Problem with modeling/exporting track lofts [TS2015]

Post your problems and installation issues here!

Problem with modeling/exporting track lofts [TS2015]

Unread postby RFlan » Mon Jan 12, 2015 12:43 am

A friend and I have followed the instructions in the developer documents (http://railworksamerica.com/download-library/accessories?view=document&id=1081:rsc-s-developer-docs&catid=24:accessories) and our tracks always end up looking something like this.

-Using 3DS 2013 64x
-Origin is at 0,0,0
-Using the RW 3DS material with proper image formats

Image

Are these documents effectively out of date? If so what is the new process?
RFlan
 

Re: Problem with modeling/exporting track lofts [TS2015]

Unread postby Bananarama » Tue Jan 13, 2015 3:53 am

Looks like the ends are capped. Remove those polys.
Cheers!
Marc - 3DTrains

Image
User avatar
Bananarama
 
Posts: 2749
Joined: Sat Feb 14, 2009 1:17 am
Location: Another Planet

Re: Problem with modeling/exporting track lofts [TS2015]

Unread postby LordMannu » Tue Jan 13, 2015 2:34 pm

Hope this helps
You do not have the required permissions to view the files attached to this post.
User avatar
LordMannu
 
Posts: 334
Joined: Tue Feb 17, 2009 8:51 am
Location: Buenos Aires, Argentina

Re: Problem with modeling/exporting track lofts [TS2015]

Unread postby RFlan » Tue Jan 13, 2015 3:34 pm

LordMannu wrote:Hope this helps


Is the model with the one rail in the middle required to get basic track working now?
RFlan
 

Re: Problem with modeling/exporting track lofts [TS2015]

Unread postby RFlan » Tue Jan 13, 2015 3:37 pm

Hack wrote:Looks like the ends are capped. Remove those polys.


That was an older screenshot but all of them turned out pretty much the same. I've tried with and without caps, fixed the object naming, tried different loft shaders, even completely redid the track on the off-chance that I just messed up somewhere without noticing.

Nothing
RFlan
 

Re: Problem with modeling/exporting track lofts [TS2015]

Unread postby LordMannu » Tue Jan 13, 2015 7:42 pm

RFlan wrote:
LordMannu wrote:Hope this helps


Is the model with the one rail in the middle required to get basic track working now?

Yes. This model is used in game to build the turn outs.
User avatar
LordMannu
 
Posts: 334
Joined: Tue Feb 17, 2009 8:51 am
Location: Buenos Aires, Argentina

Re: Problem with modeling/exporting track lofts [TS2015]

Unread postby Bananarama » Tue Jan 13, 2015 8:46 pm

It's hard to tell with such a dark texture on the track, so I imported the image into PSP and reversed. From what I can see, you have the rail web (the skinny part) extending all the way to the rail top and is not physically attached to the tops. Also be aware that lofts are always 2-sided, so you'll have better results by making the web a single plane instead of two. This to prevent the 2-sided webs from z-buffer issues in-game.
Cheers!
Marc - 3DTrains

Image
User avatar
Bananarama
 
Posts: 2749
Joined: Sat Feb 14, 2009 1:17 am
Location: Another Planet

Solution (at least my solution)

Unread postby RFlan » Wed Jan 21, 2015 6:54 pm

After tons of trial and error, I finally have some basic track working.

Image

I figured out that object primitives in track lofts must be centered at 0,0,0 before converting them to editable polys. For example, If I wanted a 2 metre track segment I would create a 4m plane, center it, and then convert it to an editable poly. The order in which you do everything else such as naming and texturing doesn't particularly matter as long as the previous step was followed.

If there's another way of doing this, I don't know it. This works though, so I'm happy.

!*brav*!
RFlan
 


Return to Problems and Peculiarities

Who is online

Users browsing this forum: No registered users and 3 guests