New Loco

I don’t use any of the train sims for various reasons.
I load all my locos and rolling stock models into Blitz 3D then code my own train sim thingie.


I’ve finally just about got this finished…it’s taken ages, trying out some new ideas, mainly with the textures but it’s been worth the effort.
I ended up using three unrwaps at 256×256 and three at 512×512 plus quite a few smaller textures.
Poly count for the engine and tender came out at 24,590 and I created three lightmaps in Giles at 1024×512.

The poly count is a bit high…I was hoping to keep it below 20,000, but I’ve done some tests with it in Blitz and everything works just fine, much to my relief. Even in the turntable scene with four other loco’s, all animating I don’t get any slowdown…great stuff.

So here’s a pic of No 4953 Pitchford Hall on the turntable, I haven’t added any steam effects in the turntable scene, got some new ideas I want to try out with the steam particles first, and I must find time to clutter up the turntable scene…it’s far to clean and tidy. <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

Screenshots from Blitz3D
Lightmaps with Gile


A Pic from inside the cab.
The majority of all this pipework and stuff isn’t modeled, I created all the detail by unwrapping as much as possible and spending around 8 hours in Photoshop trying to create a realistic firebox backplate, even the regulator handle isn’t modeled. By creating quite few layers for all the bits and pieces it wasn’t to difficult a job and I’m pleased with the end result.
Only the boiler pressure and vacuum brake gauges are modeled on the backplate and I still need to do some work on the textures for the gauges themselves.
Plus I’m not sure about the colour for the screw reverser, some pics I have show them red others a brass colour…I think I’ll change mine to red.
The glass effect on the windows turned out well I thought…thank god for Gile


I thought I’d take it for a run on one of my Port Daniel sections…didn’t look to bad but I must do some more work on the texture used for the steam effect…I can’t seem to get the fluffiness into it.
The problem is more visible in this still shot than ‘in game’ with the particles moving and rotating quite quickly.
And I must do something with the grass and tree textures and the track and ballast textures…does it ever end. <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –> <!– s:( –><img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad" /><!– s:( –> <!– s:D –><img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /><!– s:D –>


Last the unwrap for the cab…just thought someone may like to see it. If you decide to give it a try a word of warning…it ain’t a quick job. I could have modeled this lot in less time than it took to paint but I think the texture looks best.

Finally I’d just like to thank Paul and Richard…..
Paul for all his hard work creating the plugins that make creating these models so much easier and Richard for making 3DC what it is today.
I have some older versions of Lightwave, Maya and Truespace on my HD and while 3DC may lack some or the features of these high end modelers Richard has managed to keep things reasonably easy and straight forward to use.
Something the high end modelers definatly aren’t…talk about complex…you need a help file to understand the help files. <!– s:D –><img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /><!– s:D –>


<!– s:o –><img src="{SMILIES_PATH}/icon_e_surprised.gif" alt=":o" title="Surprised" /><!– s:o –> <!– s8-) –><img src="{SMILIES_PATH}/icon_cool.gif" alt="8-)" title="Cool" /><!– s8-) –> <!– s:o –><img src="{SMILIES_PATH}/icon_e_surprised.gif" alt=":o" title="Surprised" /><!– s:o –>
What will be ready first? KRS or BRS?

(BRS is obviously Bazza Rail Simulator)

Thanks Dom…nice complement, but I’m afraid BRS will never be launched..I hate writing code although I am geting better at it.

What really bugs me, is that if I can turn this sort of stuff out using Blitz3D, how come the train sim guys with all their knowledge of coding can’t do the same or better. They seem to continually ignore features used by the game industry to create better graphics.
Thats MY ‘rant’ of the day. <!– s:D –><img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /><!– s:D –>

Again many thanks.

Bazza That looks great.

I really enjoyed your texturing tutorials (even though you consistently misspell color). <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –> How about doing one on texturing this locomotive?


Hi Bill,
Thanks…Sorry about the spelling, <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –> this US/UK difference catches me out no end especially in Blitz coding. Blitz uses color when using it’s commands. But in the UK we spell it correctly…colour. <!– s:D –><img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /><!– s:D –>

Pleased you like the texture tuts…I sometimes think I’m wasting my time with these. I’ll see if I can come up with something for loco’s.
The principles are roughly the same, deciding where the light scource is coming from and creating the highlights and shading accordingly.

With something like a loco that will be included into another scene the light scource will be the sun/sky so mainly coming from above, maybe off to one side depending on the time of day.
The other question to keep in mind is what type of sky is used in the scene…overcast, full sun etc as this makes a difference to the depth of shading and the strength of the highlights.
If you create the texures for an overcast sort of day, then load the loco into a scene with a blue sky it just won’t look right.

Plus all your locos and rolling stock textures need to be created with this in mind…if you create the textures for one loco with deep shadows and strong full sun. Then with another loco go for the overcast look…again it won’t look right in the scene.

I’m always exprimenting with this and I’ve decided the best approach (for me) is to go for
a sunny day with a slightly overcast sky…this gives me the best of both worlds…shadows that still retain some detail and highlights that aren’t completly burnt out.

Here’s a screenshot from 3DC…the highlights and shadows are created with the textures…not the lights in 3DC.

I’ve gone for the slightly overcast sky effect, the texture for the boiler has a gradient applied…light at the top but I could do to make the lower half darker to increase the shading under the boiler.
However when I set up the lights in Giles this does create this extra shading for me.
If you where exporting to MSTS/Trainz etc you would need to add this extra shading to the texture.

The texture applied to the top side of the footplate is lighter than the solebar…the texture applied to the cylinder again has a gradiant applied…and so on and so on…

Anyway thats it for now…I’ll see what I can come up with.


as always – nice job.

My only criticism is the shadows in the cab behind the pipe things* – do you think they (the shadows) should be softened/blurred a little ?

and keep up the British spelling !

*once again Alan’s unlimited knowledge of all things train shows some slight flaws … <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

Hi Alan,
Thanks…yes your probably right..the shadows are a bit harsh along the edges…I’ll soften them up and see how it looks.


Good looking loco… I think the underside of the boiler could be a shade darker, as well as behind the wheels. The highlights look great and are very convincing.

Thanks…yes I agree the underside of the boiler should be darker…I’ll get on with it. <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>…Not sure about behind the wheels…the frames are full black…an’t get them any darker.

In the 3DC shot I have the ambient light turned up quit a bit which effects the overall appearence of the loco…when it’s loaded into Giles I can adjust the textures as required. I try to get a close likeness while applting the textures in 3DC then make the final adjustements in Giles.


What system will it be for MSTS or RW?

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