ugh... nooooooooo.... not again!

Tips and discussion about scenery creation for RailWorks.

ugh... nooooooooo.... not again!

Unread postby PapaXpress » Fri Oct 14, 2011 11:23 pm

Can some tell me why creating models is addictive?

Anyway. I have a problem with my second model.

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I can place it and position it, but when I try to click on it again I cannot seem to select it. I've tried all the faces of it, hovering over it does not turn it sickly yellow. I am not sure what I did wrong because previous exports of it worked fine.
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Re: ugh... nooooooooo.... not again!

Unread postby Bananarama » Sat Oct 15, 2011 12:58 am

This appears to be a new bug in RW3 - items smaller than around 2m in width or length may experience this, yet I have several items of smaller size created in 3DS Max that work fine (wonder if it's a 3D Canvas/Crafter problem?). Try creating a slightly larger box around it with an invisible material.
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Re: ugh... nooooooooo.... not again!

Unread postby PapaXpress » Sat Oct 15, 2011 1:50 am

This makes sense. The problem started happening when I scaled it down, however, this divider is suppose to be 12 ft long, which means either RW is using the Martian form of the metric system, or I am really off.

Well... now I need to find out how to make part of it invisible (I am really new at this).... JP when will part 2 of your tutorial be done?
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Re: ugh... nooooooooo.... not again!

Unread postby thecanadianrail » Sat Oct 15, 2011 2:44 am

Hack wrote:This appears to be a new bug in RW3 - items smaller than around 2m in width or length may experience this.


yeah, 2 days ago i had this problem with your new wheelstops. i just saved, and restarted the route....problem solved!
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Re: ugh... nooooooooo.... not again!

Unread postby PapaXpress » Sat Oct 15, 2011 2:56 am

I am still having problems. I added a 30' column underneath just to see what happens and I am still unable to select it (yes the column is visible in game (underground)). I have restarted the route but still no dice.
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Re: ugh... nooooooooo.... not again!

Unread postby Kali » Sat Oct 15, 2011 5:24 am

Make a large box and add it as an editor-only object - there was an entry at Railsimilarity dealing with this.
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Re: ugh... nooooooooo.... not again!

Unread postby Paragon » Sat Oct 15, 2011 10:07 am

Can some tell me why creating models is addictive?


!*roll-laugh*! Serusly. I about wet myself when I got these four tires into RW from Blender! We appear to be entering the Tonka Truck era of modeling.
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Re: ugh... nooooooooo.... not again!

Unread postby PapaXpress » Sat Oct 15, 2011 11:12 am

I'll look at railsimilarity later today and try the box idea, thanks,

The wheels look good, almost remind me of mud wheels a front loader would use.

I am running into a lot of tutorials, but they seem to cover various bits of the export process but not a complete step-by-step "dummies" approach. It has been nearly 20 years since I left mechanical drafting where we were just getting into AutoCad (and that was 2D).
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Re: ugh... nooooooooo.... not again!

Unread postby Paragon » Sat Oct 15, 2011 11:27 am

PapaXpress wrote:The wheels look good, almost remind me of mud wheels a front loader would use.


*!!thnx!!* They are going on a number of heavy equipment vehicles. Working on a large dump truck at the moment.

I live off the land, too, when it comes to tutorials. When I get this dump truck finished, I am going to package it with the Blender source and all the raw texture files, along with some step-by-step. Having a whole example will help, I think.
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Re: ugh... nooooooooo.... not again!

Unread postby jpetersjr » Sat Oct 15, 2011 10:57 pm

PapaXpress wrote:This makes sense. The problem started happening when I scaled it down, however, this divider is suppose to be 12 ft long, which means either RW is using the Martian form of the metric system, or I am really off.

Well... now I need to find out how to make part of it invisible (I am really new at this).... JP when will part 2 of your tutorial be done?


The tutorial will be done when I can first solve all of my problems, like why the windows and doors are wanting to blurr, or why the night windows want to glow in the day. I could make one now, but it wouldn't be correct since it wouldn't solve the problems. Also, it wouldn't help to this problem since I don't know why the object would be acting up like this.
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Re: ugh... nooooooooo.... not again!

Unread postby PapaXpress » Mon Oct 24, 2011 11:21 pm

OK, so I think the problem is that the "gizmo" is inside the model, and I cannot figure out how to move it just outside the model. Any advice?

Correction... I have no gizmo.

Now I need to figure out how to add one.


Update...
http://forums.uktrainsim.com/viewtopic. ... 8&t=116469
OK, I moved it... *sigh* now its above ground where I want it, however its still unselectable.
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Re: ugh... nooooooooo.... not again!

Unread postby PapaXpress » Fri Oct 28, 2011 1:24 pm

So I finally have it working:
http://thegradecrossing.blogspot.com/20 ... ke-it.html

Apparently the solution was to append _LOD_3 to the end of the component name... !**conf**!
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Re: ugh... nooooooooo.... not again!

Unread postby hefy_jefy » Wed Dec 28, 2011 12:14 pm

I have experienced this exact problem with default objects in RW3. For example the Road STOP sign, you place it and right click but selecting it again can be very tricky. For some reason zooming waaay in and clicking it from the back seemed to work!
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Re: ugh... nooooooooo.... not again!

Unread postby SMMDigital » Wed Dec 28, 2011 1:20 pm

Sorry for the late entry. Had to wait for the power to come back on and stay stable.

Another thing you might try is opening up the object's Geo file with RW_Tools and changing it's bounding sphere radius to a number that is larger than the assets actual size. There are several entries, just type "radius" in the Find box to get the values.

This also works when you have a large asset thats keeps disappearing before it is out of the FOV.
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Re: ugh... nooooooooo.... not again!

Unread postby PapaXpress » Wed Dec 28, 2011 5:48 pm

Thanks for the replies. So far the problem has not returned, but if it does then I will try this out.
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