Showing posts with label TS2009. Show all posts
Showing posts with label TS2009. Show all posts

Thursday, July 07, 2011

Battling the exporter

I managed to get an early draft of the 86 Class into Trainz for testing, and so that I could see what needed to be done to tweak the textures. This picture has a very rough texture on it for the moment.

So I started tweaking and moving things around, re-exported the model, and now it wont show up in any of Surveyor, Railyard, or Driver, in TS2009, despite showing up fine in Asset-X, Pev's Mesh Viewer, and even in CCP. There are no errors in CCP or even in the export process, and this has me stumped. All I can do is keep tweaking the textures and hope that the exporter begins to co-operate. I was even able to drive the one pictured here, but now - nothing.

Each time I've exported a model I've found the exporter to be very picky, especially about materials. At one stage it would just crash Max to the desktop if I renamed one particular texture to the standard .m.onetex naming convention. It exported just fine without that extension. Other times, it has crashed to desktop for no apparent reason, but every time it has been related to the materials.

These exporters have been around for over three years. One would think that Auran (N3V) would, from time to time, update the exporters - patching bugs such as these, but unfortunately Auran seem to be of the impression that you can release a piece of software once, then just forget about it. Not so with their flagship product though - they've released 3 or 4 versions of Trainz since the exporters were last updated. They seem to understand the concept of software development only when its directly connected to making them money, but without the exporters, where do they think the content would come from? Without content, JET is just an engine. It does nothing on its own.

Still, I press on. I keep tweaking the textures on the 86 Class, hoping that I'll hit that elusive magical combination that will cause the exported model to show up in Trainz - after all that's what its all about. In the mean-time, Im fiddling with a few side projects that are still in the modelling phase. I don't need to export them just yet so I can model happily without any problems.

Here is a shot from inside the cab. This is the low-res cab that is a part of the body mesh. You will see it through the windows in DCC mode. I tricked the camera to place it inside the cab on a multiple unit set. I've been trying to get the shiny stainless steel effect the way I want it, and I think its getting pretty close. The first thing that struck me about the real cab was how shiny it was. As you can see, there are still parts of the cab, and body that are untextured at this stage.

I've put the 86 Class aside for now and as I mentioned have been working on other things.  One of those things is a route. I want a route that is a) Unmistakably NSW, and b) appropriate for the 86 Class and the Tangara, so I've started putting something together. Ive always been impressed by the detail in the Wadalbavale line, and the sheer size of Pine Ridge, and Razorback, and I'm hoping to eventually come up with something inspired by all three.

I've started with the mountains - inspired by Lithgow being the former home of the 86 Class locomotives. At the highest point the rail is 600m above sea level, and Im gradually working my way down to sea level with some 2 and 3% grades to give a bit of a challenge, and to make good use of the dynamic regenerative braking in the 86 Class. This will be a coal run, down to the port at sea level.   I havnt started on any other sections but there will be other areas to explore as well, and of course commuter trains, which is where the Tangara comes in.

One major thing Im missing is decent Cityrail stations, so Im currently building one that I can throw in there for the time being. I'd like to expand on that and make a series of stations, but that is for the future.  I'd like to build something generic and have options available through scripting, similar to Andi06's station kit.

The Tangara is waiting to be converted to Max. I figure since TRS2006 is no longer supported there is no reason to keep it in Gmax.  The conversion process is a bit bumpy so I've been putting it off, but I hope to have an update on the Tangara in the next post (and some pics).

I'm not going to bother right now with the poly counts that I used to add to my posts, suffice to say the 86 Class in the pictures is about 18,000 polys and will use LOD by the time its ready for the final export.
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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.

Tuesday, October 20, 2009

Heavy Duty High Speed Panto

Yes, I know Ive been away for far too long. It happens. The truth is that Im not really good with textures. The texture mapping is tedious and often needs to be done several times until you get a map layout which you're happy with - moving things around means moving where the images will be, so you have to change the image template as well as the UVW unwrapping. Im also not very artistic, so even with a good map, the final textures probably wont be as good as many out there (though they will be better than some Ive seen) but Im not comfortable giving my source models to someone else to texture for me.

After a while I get bored and frustrated with it, and leave it for a while, and thats when other things come along which take my time, and sometimes I dont get back to this as soon as I would like - there is also the dread of knowing that when I do start on it again, I will be faced with whatever problem caused me to put it aside in the first place.

Having said that, I do think about it a lot, and I do try to get some work done occasionally. Ive always said Im doing this for me, primarily, so unfortunately its going to have to be at my pace. You may not realise it, but I too am dying to see these models in Trainz! I have big plans for them, script-wise and that will take time itself, so the sooner the models are ready, the better.

