BB17000 (engine with 3D cab)

Hello,

Here are some screenshots of my 3D cab for the still in progress model:
(It would be nice to have a cancel button while the ‘creating preview’ window is displayed.)
[img:vmlvisdh]http://img706.imageshack.us/i/bb17k01.jpg/[/img:vmlvisdh]
[img:vmlvisdh]http://img706.imageshack.us/img706/1337/bb17k01.th.jpg[/img:vmlvisdh]

It’s the work on this cab that triggered the writing of most of my scripts.

So far, counters don’t have needles and, as soon as the first export goes on well, I plan to add some glass effect for the cab windows and counters.

I still have to add all the needed keywords and nm, specular maps using the material manager. And then the animationsGǪ
I hope that the around 31,200 triangles won’t be a problem for RS/RW.

I use 3DC 8.1.7 and I lately encountered quite a few 3DC crashes. Hopefully, the recovery process worked fine.

[img:vmlvisdh]http://img535.imageshack.us/i/photo01df.jpg/[/img:vmlvisdh]
[img:vmlvisdh]http://img535.imageshack.us/img535/6371/photo01df.th.jpg[/img:vmlvisdh]

[img:vmlvisdh]http://img833.imageshack.us/i/photo02l.jpg/[/img:vmlvisdh]
[img:vmlvisdh]http://img833.imageshack.us/img833/6918/photo02l.th.jpg[/img:vmlvisdh]

[img:vmlvisdh]http://img831.imageshack.us/i/photo03a.jpg/[/img:vmlvisdh]
[img:vmlvisdh]http://img831.imageshack.us/img831/8576/photo03a.th.jpg[/img:vmlvisdh]

[img:vmlvisdh]http://img215.imageshack.us/i/photo04p.jpg/[/img:vmlvisdh]
[img:vmlvisdh]http://img215.imageshack.us/img215/1434/photo04p.th.jpg[/img:vmlvisdh]

[img:vmlvisdh]http://img714.imageshack.us/i/photo05r.jpg/[/img:vmlvisdh]
[img:vmlvisdh]http://img714.imageshack.us/img714/2301/photo05r.th.jpg[/img:vmlvisdh]

I’m very impressed with this model. I just wish 3DC liked it better.

It’s been long time since I exported to RS.

I had some troubles getting a preview as the asset editor is prone to freeze.

Here is what I did:
1) Start RS Asset editor
Select xml file
Export
After a short time, the editor freezes
2) Kill the application
The export goes on while the application is being killed.
3) Restart RS Asset editor
Select xml file
Click Preview.

Here is a rendering from povray after removal of the ‘specular’ layer:
[img:2emg2mqt]http://img811.imageshack.us/i/bb17cabpo01.jpg/[/img:2emg2mqt]
[img:2emg2mqt]http://img811.imageshack.us/img811/2587/bb17cabpo01.th.jpg[/img:2emg2mqt]

Now, in RS asset editor:
[img:2emg2mqt]http://img707.imageshack.us/i/bb17cabrs01.jpg/[/img:2emg2mqt]
[img:2emg2mqt]http://img707.imageshack.us/img707/5070/bb17cabrs01.th.jpg[/img:2emg2mqt]

[img:2emg2mqt]http://img692.imageshack.us/i/bb17cabrs02b.jpg/[/img:2emg2mqt]
[img:2emg2mqt]http://img692.imageshack.us/img692/9562/bb17cabrs02b.th.jpg[/img:2emg2mqt]

I’m pleased that every objects were exported (3DC 8.1.7):
However 2 problems :
1) Next to the window gap in the door an element is black whereas it should have the same color as teh rest of the door (arrow #1 on above image)
2) Some non homogeneous textures (arrow #2 on above image)

Any ideas on the problems are welcomed.

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]Originally posted by DOM107:
1) Next to the window gap in the door an element is black whereas it should have the same color as teh rest of the door (arrow #1 on above image)
[/div][/BLOCKQUOTE]
When using normal maps, with current 3DC version, each face must textured with brush tool + face coordinates. The fill tool must not be used.

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]Originally posted by DOM107:
Some non homogeneous textures (arrow #2 on above image)
[/div][/BLOCKQUOTE]
Specular problem: ‘Specular’ map was created using 3DC specular map slot. The specular map must be in the alpha channel of the primary texture.
So the model is to be exported without the specular map (but with TrainBumpSpecEnvMask.fx keyword) and the *.ace created by the export must be replaced by the texture with the alpha channel. For example, using tgatool2 to create a *.tga file and then converting it with ToACE (option RGBA 32bit (V2 only)).

