View Full Version : New Creation Guides Available
RSDLadam
04-08-2008, 03:20 PM
For anyone interested, we have just released some documents taking you through step-by-step in creating an Engine and Wagon for Rail Simulator.
These can be obtained from the RSDevTools panel when logged in.
Nscale1700
04-08-2008, 09:25 PM
I understand that a lot of work went into preparing these. I'm trying to download them now; thanks in advance for the effort!
Edit: I downloaded the locomotive tutorial and skim-read some of it. I find the instructions very clear and I hope to try some content creating once I gat the time to tackle a new learning curve!
jeffmorris
04-08-2008, 10:00 PM
I tried to create a simple diesel engine following the "How to Create an Engine" document and after about three hours of using the Asset Editor/Blueprint Editor, KRS crashed when I tried to select the simple engine to drive it on a route. I may have made mistakes while using the Asset Editor/Blueprint Editor to create blueprints for the simple engine. Most of the mistakes may be in the engine simulation section. I should have created a simple wagon first.
nwman
04-08-2008, 10:24 PM
Thanks I have been working on a signal tower so when I finish I'll give it a try. Thanks for the added effort to help us out. nwman
Paddington bear
04-09-2008, 07:21 AM
Hi,
I tried HONEST I did.............
I thought I would start with the wagon and I was cruising along until page 4 ........we need some wheels. All was well till number 26. 5 more wheels? steps 35 to 46 ?????????
Ok logic it out, two lots of details so I figure only two wheel/axle combo jobs will do the trick so on I went.
Create a cool texture, applied and exported and imported again just to check out how clever I was. Using 3D canvas by the way and all is well so far.
And on to page six ...... Create the bogies point 6!!!!!!!!!!!!!!!!!!!! oopsy poopsy...........
Logic now says theres a slight technical hitch back on page 4 point 26
me thinks it should be repeating points 12 to 26 using the following data
1_0500_wh02 X: 0 y: 0 z:0.555
1_0500_wh03 X: 0 y: -3.6 z:0.555
or maybe just change it to 4 wheels and change the bogie point 6 to 2 axles and carry on.
but then again why not try any combination, after all its all about learning what works and how. watch this space lol.
Adam and Derek, I sincerly appreciate all 4 "How Too" documents and am enjoying the learning, Thanks for your efforts.
Ross
Bill Hobbs
04-09-2008, 09:25 AM
I'll have a look at that as well. I've spent several days trying to convert a vacuum brake steamer to air brakes and haven't been able to get it to work properly. Perhaps I don't know the secret code word.
Bill
RSDLadam
04-10-2008, 01:37 PM
All was well till number 26. create 5 more wheels? steps 35 to 46 ?????????
I've had a look and I can see the fault in line 26. Basically for the wagon, you just need to create another cylinder for the second axle and then position it at X0 Y-3.6 Z0.555.
I will update the doc and resupply it :)
nwman
04-10-2008, 11:48 PM
Adam I do have a question about the textures your are using. You keep showing sizes of 256 x 512 and I thought the ace file conversion needed to be square as in 256 x 256 and so on. Thanks for any help nwman.
theokus
04-12-2008, 10:34 PM
Hi,
I tried HONEST I did.............
I thought I would start with the wagon and I was cruising along until page 4 ........we need some wheels. All was well till number 26. 5 more wheels? steps 35 to 46 ?????????
Ok logic it out, two lots of details so I figure only two wheel/axle combo jobs will do the trick so on I went.
Create a cool texture, applied and exported and imported again just to check out how clever I was. Using 3D canvas by the way and all is well so far.
And on to page six ...... Create the bogies point 6!!!!!!!!!!!!!!!!!!!! oopsy poopsy...........
Logic now says theres a slight technical hitch back on page 4 point 26
me thinks it should be repeating points 12 to 26 using the following data
1_0500_wh02 X: 0 y: 0 z:0.555
1_0500_wh03 X: 0 y: -3.6 z:0.555
or maybe just change it to 4 wheels and change the bogie point 6 to 2 axles and carry on.
but then again why not try any combination, after all its all about learning what works and how. watch this space lol.
