Building a loft???

Tips and discussion about scenery creation for RailWorks.

Building a loft???

Unread postby jpetersjr » Tue Dec 17, 2013 6:34 pm

Well, I'd still like to figure out how to build a loft so I could try again to build a skyrail system. First though I need to figure out to to build the lofted bridge so I can attempt to build it. Does anyone know where I could find some detailed tutorials on how to do this in 3D Crafter Pro.


...Cheers...


jpetersjr


A while back I tried and failed because the blueprint wasn't understanding it for some reason, but perhaps now that we have a new editor perhaps I could try again and this time actually be successful.
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Re: Building a loft???

Unread postby emdsd90mac » Thu Dec 19, 2013 8:38 pm

Check your messages, I sent you a tutorial.
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Re: Building a loft???

Unread postby robbit » Fri Dec 20, 2013 11:28 am

me too! Please
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Re: Building a loft???

Unread postby jpetersjr » Sat Dec 21, 2013 11:56 am

My question is how do you select a loft blueprint with the new editor, since it seems to place a scenery blueprint as the only blueprint we can select. How do I select a blueprint for a loft?



...Cheers...


J
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Re: Building a loft???

Unread postby RvA944 » Sat Dec 21, 2013 12:42 pm

You have to add a new item to your procedural folder to ma a blueprint for your new loft item.....

01) right click on the "Procedural" folder in your source folder
02) from the popup select "Blue Print"
03) from the blue print temples select "Loft section blueprint"
04) rename the default to the name of your loft
05) under "DisplayName/English" add your item name
06) right click your igs file, "Copy As" then click on "Provider / Product relative path"
07) paste this into: "Render/CrosssectionID"
08) paste this into: "Render/MiddleGeometryBPID/BlueprintSetID/BlueprintID"
09) select a "Category"
10) save & export

Hope this helps,

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Re: Building a loft???

Unread postby RvA944 » Sat Dec 21, 2013 1:45 pm

I haven't gotten that far yet, when I do I'll let ya know though
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Re: Building a loft???

Unread postby jpetersjr » Wed Dec 25, 2013 10:34 am

RvA944 wrote:You have to add a new item to your procedural folder to ma a blueprint for your new loft item.....

01) right click on the "Procedural" folder in your source folder
02) from the popup select "Blue Print"
03) from the blue print temples select "Loft section blueprint"
04) rename the default to the name of your loft
05) under "DisplayName/English" add your item name
06) right click your igs file, "Copy As" then click on "Provider / Product relative path"
07) paste this into: "Render/CrosssectionID"
08) paste this into: "Render/MiddleGeometryBPID/BlueprintSetID/BlueprintID"
09) select a "Category"
10) save & export

Hope this helps,

Roger


Did this and it doesn't work anymore, all I get is this. Blue Print doesn't show up like it should.
Loft problem.jpg


Also, another possible way, when you right click on the igs itself and select ProceduralSceneryLoft blueprint ID, where do you find the loft at after you export it. I've did this and I can't locate it in the sim menu to try to test it to see if it works???
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Re: Building a loft???

Unread postby mrennie » Wed Dec 25, 2013 11:08 am

jpetersjr wrote:
RvA944 wrote:You have to add a new item to your procedural folder to ma a blueprint for your new loft item.....

01) right click on the "Procedural" folder in your source folder
02) from the popup select "Blue Print"
03) from the blue print temples select "Loft section blueprint"
04) rename the default to the name of your loft
05) under "DisplayName/English" add your item name
06) right click your igs file, "Copy As" then click on "Provider / Product relative path"
07) paste this into: "Render/CrosssectionID"
08) paste this into: "Render/MiddleGeometryBPID/BlueprintSetID/BlueprintID"
09) select a "Category"
10) save & export

Hope this helps,

Roger


Did this and it doesn't work anymore, all I get is this. Blue Print doesn't show up like it should.
Loft problem.jpg


Also, another possible way, when you right click on the igs itself and select ProceduralSceneryLoft blueprint ID, where do you find the loft at after you export it. I've did this and I can't locate it in the sim menu to try to test it to see if it works???


You probably haven't put in the Provided and Product names - they go in the Render component > Primary named texture set > Blueprint set ID section. For example, I put Smokebox in Provider, and whatever the name of my model is in Product.
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Re: Building a loft???