I finished the simplified cab for the exterior:

[img:1k0ulqkk]http://img258.imageshack.us/i/3dcbb17a01.jpg/[/img:1k0ulqkk]
[img:1k0ulqkk]http://img258.imageshack.us/img258/6227/3dcbb17a01.th.jpg[/img:1k0ulqkk]

[img:1k0ulqkk]http://img407.imageshack.us/i/3dcbb17a02.jpg/[/img:1k0ulqkk]
[img:1k0ulqkk]http://img407.imageshack.us/img407/8246/3dcbb17a02.th.jpg[/img:1k0ulqkk]

I reach a point where I can export the exterior and the 3D cab before making further enhancements.

However, exports don’t work: only the shape under Main is visible and none of the shapes in groups.

If the only sure solution is to have all objects under main (expect boggies, pantographs and other specific shapes), then I’m going to try to write a script that’s going to do this automatically.

I don’t want to destroy too much the model hierarchy. So, before each export, I could save the model in another file, use the script to ungroup as much as possible and export.

Will some loop using Group.SetParent with the Main group as parameter do?

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]Originally posted by DOM107:
Will some loop using Group.SetParent with the Main group as parameter do? [/div][/BLOCKQUOTE]

No, as it will create the group under Main and not the shapes themselves under Main (there is no Shape.SetParent).

Maybe simply Ungroup + Multiple selection of groups would do.
So far, ungroup is crashing.

It looks like I’ll have to wait for the next build to go further.

Eventually, I found a way to quickly export the engine without beaking the original hierarchy.
<!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –> <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

1) Save model with another name
2) Move bo1 and bo2 hierarchy on the same level as Main
3) Select engine hierarchy under Main (select engine object, press a, click)
4) Remove engine object from selection (Shift select the object)
5) Drag and drop selected objects under Main
6) Remove empty groups, if any
7) Put bo1 and bo2 hierarchy back under Main
8) Export with wizard. I skip the bogies / wheels recognition as the naming already follows RS/RW conventions.

[img:16hmcqku]http&#58;//img15&#46;imageshack&#46;us/i/bb17rs01&#46;jpg/[/img:16hmcqku]
[img:16hmcqku]http&#58;//img15&#46;imageshack&#46;us/img15/3453/bb17rs01&#46;th&#46;jpg[/img:16hmcqku]

btw, any idea about the ‘overexposed’ look of the body?

Maybe the specular level needs some update?

[b:13hje72b]Cab export.[/b:13hje72b]
As for the body, same ‘overexposed look’ of the cab.

[img:13hje72b]http&#58;//img695&#46;imageshack&#46;us/i/bb17cabrs03&#46;jpg/[/img:13hje72b]
[img:13hje72b]http&#58;//img695&#46;imageshack&#46;us/img695/8013/bb17cabrs03&#46;th&#46;jpg[/img:13hje72b]

[img:13hje72b]http&#58;//img813&#46;imageshack&#46;us/i/bb17cabrs04&#46;jpg/[/img:13hje72b]
[img:13hje72b]http&#58;//img813&#46;imageshack&#46;us/img813/8640/bb17cabrs04&#46;th&#46;jpg[/img:13hje72b]

At night:

[img:13hje72b]http&#58;//img186&#46;imageshack&#46;us/i/bb17cabrs05n&#46;jpg/[/img:13hje72b]
[img:13hje72b]http&#58;//img186&#46;imageshack&#46;us/img186/2003/bb17cabrs05n&#46;th&#46;jpg[/img:13hje72b]

Using RW2 tools for export instead of RS tools gives a much better result.
I’m not going to use RS tools anymore.

However, the train has no wheels whether I use the wizard recognition step or not.

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]Originally posted by DOM107:
However, the train has no wheels whether I use the wizard recognition step or not. [/div][/BLOCKQUOTE]

Have you tried using the asset editor to preview the model as just a scenery object instead of an engine?

Also, as I remember when I did an engine, the engine would not appear in the asset editor preview mode at all until I had created the simulation file.

Whatever export (as a scenery or as a rail vehicule), the engine is displayed properly without the bogies and wheels.
All other objects of the engine are right under ‘Main’. So the only hierarchies (bogies) are not present in the tiny asset preview window.

(problem in both RS and RW2. Same problem too in my other model which has so far much fewer objects)

Then in RS, I can make the engine appear in a route. But it is not selectable as a drivable train (because of the lack of wheels? <!– s:D –><img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /><!– s:D –> ).

In RW2, I can have the engine name displayed in the choice of engines.
But it won’t be displayed on the scene.

I’m still completly lost with the bogies / wheels problem.
If I import the igs file in 3DC, the wheels and bogies are present.

Here is the 3DC hierarchy and corresponding blueprints:

(image removed after correction: see below)

If you have a bogie with 4 wheels (2 axles with 2 wheels each) that is really only two wheel sets. The right and left wheels on an axle should be the same object (bo01wh01 for the forward axle) and (bo01wh02 for the trailing axle).

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