WIP CN SD40-2W DLC Reskin Projects

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Re: WIP CN SD40-2W DLC Reskin Project

Unread postby roinuj » Sat Dec 17, 2011 5:10 pm

Just wanted to update you guys on my progress. I got a little side tracked in fixing the Zebra strips as I realized I initially did them incorrectly.

I've completed my Package of 5 repaints and submitted them to Hawk.

Image

The new release post can be viewed and commented on here:

http://railworksamerica.com/forum/viewtopic.php?f=30&t=4304

I will continue to work on addition Zebra schemes including finishing the DESX version as well as do some exCN units like the PRLX units noted above. I have to get into modelling and do some decal labels to do these projects.I hope to learn 3D Crafter and doing the decals during the upcoming Christmas holiday break. I'll keep everyone updated on my progress on next phase of his project in this WIP topic.
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Re: WIP CN SD40-2W DLC Reskin Project

Unread postby Kali » Sat Dec 17, 2011 5:37 pm

Great stuff; with all the fiddling with SD40s I've been doing recently I've started to like this model, but ... not so much the paint. Going to make good use of these!
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Re: WIP CN SD40-2W DLC Reskin Project

Unread postby roinuj » Thu Dec 29, 2011 9:30 pm

Quick Update.

I finally got a chance to try create a decal for the road name on the cab using 3dCrafter. What an ordeal to get it to work but 3 days later, I got it to work.

Not withstanding the interface of 3DC **!!bang!!** and how it took an hour to create something it takes me 10 secs in Sketchup Pro, I finally figured it out. More trial and error to figure out texture mapping to maintain the aspect ratio of the texture and to get the decal into Railworks . Position the child opject into place was fun.....Finally tweak the texture and finally, DESX 5306 has a name.

Image

I still have to do more work, especially on the loco numbers as they have red fringing from the original model.

One thing that is driving me crazy that I can't seem to find anything about anywhere is how the ace texture file works in relation to the created asset. After creating the decal asset blueprint I copied the asset folder to the locomotive directory where I reference it for the child object for the locomotive. When I edit the TGPCDX file, the asset renders with the original ace file texture and not the edited texture? The way I've got around this right now was to edit the original ace file, recreate the blueprint and recopy the decal asset. It works, but I'm not sure if I'm doing this right. It concerns me that once I release this, anyone who wants to edit the decal texture can't. Any experts shed some light on this?

Thanks.
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Re: WIP CN SD40-2W DLC Reskin Project

Unread postby Kali » Thu Dec 29, 2011 9:47 pm

Two things:

* Your decal's blueprint might be referencing the model the blueprint editor built in your asset tree, rather than the one in the engine's folder.
* If you made compressed/uncompressed versions, you might be editing the wrong texture.

Before you go to far in 3dc, try Blender.
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Re: WIP CN SD40-2W DLC Reskin Project

Unread postby roinuj » Fri Dec 30, 2011 1:06 am

Kali wrote:Two things:

* Your decal's blueprint might be referencing the model the blueprint editor built in your asset tree, rather than the one in the engine's folder.
* If you made compressed/uncompressed versions, you might be editing the wrong texture.

Before you go to far in 3dc, try Blender.


Thanks Kali. I'll have a look at the decal blueprint and check that. As for the uncompressed/compressed texture, there is only the one. I'll have a closer look at the reference, that may be the cause.

When I initally tried to decide which 3d program to learn, I looked at both Blender and 3dc. I tried the newer version of blender but it does not have a railworks export,yet. I know the older versions did, and the program interface is way worse then 3dc as well I couldnt get the Bigex to run. Gave up and bought the 3dc pro version. Figured it would be nothing more then a converter. If I build anything more substantial then some child items, I'm sticking with SketchUp Pro importing into 3dc. I know that may pose issues on its own but to do some scenery items, maybe some rail cars it should be okay.

