done after that (scripting) so dont think that means its due for release any time soon.   I have the body about 70% textured, with just the small fiddly bits left to map.   Once its in Trainz, I can concentrate on the Tangara while I start putting the scripts together.


The 86 Class and Tangara will share much of the script (They're both Electric Multiple Units, so share similar functions) so both models will benefit. I expect the 86 Class will be on my test track for some time, while it gets all its scripting and other planned goodies. I anticipate the Tangara will be ready before it.


With the Tangara, Ive been thinking its time to upgrade it to 3DS Max. It was originally intended for TRS2006, but here we are at TS12.   I still have to catch up on my Trainz versions but I will get TS12 as soon as I can and probably aim the Tangara at TS2009 now.  At this stage, I havent started to convert it, but I have a fairly good process for exporting from Gmax to 3DS Max, so when I get started that part of it shouldnt take long.


I'll see if I can have some pictures of the latest work ready for next time.

Friday, June 03, 2011

Slow Progress

Well, its been some time since my last update. The last couple of years have taken me in different directions, but all the while, this project has been in the back of my mind.  I know I have (or had) a lot of people watching, and by now some of them may have given up, and I dont blame them, but the wheel has turned and I've found myself back here again.


For many years I've wanted to build a model railway, but never had the space for it. It occurred to me recently that these days, with the various rail simulators available, younger people would probably just build a virtual railway than use up an entire room for their hobby. Virtual railways have a big advantage when it comes to space. you can easily create a layout that is much bigger than anything you could build in a room, and a lot more interactive. I still plan on filling a room with trains one day, but recently I've started building my own virtual railway in Traiinz TS2009.

There are a couple of existing routes that I like. They're big. They're Australian, specifically New South Wales. They're full of NSWGR and SRA content, and they look and feel quite good, but they all have similar problems.  I considered updating one of them with better content, replacing thousands of signals with the NSW ones available on the DLS, replacing all the stations with better ones, etc, etc. About the only thing I didnt have to change was the scenery.

Add to that the problem of older content not working properly, or failing to load entirely, I came to the conclusion that I would have to build much of it myself, from scratch, right down to the 3D models, since a lot of the classic NSW content are progressive meshes which are no longer supported.

So I've decided to make this a long term project, like a physical model railway, that I work on when I have the time. Anything I produce will be available in some form or other, and I may even consider making them available for other rail simulators as well.

The first thing I need to do is fix my own content. The buffers have always flickered, and I have a new version without any flicker that I am putting some final touches on. I changed it a little and now attach the lamp to the buffer, and then the corona to the lamp, but Im having a little trouble getting the corona to attach to the right point. I'm not even sure at this stage that its possible. I'll figure it out eventually.


The Train Stop will be next. I only just realised that stopped working, and even worse, causes other signals on the route to fail.  Its a scripting problem, and I'll have that sorted out, and updated on the DLS as soon as I can.


Then its back to the Tangara and the 86 Class.  I really miss the real 86 Class and finishing off the model will at least let me see it running again.  I have another side project as well, but I cant talk about that. Im updating someone elses content, and will have to waiit until its done and I contact them again before I can announce it. Its not a big job, just a little time consuming.


Finally theres my route. That will be put together over time. Since the 86 Class were built for hauling coal and container trains through the mountains, naturally it features mountains. At the highest point the rail is 600m above sea level, and I plan to have a port at sea level too, so it's going to be big, with lots of gradients, and will have a city area for the Tangara and other commuter trains.

It sounds like Im taking a lot on, when its already taken me a long time to produce what I've already started, but I'm hoping that by combining it all together, and adding a route that I'll have the full package and that will motivate me to work on some part of it or other. One of the problems of just working on the 3D models is that when I get stuck, or need a break from modelling, I just stop. This way I'll have other things, like the route to go on with.

So thats the plan.  As soon as I have the buffer and Train Stops fixed, I'll add an update on my progress here. I also have some Tangara and 86 Class updates to write as well.

Wednesday, June 21, 2006

Buffers, Tangara, and Japan

I released the buffers recently, despite not being 100% happy with them. I had thought about releasing a scripted buffer that would allow the placement of the light (left, right, center, none) via surveyor, but it seemed too hard for what it was. I also wasnt happy with the textures, but they had been sitting around for a while, so I thought they were better out there, than on my hard drive.

I hope to update them soon, fixing the textures, and adding a parameter which should make them actually stop slow moving trains. I have to admit, Ive read the CCG many times, but this hadnt stood out. It makes sense, since without such a parameter, Trainz has no way of telling a buffer from any other trackside object. For the moment, this feature is broken in TRS2K6, so it wont matter until after SP1 is released (unless you have 2K4).

