Light bulb Glow and Telephone Pole Wires

Tips and discussion about scenery creation for RailWorks.

Light bulb Glow and Telephone Pole Wires

Unread postby SCLALINE » Tue Oct 12, 2010 12:38 pm

Gentlemen and Ladies,

#1. i was succsessful in adding the floor glow with addatex but for some reason i am not able to get the light bulb glow to work, i put a plane at the center of the bulb and set up the materials correctly, but it will not show up.


#2. telephone pole wires, well i am lost on this, does anyone know what i need to do to get the wires in a loft going

Thanks, i have been googling to death but i cannot find anything on this at all or dont know what to ask for i suppose

Jason
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Re: Light bulb Glow and Telephone Pole Wires

Unread postby SCLALINE » Fri Oct 15, 2010 1:39 am

Still cant figure out the light bulb and wire thing, anyone care to help me out.
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Re: Light bulb Glow and Telephone Pole Wires

Unread postby ricksan » Sun Oct 17, 2010 10:31 am

Just guessing about your problem, but RW supports only one "night" object in a model. When you export from the blueprint editor, it converts one of them, maybe the first one it finds, and ignores the rest. If you have more than one night object, you'll have to merge them together as one. If the two objects use different textures, you may get a warning message depending on the modeling program you're using, but it shouldn't be a problem. (Note: If you're using Max, it's a better approach to create a Multi-Subobject material containing each of the textures, and assign each texture's number separately to the appropriate faces of each object. I don't know how this is done in the other programs.)

Lofted wires with poles can be made the same way the Wiki shows how to make a wire fence. What? RW has been in existence for over a year and the Wiki is still missing a lot of illustrations? Then download the text version here.

You could also use the poles developed by Michael Stephan. They're a free download at http://www.golden-age-rails.com/scenery.html

I prefer to use 3D shapes -- a string of three-sided cylinders -- for the wires. They just seem to look better and these days, with what modern graphics cards are capable of handling, they don't cost much in terms of processing.

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Re: Light bulb Glow and Telephone Pole Wires

Unread postby micaelcorleone » Sun Oct 17, 2010 12:57 pm

Hey Rick,

I'm glad you're still out there. *!!wink!!*
So where can I get these poles that are shown in your picture?
Next question: Is there anyting in the pipe at G-Trax? Just wonder because there weren't any updates the last months and your models are really outstanding. **!!bow!!**
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Re: Light bulb Glow and Telephone Pole Wires

Unread postby SCLALINE » Sun Oct 17, 2010 5:59 pm

Thanks Rick,

i will go with the 3 sided cylinders, i do like how they look and will work on the lights tonight :) i do appreciate it

ricksan wrote:Just guessing about your problem, but RW supports only one "night" object in a model. When you export from the blueprint editor, it converts one of them, maybe the first one it finds, and ignores the rest. If you have more than one night object, you'll have to merge them together as one. If the two objects use different textures, you may get a warning message depending on the modeling program you're using, but it shouldn't be a problem. (Note: If you're using Max, it's a better approach to create a Multi-Subobject material containing each of the textures, and assign each texture's number separately to the appropriate faces of each object. I don't know how this is done in the other programs.)

Lofted wires with poles can be made the same way the Wiki shows how to make a wire fence. What? RW has been in existence for over a year and the Wiki is still missing a lot of illustrations? Then download the text version here.

You could also use the poles developed by Michael Stephan. They're a free download at http://www.golden-age-rails.com/scenery.html

I prefer to use 3D shapes -- a string of three-sided cylinders -- for the wires. They just seem to look better and these days, with what modern graphics cards are capable of handling, they don't cost much in terms of processing.

Image
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Re: Light bulb Glow and Telephone Pole Wires

Unread postby ricksan » Sun Oct 17, 2010 7:20 pm

What have I been up to? You're looking at it! Details will be forthcoming later this year. The current plan is to release on Steam only, early next year.

Hundreds of new US-style assets have been created thus far with many more on the way. A selection of them will be made available separately as freeware. No timetable for that yet.

Thanks for your interest. :D
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Re: Light bulb Glow and Telephone Pole Wires

Unread postby SCLALINE » Mon Oct 18, 2010 2:48 am

Definately Looking forward to the additional US Content

Here is what i have so far, but i think the bottom glow poly is making the model dissapear if i get too close

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Re: Light bulb Glow and Telephone Pole Wires

Unread postby petebauer » Mon Oct 18, 2010 9:05 am

That looks nice!

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Re: Light bulb Glow and Telephone Pole Wires

Unread postby ricksan » Mon Oct 18, 2010 9:38 am

Looks like you got it working.

At times it's difficult to remove the vanishing effect, especially with large or linear objects. Try centering the pivot within each component part of the model. They don't all have to be at 0, 0, 0. In fact none of them have to be there.

The game software calculates an imaginary "view sphere" for each object based on its local coordinate origin. If the view sphere is within the camera's field of view (FOV), the object will be rendered. If the object's origin is at one end instead of the center, the calculated view sphere will be skewed to that end. At some view angles, the view sphere may be outside the FOV and the object is culled, even though a portion of the object technically should still be visible.
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Re: Light bulb Glow and Telephone Pole Wires

Unread postby SCLALINE » Sat Oct 23, 2010 11:25 am

Ok thanks to Ricksan i have goteen the hang of this :)

let me know what You think and ill upload it if anyone wants em

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Re: Light bulb Glow and Telephone Pole Wires

Unread postby petebauer » Sat Oct 23, 2010 1:58 pm

Yes, I like them and I want them if you would be so kind as to upload them.

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Re: Light bulb Glow and Telephone Pole Wires

Unread postby GreatNortherner » Mon Oct 25, 2010 12:39 pm

Hi,

The 'bulb flare' looks great! So do the models. !*brav*! I would really like to have these, too.

My only suggestion would be to make the ground shine much larger, but that is down to individual taste I suppose. From my personal (route builder's) point of view, I like to place lamps with huge ground light shines (30-40m diameter) so that I can illuminate entire streets and cities with them. Though objects like that are only really usable on relatively level terrain.

Cheers!
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Re: Light bulb Glow and Telephone Pole Wires

Unread postby SCLALINE » Tue Oct 26, 2010 9:17 pm

You guys are welcome to anything i create as long as i get credit :)

im absent minded and have a million pans in the fire right now, in case anyone doesnt know - i am an Over the Road Truck Driver so i try to work on projects when i have spare time, but i will get em done


now i need to convince someone to make a couple of GE U Boats
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Re: Light bulb Glow and Telephone Pole Wires

Unread postby eyein12 » Fri Nov 12, 2010 8:33 am

how do yo uget the shiny ness to your textures(the reflective nature) what shader are you suing for the lightpole textures?

I have street lights but are flat and dull lookin

thanks
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Re: Light bulb Glow and Telephone Pole Wires

Unread postby SCLALINE » Fri Nov 12, 2010 12:28 pm

im still experimenting with that, plus had an HDD crash so i have to redo them
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