Unread postby Bananarama » Wed Dec 25, 2013 11:55 am

mrennie wrote:You probably haven't put in the Provided and Product names - they go in the Render component > Primary named texture set > Blueprint set ID section. For example, I put Smokebox in Provider, and whatever the name of my model is in Product.

Unless I'm missing something, he can't do that if he's unable to create the initial blueprint. Does the shape have to exist in the folder for BE2 to work?
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Re: Building a loft???

Unread postby mrennie » Wed Dec 25, 2013 12:58 pm

Hack wrote:
mrennie wrote:You probably haven't put in the Provided and Product names - they go in the Render component > Primary named texture set > Blueprint set ID section. For example, I put Smokebox in Provider, and whatever the name of my model is in Product.

Unless I'm missing something, he can't do that if he's unable to create the initial blueprint. Does the shape have to exist in the folder for BE2 to work?


You can create a new blueprint without needing to have the .igs file present, but I thought JP had managed to create a blueprint, but failed to export it ...
Also, another possible way, when you right click on the igs itself and select ProceduralSceneryLoft blueprint ID, where do you find the loft at after you export it. I've did this and I can't locate it in the sim menu to try to test it to see if it works???


To be honest, I'm totally confused. I can't tell from this if the export succeeded or not. What does "I've did (sic) this" mean?
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Re: Building a loft???

Unread postby jpetersjr » Wed Dec 25, 2013 1:58 pm

Wasn't able to create a blueprint because of the way the new blueprint editor is set up, it works fine for standard scenery, but I can't figure out how to create the correct style blueprints for more advanced items to get them to work correctly. !*don-know!*

The old way doesn't seem to work any longer because of the way the editor works now. I click on the folder itself to create the correct blueprint and the blueprint option isn't available, and it doesn't seem to work though igs itself since the render components that need to be filled out aren't available in the scenery blueprint. !*don-know!*

I then tried to do it though scenery blueprint and filled it out the best I could and then selected eProceduralSceneryLoft, and it exported fine, but I can't find it in the game though to see if it was successful or not after selecting that and exporting.

I have to admit that I'm very familiar with exporting standard scenery into the sim, but I'm completely confused over lofted items though.
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Re: Building a loft???

Unread postby mrennie » Wed Dec 25, 2013 2:22 pm

jpetersjr wrote:Wasn't able to create a blueprint because of the way the new blueprint editor is set up, it works fine for standard scenery, but I can't figure out how to create the correct style blueprints for more advanced items to get them to work correctly. !*don-know!*

The old way doesn't seem to work any longer because of the way the editor works now. I click on the folder itself to create the correct blueprint and the blueprint option isn't available,


yes it is ...

ScreenShot046.jpg


ScreenShot047.jpg




jpetersjr wrote: and it doesn't seem to work though igs itself since the render components that need to be filled out aren't available in the scenery blueprint. !*don-know!*


if you click on an .igs file, the only "create blueprint" option available is for a scenery blueprint, but the render components are in every blueprint that contains geometry:

ScreenShot048.jpg




jpetersjr wrote:
I then tried to do it though scenery blueprint and filled it out the best I could and then selected eProceduralSceneryLoft, and it exported fine, but I can't find it in the game though to see if it was successful or not after selecting that and exporting.

I have to admit that I'm very familiar with exporting standard scenery into the sim, but I'm completely confused over lofted items though.
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Re: Building a loft???

Unread postby jpetersjr » Wed Dec 25, 2013 3:13 pm

Alright, I did this and it showed up in the sim, but I still can't get it to appear in the loft section or to get it to twist like a loft. What do you think I've did wrong.
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Re: Building a loft???

Unread postby raptorengineer » Tue Dec 12, 2017 2:01 am

ok so i been looking around on here about building a loft and i'm so lost. i have built the xml file in blue print editor and built my tunnel in blender. but x0 y0 z0 i tihnk i got right. just witch way do i face the tunnel on xyz direction? here pic.
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Re: Building a loft???

Unread postby jpetersjr » Tue Dec 12, 2017 5:25 pm

In Crafter it faces the Z direction, but I have no idea when it comes to Blender.

Here's something that might help you though.

Loft Blueprint_A.jpg

Loft Blueprint_B.jpg

Loft Blueprint_C.jpg

Loft Blueprint_D.jpg


...Cheers...


Big J
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