Over the last few days, Ive been playing with the 86 Class. At first (as always happens) it took me a few hours to get familiar with the process, and with the model again. I tweaked some of the conversion I did previously (I had recently converted the 86 Class from Gmax to Max, to take advantage of the new TRS2009 features). After that, I started finishing up the external parts - pantographs and bogies. I still have about half of the bogie to texture map, and I also want to add a little more mesh to give it some more detail.

I converted my Heavy Duty Cross-Arm panto to Max and textured it. That was fairly easy since the texturing is very simple on such a small model, then I took a copy of the Tangara's light weight High Speed panto, and started converting it to the Heavy Duty version used on the 86 Class. The base is done - it hasnt changed much - and I just finished the contact assembly (photo). All thats left for it is the arm, and adjusting the piston and animation (also easy), and then a simple texture and test fitting it to the loco.

Ive set out to create a standard for Pantographs. There has always been confusion about this, and its not easy to determine exactly how high the wire should be. Briefly, the Panto base sits at 4M above the rail, the wire is 1.6M higher (at 5.6M) and the base mounts on a 2m x 2m area on the roof of the train. Using standard measurements like this seems to work well, and allows any of my pantographs to be interchanged with the others, and they all fit as they should on the train. This will make it easy to create both a cross arm, and a high speed version of the 86 Class (for example) since at times, both types have been used.


File Version: 03
Poly Count: 816

Note: The poly count shown here is for the Gmax model in progress. The count will generally be higher than that of the finished in-game model since it includes duplication, tools, jigs, and other pieces which may not be part of the final model. It may also include parts which are generally counted separately, such as pantographs, interiors, or bogies. LOD modelling will be used to further reduce in-game polygons.
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Friday, March 20, 2009

Trainz 2009. Decisions Decisions!

I finally managed to get myself a copy of the new version of Trainz! The focus of this version is on high quality models, and the old polygon limits that I was so worried about, are gone! That isn't to say that I can add as many as I like - Im still keeping count, but it allows me to do things like add a few poly's here and there to improve the sharpness of the texture :)

I wasn't aware, until yesterday, that Auran have dropped support for Gmax, and have released new exporters for 3DS Max. I know that you can still use Gmax, but the old exporters do not support a lot of the new features that allow you to increase the resolution (quality) of the model without decreasing the perfomance of Trainz. I have always intended for my models to be high quality, so I have been wrestling with the decision to either leave things the way they are and release the items that Im currenly working on as TRS2006 assets, or to convert them to 3DS Max and take advantage of the new exporters to make them look even better in the game.

Converting to Max would take time, as there is no direct conversion process, and every conversion tool I have tried always seems to corrupt the model in some way. Fixing the corruption is time consuming, for example, in one model that I converted recently, several vertices (just a few here and there) were out by 16mm and had to be nudged back into place - it took about 2 hours find and fix them all, and that was just a simple building.

I know a lot of you have been waiting for my models to be finished and available for Trainz, so I don't want to delay them even further by putting them through a long and tedious conversion (and repairing) process this late in the day, but at the same time, I want to take advantage of the latest features in TS2009.

I'm already using the old 3DS Max exporters in Gmax, so there was originally no advantage to using Max - I can do normal maps and specular lighting in Gmax just the same. The only real difference was not being able to render a high quality image of the model in Gmax. No big deal, and certainly not required for Trainz! Now, with the extra features of TS2009 being enabled by the way the new exporters work, it's a much bigger deal.

After thinking about it for some time, and having converted the building mentioned above, Im leaning towards conversion. The Tangara is more complex than the 86 class, and already has a lot of textures in place, as well as several areas where the mesh is very fine. It would easily be corrupted and require a lot of time to fix before I could finish it off, so I have decided to continue working on the Tangara in Gmax, and release it as a TRS2006 asset.

The 86 Class on the other hand, is close to my heart. Its sad to see these locomotives go into forced retirement, and in a way, Im trying to do my part to preserve what made them special. There are some parts of the 86 Class that I had always planned to make in 3DS Max from the start, but at the time, there didn't seem to be any reason to build the rest of it there too. The model is almost complete but the mesh is simpler and it only has a few textures applied so far, so I'm going to take the risk to convert it, and export it as a TS2009 asset.

I may release an update to the Tangara in the future, making it a native TS2009 model, but for the moment, at least I will have one item that I can finish off, while I am rebuilding the other.

Leave me a comment and tell me what you think.