Showing off my first model for download

OK, I have now done the extra textures and worked out the required parameter in the .sd file (which is missing from the tech docs) and I have shifted the frame axis to the bottom of the kiosk. V1.1 is now ready for download. andnbsp;:)

I am very proud of my first ‘proper’ 3D model, the humble Type K6 British telephone kiosk. I know it is not much, but I had to think a bit about creating the complex roof shape. I was amazed at just how easy it turned out to be. I just dragged a sphere primitive into play, squashed it down a bit, then nibbled away at it by moving big cubes in from each side, and then from underneath, and using the ‘Subtraction’ tool. Then I stuck it on top of a tall cube and that was it. I ended up texturing the side faces in two bits, the rectangular part and then the arched part separately, but it does not show. I had problems at first with exporting to MSTS as it kept saying there were untextured faces, but I solved this by flooding the whole object with red first, then pasting in the photographic faces. I also had 3DC crash on me a few times while painting faces, but it seemed to recover all that I had done when it restarted, so no lost work.

Very good question. The Trainsets flder does not seem to have the same structure as the route objects folders where you can put the night and snow textures. MSTS will darken the outside texture of trains at night (and buildings if you tell it to) but it seems to leave the interiors of the carriages at normal light. I don’t know how it knows the difference, but maybee if you can set up an interior texture for a locomotive, it may show up as illuminated at night.

I am having problems though. With a building you can elect to have MSTS make it dark at night, or you can supply a night texture which you make dark yourself, but leave the windows, etc bright. You can also make a snow covered version. I seem to be able to make it handle either one or the other, but not both. When I set up the data value in the objects .sd file for both, it says it can’t find the snow texture, but is says it is looking in GlobalTextures which does not exist. andnbsp;???

Ian: Question.

It is only trackside stuff that can have night textures or can the loco’s have them too?

If so, how <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

Matt.

Oops!

I just tried a little night driving, and the telephone kiosk looks like a big red lightbulb!!! I will have to look at doing the night-time and winter time textures for it and get a new version out pronto.

Sorry.
:-[

Looking forward to seing the posted images….. ::)

Uhm, the wife ofcourse! <!– s:-) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile" /><!– s:-) –> andnbsp;;D ;D ;D ;D ;D ;D

Matt.

[… she will have buffers, …]

The wife or the Deltic? ;D

No, thanks Ian – that’s fine, that’s almost exactly, if not exactly, the cropping method I’ve already figured out on the older Deltic model. andnbsp;Good to know that I’m not the only one considering that method, perhaps I won’t be laughed at so hard when I release andnbsp;;D

Thanks for the reply tho <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –> andnbsp;Maybe i’ll have a new screenshot of the Deltic this evening (wife permitting! andnbsp;:D), still won’t be textured but she should have buffers, buffer stops, headplates and all that jazz <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

Matt.

[… looking forward to seing the posted images …]
The Deltic or the Wife?

;D

You seem preoccupied with my wife!!

;D ;D ;D ;D ;D ;D ;D ;D ;D

(she’ll be glad [i:3vkljvee]someone[/i:3vkljvee] is, with all the time I’m spending on this Deltic andnbsp;;D ;D ;D)

Matt.

I just did the simplest, I have not advanced to UV map or unmap yet. I created a texture file from a photo, one side view, one rear view, created from the side view, but painting over the windows, and a bit of the black plinth. I used the ‘crop texture’ to grab a square of the red from the centre of the back and used it to ‘flood’ fill all the faces. I then cropped rectangles of the side and rear (starting at the top of the ‘Telephone’ sign downwards) to paste on the rectangular side faces, and a small rectangle was cropped from the top bit of the sides (starting at the top of the ‘Telephone’ sign upwards) to paste on the funny shape faces at the top of the sides.
Finished off with cropping some of the black bit to apply to the plinth faces.

Hope this makes sense. It would be easier with some part done screen shots to show you

Hmmm, I suppose I should have labelled it ‘telephone kiosk and public convenience’. andnbsp;:-/

Now, where are them old pennies? Tuppence for a call wasn’t it? And ‘Press Button B’ first just in case …

Nice one Ian… even ‘smells’ right andnbsp;;) andnbsp;Does it have a button B ?

So did you use a UVMap/Unwrap operation to texture, or did you just use cropped bits out of the main texture file ?

Texturing is almost where i’m at on the Deltic now and I’m still not sure how I’m going to most easily attack it yet, UVMap/Unwrap is what people are telling me is best but I just don’t understand what i’m seeing on the screen, which is making it a tad hard to figure out how to use <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

I’ve already got the cropped texture method working on an older version of my Deltic, so if all else fails the first cut will use that, but it’d be nice to do it andquot;properlyandquot; <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

Matt.

You must be logged in to reply in this thread.

15 posts