I spent last weekend mainly researching other projects which have caught my attention. I wasnt making much progress with the Tangara texturing, so it was a welcome break. Above is a screenshot I grabbed a couple of weeks ago, and meant to post here at some point. Today is as good a day as any.

There has been some discussion on the Trainz forums recently about Japanese trains and routes, with a few new items being worked on. This is something close to my heart, since my wife is Japanese, and we have close ties to Japan. Much like my reasons for building NSW trains, I'd love to build some Japanese ones too, since there is virtually nothing available to date.

Yes, I know about the two Shinkansen (Bullet Trains) on TrainzLuvr, but those are a few cars short of a train set, and have other problems as well. There are also two 500 Series Shinkansen on the DLS by Tesla and Votkov. The one by Votkov looks promising but I havnt tried it yet. If I can repair the faults reported by 2K6, it may be the only one which is complete.

Japan has a rich variety of trains, from steam to single car diesel railcars, to freight, to the latest and most sophisticated EMU sets (There are around 14 different series of Shinkansen alone, since the original Bullet Train started in 1964). Add to that the awesome and wildly varying scenery, and its a no-brainer. It has to be one of the best countries for railfans to model - hands down. Japan is built on rail. There are rail lines everywhere! Do yourself a favour and take a look.

So why is there nothing available for Trainz?? Well, I thought about that while I was looking for somewhere to run the Shinkansen I was testing. There arent a lot of routes to run a 320 meter train which travels at 300km/hour. There certainly arent any Japanese routes or Shikansen lines on the DLS. I think the biggest obstacle to route builders is the lack of Japanese buildings, scenery, and textures. Regardless of whether Auran thought about marketing Trainz to Japan or not, it would be pretty difficult to do so without Japanese content and without a lot of Japanese creators on board, the content hasnt appeared. Its a catch 22.

Well, the flow of content is starting to trickle in the form of rollingstock, but that still leaves us without any routes to run it on. There have been a few attempts at a Japanese route, but these havnt looked the part, since every building, sign, signal, and station has had to be substituted with an existing US, European, or Australian model. Unfortunately, if it doesnt look the part, its not much different to whats already available, but Its a good effort, and we have to start somewhere.

We have to give our route builders a leg-up. They need scenery to work with, so while I have my hands full modelling local content, Ive started to collect photos and other useful research material from the web, including some really good finds. I have SRTM data from Tokyo to Osaka, (and more on the way) and have thought about building the Tokaido Shinkansen line, but its a huge project (500km from end to end, including that classic scene of Mt Fuji) and unfortunately its not something I have time for right now. I estimate it would be over 1000 base boards, but it would be SO worth it. (Yes, 1000+ its possible - check the forums).

For now, the research and data is here, but this will have to wait. I may knock out a traditional house, or a Japanese advertising sign, a prefecture castle, or a temple occasionally. I'd love to see a group form who could focus on Japanese content, but I have a few local things to do first before I can start one - any takers? Posted by Picasa

Sunday, June 18, 2006

Wooden Buffers Uploaded

Ive uploaded two versions of the buffer stops to the DLS, one lit, and one without a light. The unlit one had to be uploaded again so it may take a little longer to get to the DLS. Look for them in a couple of days. Compatible with TRS2004 and above.

Monday, April 24, 2006

Buffer Progress

I guess Ive needed a break from the Tangara. This is normal for me. I spend months focused on a single project and then have to get away from it for a while. Im sure that I will get back to that soon.

Ive done some more work on the buffer stops that I started months ago, and now have the model finished. Im still trying to get the textures right, but this is a good thing, as I really do need to learn more about texturing before I start trying to skin something as complex as the Tangara.

As always, Ive read tons of forum posts and tutorials, and am jumping right in, avoiding many newbie mistakes. Ive figured out the relationships between ambient, diffuse, and specular lighting. Ive tweaked Gmax so that it will actually output these values (the default Asset Creation Studio settings dont do specular etc) and Im using the Max plugins so that bump mapping will work.

The Content Creation Guide recommends that you should only use bump mapping on locomotives, but I am experimenting with it here, because these buffers have a coarse wood grain which normally shows as bumps under the thick white paint that they are covered in. You can see the grain in the picture, but that screen grab has no bump mapping and looks kind of flat. When I get something that I am happy with, I'll move on to the scripting.

Its set up as a signal (as buffers should be), and I have set up the light that way too. Ive seen other buffers which use seperate corona effects or a night mesh to light them, but to me, setting the lamp up as a signal light seems like the right way, and works fine. I'd like to script it so that the light can optionally be placed in the center (as shown) or moved to the left or right post, or completely removed, since I have seen many different configurations in my travels.

