View Full Version : Linear Based Cutting/embankment objects
ee16csvt
02-25-2008, 08:42 AM
I know there is already a thread on this topic regarding terrain building/painting but I thought a different level of discussion might prevail in view of the suggestions…
I have laid the track for first part of my route; starting from a most Westerly terminus swinging of the mainline to a terminus on a branch line with a view to carrying the mainline onwards and Eastwards to North Road!
I have spent several hours over the last few days using the Painting Terrain Tool (PTT) trying to achieve an embankment shape of two meters high at an angle of between 75-90 degrees rising from no more than a one foot/30cm (in real terms) from the cess or even from the ballast edge!
I have been testing/using the PTT’s on a trial and error basis. I have learnt a lot that would be useful elsewhere on the route, but unfortunately I cannot achieve what I would like to simulate the realism of my route and other British routes.
This is with regard to the trackside terrain and the fact that cuttings start to rise (and embankment fall) almost immediately from the cess or even the shoulder. Most of Britain’s Railways were built on the cheap so cuttings and embankments were as narrow at track level as possible (with the possibly exception to Mr Brunels Broad Gauge GWR line were money was no object until they realised the coffers were actually empty)
Any way, I was wondering about two things….
1, Is it possible to reduce the PTT brush size to less than 5.00 (mine won’t go below this size) as this would make fine tuning possible.
2, Or…. what about track side embankments/cuttings in a linear objects form that could be placed as required alongside the track.
I did create lots of things using Milkshape 3D and among them were plenty of Cuttings and embankments all of which were for use with BVE.
Could these be used after conversion as linear based objects and used in RS???
Have a look……. The page is basic but the content is possibly usable!
http://www.class50-hoover-bashers.com/bve.htm
PB
sniper297
02-25-2008, 12:38 PM
Even tho it goes down to 5 meters I think the minimum is 8 meter square blocks, making precision a bit difficult. One thing you might try is the linear scenery loft object, "grass bank loft";
http://forums.flightsim.com/vbts/attachment.php?attachmentid=1814&stc=1&d=1203957300
Clone that for different textures. Easiest way to place those, use the selection tool to select a section of track, then click the offset tool and set for minimum width of 2 meters, apply the grass bank loft to the offset markers so you have something that matches the track radius. After that move them around to align them, CTRL C and CTRL V to copy and paste clones if desired.
ee16csvt
02-26-2008, 03:13 AM
Thanks Sniper297
That is exactly what I’m talking about but I wasn’t aware that object (Grass bank Loft) existed as a linear object.
The only linear objects that show up in my pop out list are the tracks but as I can see from your screen cap you have access to lots of objects, are they extras or should they be available in the British ver of RS. I think I shall have to have a look and make sure they have installed properly and get correct access to them! (if allowed)
But it’s certainly encouraging to known I can do it that way.
I have read through the Dev Docs and couldn’t find anything to show how to create a Linear Object, I might have missed the appropriate pages on the subject so I ask … Does RS allow for the creation and importing of objects/assets that can be setup as linear objects?
Pity about the brush size but it does come in handy for painting/creating large areas very quickly!
Cheers
PB
sniper297
02-26-2008, 09:32 AM
http://forums.flightsim.com/vbts/attachment.php?attachmentid=1774&stc=1&d=1203801441
To get access to all the objects included with the US version, you need to set the object filter on for whichever set of assets is "foreign" to the route. Click the small blue box in the middle left flyout then go over to the right flyout and select Kuju, then Railsimulator or RailsimulatorUS, whichever one isn't checked on yet. Yes, I know, the programming for the whole game is rather "eccentric", but don't get me started on that. :rolleyes:
ee16csvt
02-27-2008, 02:42 AM
Cheers Sniper297
I read a post of yours on another thread regarding the objects filter and thus managed to locate lots of things including the Grass Bank Loft linear object!
But regarding your instructions below…..
Clone that for different textures. Easiest way to place those, use the selection tool to select a section of track, then click the offset tool and set for minimum width of 2 meters, apply the grass bank loft to the offset markers so you have something that matches the track radius. After that move them around to align them, CTRL C and CTRL V to copy and paste clones if desired.
I did as advised and all worked well except for being able to “clone” the different textures. Can I do that from within the Editor or would I have to duplicate the linear object asset file but with a different texture attached. Or is this a copyright issue?
