track creation question.

Tips and discussion about scenery creation for RailWorks.

track creation question.

Unread postby raptorengineer » Fri Sep 13, 2019 9:07 pm

hi
so i'm getting back in to my track project in blender and i have question now on that page how to create track https://sites.google.com/a/railsimdev.c ... eate-track. it say In the FRONT viewport, create a line (using corner vertices) which represents your track cross-section (e.g. rails and ballast), using as few vertices as possible.

now for my track i copy the US rails that DTG made in academy template route. so i wondering if that to much vertices, and that i've should make it squared box rails like photo on that how to create track. this is what i have so far.

also i'm wondering should i leave the bottom of the track bed open?
You do not have the required permissions to view the files attached to this post.
raptorengineer
 
Posts: 374
Joined: Mon Nov 14, 2011 1:35 am

Re: track creation question.

Unread postby wacampbell » Fri Sep 13, 2019 10:26 pm

Your top image should be ok. The extra vertices are worth it to get the right light shading. The box cross section in the lower image will not turn out as well. As for the bottom, I usually leave it off except for my bridge rail sections where it can sometimes be seen from below.
Wayne Campbell
wacampbell
 
Posts: 509
Joined: Tue Sep 27, 2011 12:45 pm
Location: BC, Canada

Re: track creation question.

Unread postby kris120 » Sat Sep 14, 2019 5:33 am

... and don't forget to select in the 3DViewport, N-Key menu, Shading: the Option "Backface Culling" (performance!)
Kris
User avatar
kris120
 
Posts: 468
Joined: Mon Jul 22, 2013 3:19 pm
Location: Augsburg, Bavaria, Germany

Re: track creation question.

Unread postby raptorengineer » Sat Sep 14, 2019 5:30 pm

well i think i got it fixed. so i loading old track loft in both railnetwork/track track creation xml and scenery/Procedural/loft xml and both turn out the same as in the 3rd pic. all messed up.
so today i started all over. i first build the track bed and save it to scenery/Procedural/loft xml and it worked. there was no issues. then i started over making the rail and loaded that as it own scenery/Procedural/loft xml and once again it worked. it show up as rail and not square box. then i put them two together and made right rail update the trackbed loft xml file and it worked. both rail and track bed shape look good.
blender can sometimes be tricky to work with at times. you then your object in blender ill turn out good and once you load it in game and fine out it messed up and you try fixing it. then after all that you start all over again and this time it worked how you like it.
wired.

here more pics. also this track i made is called pact track.
You do not have the required permissions to view the files attached to this post.
raptorengineer
 
Posts: 374
Joined: Mon Nov 14, 2011 1:35 am

Re: track creation question.

Unread postby kris120 » Sat Sep 14, 2019 6:33 pm

When your track should show nicely in curves with superelevation the outer ends should go below the earth.
On the picture you see track for the Swiss railway RhB (narrowgauge).
In America it is not necessary to go such below like in my project (texture by Holzlaender), I asume the tilt is half like in Europe, but keep it in mind.
The amount of vertices is no problem here. What is important is the amount of drawcalls.
Kris
2019-09-15_01_33_07.jpg
You do not have the required permissions to view the files attached to this post.
User avatar
kris120
 
Posts: 468
Joined: Mon Jul 22, 2013 3:19 pm
Location: Augsburg, Bavaria, Germany

Re: track creation question.

Unread postby raptorengineer » Sat Sep 14, 2019 10:41 pm

ah ok. another question how do track clip work would i class them as sleeper, i followed this site( http://forums.atomic-systems.com/viewto ... af8c1b78on )how to make them but doesn't show up. and i place the texture name in the sleeper texture id and it give me fail when i try preview the track. i made clip as scenery object.
You do not have the required permissions to view the files attached to this post.
raptorengineer
 
Posts: 374
Joined: Mon Nov 14, 2011 1:35 am

Re: track creation question.

Unread postby kris120 » Sun Sep 15, 2019 6:46 am

Sorry, I have no experience with that. My track is only 2D, without 3D-sleepers. But you are right, the clips should be treated the same way as sleepers.
My suspicion: You have to create a pair of clips together with a sleeper-model in one model (I think without 3D sleepers that does not look so nicely), not singular clips.
Remark: Don't mix sleepers on the regular track with sleepers in a switch (junction). TS cannot show 3D-sleepers at switches. You can only use an extra texture "super sleepers" to be written in "<SleeperTextureID ..." of the TracksectionBlueprint or make then invisible and lay these 3D-sleepers by hand in the TS-editor (see Clear Creek).
Kris
User avatar
kris120
 
Posts: 468
Joined: Mon Jul 22, 2013 3:19 pm
Location: Augsburg, Bavaria, Germany

Re: track creation question.

Unread postby raptorengineer » Mon Sep 16, 2019 1:35 am

well i did it i make tunnel with build in track. so far it good, i have to do some touch up but over all it awesome. as for 3d sleeper i not going to have any since i going to place lamps on one side of the tunnel and to do that i would need to use the middle geometry slot. i don;t think you can place more then one object in the middle geometry slot. next i should look as how to add track ad ballast sound. i liek ot have the default to shed or tunnel echo sound.
You do not have the required permissions to view the files attached to this post.
raptorengineer
 
Posts: 374
Joined: Mon Nov 14, 2011 1:35 am


Return to Scenery Design

Who is online

Users browsing this forum: No registered users and 2 guests