Adam and Derek, I sincerly appreciate all 4 "How Too" documents and am enjoying the learning, Thanks for your efforts.
Ross
Thx. Ross.
So I am not alone in this matter ;)
When I create the model in Max I am not sure about the axles and the wheels.
Perhaps it is not needed but the axles(wheels) in Max are always on
a different and "strange" place...
I loaded the example wagon in MAx and this example looked indeed the way it should be.
I have also a problem with the X field.
See page 3 > item 16 - 17 and 18.
Item 19 > Make the X field 0
What to choose here: World too?
me thinks it should be repeating points 12 to 26 using the following data
1_0500_wh02 X: 0 y: 0 z:0.555
1_0500_wh03 X: 0 y: -3.6 z:0.555
Page 3, item 12.
Now not all wagons have bogies, so we only need two axles
wh01, wh02 and wh03?
What is the relation here between axles and wheels ;)
Each axle comes with 2 wheels?
I am asking, I do know nothing...
page 5 > 5.2
Item 6 > Insert three axles in the Axle section
Left and right wheels are modelled as a
single part, connected by the axles (if visible).
Bit confusing ;)
Regards,
Theo.
Paddington bear
04-13-2008, 01:47 AM
hi,
theokus, in the wagon and engine "How to" docs there is no seperate wheel and axle. the cylinder created is used to represent both the axle(a very fat one) and the 2 wheels that would be on the axle. Is a simple combination wheelset all be it an ugly looking one.
"I have also a problem with the X field.
See page 3 > item 16 - 17 and 18. "
As I use 3dCanvas I ignored 16 as I think it's about selecting the moverment ability of the object in Max, put 0.25 for the height above zero in the world position for the object for point 17, and point 18 I ignored also for the same reason as 16.
point 19 is talking about the world position for z,y,and z
I would suggest down loading a fresh copy of the "how to" doc as it has been updated to remove the axle/wheel numbers confusion.
Ross
theokus
04-13-2008, 03:13 AM
hi,
theokus, in the wagon and engine "How to" docs there is no seperate wheel and axle. the cylinder created is used to represent both the axle(a very fat one) and the 2 wheels that would be on the axle. Is a simple combination wheelset all be it an ugly looking one.
"I have also a problem with the X field.
See page 3 > item 16 - 17 and 18. "
As I use 3dCanvas I ignored 16 as I think it's about selecting the moverment ability of the object in Max, put 0.25 for the height above zero in the world position for the object for point 17, and point 18 I ignored also for the same reason as 16.
point 19 is talking about the world position for z,y,and z
I would suggest down loading a fresh copy of the "how to" doc as it has been updated to remove the axle/wheel numbers confusion.
Ross
Ross, you'r the man !
;)
theokus
04-13-2008, 03:24 AM
I would suggest down loading a fresh copy of the "how to" doc as it has been updated to remove the axle/wheel numbers confusion.
Ross
Guess still the "old" ones....
Release version 1.0 (2008-04_03)
RSDLadam
04-13-2008, 07:16 AM
Adam I do have a question about the textures your are using. You keep showing sizes of 256 x 512 and I thought the ace file conversion needed to be square as in 256 x 256 and so on. Thanks for any help nwman.
Hiya,
Thats the MSTS ACE 1.1 file format. Rail Simulator uses ACE 2.0 which handles no square sizes. Check out the ToAce.exe that comes with the RSDevTools.
RSDLadam
04-14-2008, 09:57 AM
Hi all,
Just to let you know that the corrected Wagon document is now online.
theokus
04-15-2008, 06:27 AM
Hi all,
Just to let you know that the corrected Wagon document is now online.
You'r the man :p:D
theokus
04-15-2008, 08:29 AM
You'r the man :p:D
Ehum..ehum
I was a bit fast ;)
Doesn't work here....
Still having problems with the model in Max between item 12 to 26.
It's about selecting: box - or shape confusion.
What do I have to to select: the axles? the shape? the box.
There is something forgot to mention...
Only item 26 is adjusted.
When I used te Kuju material one axle was not selected...
AND 5.2
>> item 18
>> what is that leave the fields as -3.6 ???
I don't see them.
Only hori = 0 and vert. = 0
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