Im thinking of using mesh attachments to do this, with a properties dialog used to switch them on and off. I will start on the script once Im happier with the way Trainz is rendering the textures.

Train Stop Fixes

Someone pointed out some problems with the train stops - most notably they werent initialising properly and would be in the wrong position until at least one train had passed. This has now been fixed.

There is also another issue, which I think is related to TRS2004 since I cant reproduce it in 2K6, where if you fly back to a signal, crossing a base board boundry as you go, the train stop appears in its default position, despite nothing having changed since you last saw it in the correct position. At this stage, I dont think there will be a fix for that one, as it seems that there are no obvious messages or hooks when this happens that I could detect and bind a fix to.

I'll be uploading an updated version soon. Posted by Picasa

Saturday, December 10, 2005

Computer Problems

1 Pm
Ugh! Computer problems really suck. My PC is still acting weird. Meanwhile, Ive been studying all I can about textures, and have finally found a method that works for me (Many havn't worked). Ive been trying it out on one of the Buffer Stops, since being bascially four chunks of wood, its simple and quick to build. I'll post a pic, and a bit more info, once my PC is working again. Im planning a photo-trip later today for a few more research pics.

7 Pm
I finally gave up on trying to enforce my will on my Windows PC and instead adjusted my expectations to match the reality. The PC (Both its BIOS and Windows) is now doing whatever the heck it wants, with the added emphasis that it is now at least doing something. In the end, I reverted back to its old BIOS. Windows finally co-operated after several failed reboot attempts, and came up properly. The most frustrating part is that the BIOS bug (which I am now thinking is a motherboard fault) causes a 10 minute delay during each reboot (and Ive done several today). for example, Try reversing out the new bios, flashing the backup ROM as well, and then booting windows (an attempt anyway), and theres 30 minutes of waiting time right there!

As noted above, I went for a walk earlier, after being frustrated by my PC. I took a few photos at Redfern and Central, and while I was at the Sydney Terminal part of Central, I stumbled upon the historic "Cockatoo Run" pulling in to Platform 1 after a tour, and took a few snaps of 4306 and 44211.

Anyway, due to my productive PC time being limited today to only a few minutes at a time, I have been playing with Gmax Textures and finally have a method that works. Im using Multi-Materials, and also using LithUnwrap to create the texture templates which I can simply repaint later.

The picture above is the Buffer that I have been working on, with a very rough test texture applied to it. The texture is currently the raw repaint master template created by LithUnwrap with about 30 seconds of work done to it to give it the black front.

While I was at Sydney Terminal I discovered some more detail which I need to apply (It wasnt apparent in the photos I was working from), so before I start setting it up to be tested in Trainz, I will have to go back and add the missing detail, then retexture it again. There will be two versions - a simple one similar to this which is often found at the end of the line (ie: Nowra), and the Sydney Terminal style with their "feet" and lights. (You''ll understand the "feet"thing when I post a pic of one).

I finally figured out why I havnt seen a lot of my wife recently. Apparently she moved out a couple of weeks ago due to my spending so much time at the computer recently. I hadn't noticed, though it has been a bit quieter lately.

Im kidding. She's due home in an hour, so I had better make the most of the remaining time.

I should be getting back to the Tangara tomorrow. I know thats what you are really waiting for.

Thursday, December 08, 2005

Train Stop

Ok, so here is the pic of the Train Stop that I wanted to post yesterday. Windows finally finished resyncing the RAID array, and now I can access my drives again.

I have a little bit to finish, and then its off to the texture factory for a coat of paint. Then after a brief stop at the scripting works, it should be ready for testing. Its animated, and will follow the signal its attached to.

Its great having little things like this one to do. It breaks up the monotony. Ive been staring at the Tangara for days now, every little moment of spare time I get. Having small projects like this one allow me to step back and focus on something else for a while. The catenary will be my relief when this one is finished, and then when thats done, I have another small project (a couple of buffer stops) that I can switch to.

The main buffer will be the big wooden type, like those seen at Sydney Terminal. Constructed with 9 inch square posts, (Basically 2 sleepers together) they are fairly solid. There is also one at the north eastern corner of Central Electric, and a slightly simpler version at Bomaderry (Norwa). Im planning to do both types.

Time is the biggest problem. I keep announcing my ideas here, and adding things to the list, knowing that it will be months before some of them see the light of day. I guess I just have to keep at it.

But right now... I have some real work to do. Posted by Picasa