Cheers
PB
sniper297
02-27-2008, 01:36 PM
No copyright problems, see section 8 of the official FAQ. As for cloning, your first post mentioned creating objects for BVE, so you probably know more about making original stuff with 3D modeling programs than I do. Two ways of making a new track rule set, what I did was copy all the files for one track rule set to a different folder, opened the .bin files with RStoolsTMB and hacked for a different name while changing the spacing and minimum radius, then copied the new files (with different names as well as the internal display names in the files) back in, deleted the blueprints.pak file for that subfolder to get the game to notice them. Other people are attempting to do it the "official" way, using the dev tools asset editor blueprint editor PDF documents and consultations with astrologers, I gave up trying to figure out how to do it that way and went back to cloning and hacking. I haven't really studied how to do that with loft objects yet, I think the Xsec file is the cross section and you also need to go into a different folder and clone and rename the base structure, I was actually hoping you would figure it out and then tell ME! :D
zbobg
02-27-2008, 05:51 PM
Need copy of three files:
Grass_Bank.bin, Grass_Bank.GeoPcDx, Grass_Bank.XSec
Uncompress to xml with serz.exe:
Grass_Bank.xml, Grass_Bank.GeoPcDx.xml, Grass_Bank.XSec.xml
It's easier to uncompress the original files then edit them in a plain text editor. The easiest way to uncompress the GeoPcDx and XSec files is by adding '.bin' at the end of the filename then using serz.exe, leave the name as you see it above. When done editing the files just recompress with serz.exe then remove the '.bin' extension from the new file. Or use RS_Tools to uncompress your files, edit them there, then save them.
Change the filename of all three files so that your new file doesn't replace the originals. Something like 'Rock_Bank' if you make a new set using a rock texture. Note that the names should be identical not counting the file extension part. The finished Rock_Bank.bin file will refer to the GeoPcDx and XSec files by the same name (not counting the extension).
In the following discussion replace the 'Grass_Bank' name with your new filename, it's easier to describe the process using the original filename.
In Grass_Bank.xml find the 'DisplayName' block and change the name to something descriptive and unique so that it can be found in the in-game menus. Find the 'CrossSectionID' line and change the filename (Grass_Bank) to the new filename of your object, this is the name of the GeoPcDx and XSec files (not counting the extension). Save the modified file and recompress.
In the .GeoPcDx file find the 'TextureByName' block and change the texture name to one of the textures found in the Textures sub-folder. This is the sub-folder of the folder in which the object's files are found. For example if you wish to put your customized new objects in a different folder than the stock objects you could do that and have a sub-folder named Textures containing the texture(s) that your custom object pointed to. Any suitable texture file can be used, a new texture could be found or created to be used by your new object, but it must be placed in the Textures sub-folder. Examination of the textures used by the stock objects (particularly Grass_Bank in this example) will give you an idea of the proper size and format of the texture needed. RS_Tools will extract the texture so than it can be more easily examined in a graphics editor. Save the modified file and recompress.
In the .XSec file find the 'Texture' block(s) and change any of the textures listed there to the same texture that you used in the .GeoPcDx file. For any object there may be more than one 'texture' block and there may be more than one texture listed. Ordinarily you would use the same texture in both the .GeoPcDx and .XSec files. In the case that multiple textures are used visual examination of the original object will be necessary to determine what new texture to use if any changed texture is needed. Save the modified file and recompress.
If you've used a custom folder make sure you have a 'Textures' sub-folder containing your needed textures. In the case of a custom folder you'll have to enable that folder as a developer add-on in the world editor in order to use your new objects. Creating and maintaining a developer add-on folder is another subject and not in the scope of this discussion.
The new objects should now be available with a new name and appearance in the world editor menus.
ee16csvt
03-09-2008, 02:47 PM
Hi Sniper297 & Zbobg
I have been away on hol’s at St Ives in West Cornwall and was able to access the forum and your comments on the internet at the local library. Unfortunately I wasn’t able to respond so I’ll do it now as I’m back home!
Basically…. Thanks to you both for your replies!
I followed Zbobg’s instructions (I was at least able to print them off. at a cost!!) LOL! And found that Zbobg had explained it in such a way as to be so simple and straightforward, that it was so easy to follow! So thanks again for that!
But, the problem was, that I didn’t want to use the currently available textures.
So I thought about creating my own. It was then than I realised I’d read and not understood the Dev doc 4.06 Procedural Lofted Geometry. So I read it again and opened up Milkshape 3D > exported a few previously created cuttings and embankment as 3DS MAX compatible > imported them into 3DS MAX 9..Then struggled to apply textures and materials!
I have all the Photoshop and 3DS MAX plugins installed, just can't manipulate the program. When I bought the program disc from E-BAY it didn't include the tutorials disc… I should have left him negative feedback!!!! LOL But saying that, I did get the program at a great price compared to the retail cost!!!
Anyway, I’m home and have internet access, I’m currently trawling my way through as many tutorials as is necessary to enable me to successfully export some Linear Based Lofted objects which users might find useful as track side terrain (Cuttings/Embankments) when used along with wider terrain created from DEM.
Wish me luck and watch this space.
PB
ee16csvt
03-19-2008, 09:08 AM
For more info look here
http://forums.uktrainsim.com/viewtopic.php?f=234&t=81570&st=0&sk=t&sd=a&start=15#p978322
PB
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