I'll let you know if I find anything with the blueprint reference.
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Re: WIP CN SD40-2W DLC Reskin Project

Unread postby Kali » Sat Dec 31, 2011 12:49 am

Mmm yes, Blender 2.4 is... idiosyncratic. I've yet to try 2.5 yet given I got a copy of Max instead, but I gather you can somehow use the 2.5 interface with 2.4 anyway.

Stumbled over this; I'm not sure anyone would want it though!

Image
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Re: WIP CN SD40-2W DLC Reskin Project

Unread postby roinuj » Sat Dec 31, 2011 1:17 pm

Kail,

Thanks for the info about the blueprint. It was indeed referencing the original asset model. Its all working now.

Kali wrote:Mmm yes, Blender 2.4 is... idiosyncratic. I've yet to try 2.5 yet given I got a copy of Max instead, but I gather you can somehow use the 2.5 interface with 2.4 anyway.


Maybe once the BigEx is updated for Blender 2.5 I'll revisit it. I know people look down on Sketchup Pro and the fact it is poly heavy but there is no denying the interface is far more intuitive and easy to use compared to Blender or 3DC.

Kali wrote:
Stumbled over this; I'm not sure anyone would want it though!

Image


Ahh the Expo 86 Train. Kind of ugly if you ask me. Certainly would be a fun project for some eye candy on a route. I'm afraid if I did this and put it on a route, it would look like it should be under a Christmas tree. !*roll-laugh*!

The but I personally prefer to paint actual work horses (though the DESX unit has something unique about it and why I did it).
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Re: WIP CN SD40-2W DLC Reskin Project

Unread postby roinuj » Sun Jan 01, 2012 5:28 pm

@ Kali, quick question.

You mentioned in my Zebra Pack release it would be better to reference the default files as much as possible so as not to have so many duplicate files, like drivers and cab views. I started reworking my next projects to reduce duplicate files and before I get too carried away, is there any files that should remain with the reskin instead so its easier for users to customize or should I really worry about that? I'm looking at reducing my files to the engine model files and texture files, and where applicable, child object files.

Thanks
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Re: WIP CN SD40-2W DLC Reskin Project

Unread postby Kali » Sun Jan 01, 2012 5:36 pm

That depends on the model, mostly; best bet is to check an "official" repaint and see how much is different. Usually it's just the engine folder though, whether you need to clone the cab depends on how the model's texture paths are set up.
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Re: WIP CN SD40-2W DLC Reskin Project

Unread postby Chacal » Mon Jan 02, 2012 1:10 am

@roinuj, I've made a bare-bones version of your CN reskins.
This is an example of the content I kept for each engine:

CN-5245
-----------Engine
-------------------sd40_2W_CN_5245.bin
-------------------sd40_2W_CN_5245_NC.bin
-------------------sd40_2w_numbers.dcsv
-----------Textures
-------------------4 texture files

All the rest is default stuff.
In each bin file, I have used links to default files in the Widenose pack.

See this example bin file:
http://dl.dropbox.com/u/21830915/sd40_2W_CN_5245.bin

This has the added advantage of making it easy to add simer4's new SD40 sounds, since we only have to copy 3 files to the Widenode packs's audio folder.

Now to answer your question, I think you don't have to worry about that because it is easy to customize one engine by changing some links in the blueprint to new files, keeping most of them to default.
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Re: WIP CN SD40-2W DLC Reskin Project

Unread postby roinuj » Mon Jan 02, 2012 9:43 am

Thanks Kali and Chacal

I'm thinking something like Chacal's file list except I'm going to include all the textures plus applicable child object files. The extra ones are not too large in size and will be available for any customization should they be needed.

BTW,

Here is a sneak peak at a ex-CN unit I'm going to put together in Ex-CN pack.

Image

Still a little work to be done. I still find the road numbers on all my widenoses are a little too clean and will need a little more work. Wish there was a way to get rid of the bell on this particular locomotive so its more prototypical.
I take your clean locomotives and make them dirty!

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Re: WIP CN SD40-2W DLC Reskin Project

Unread postby Chacal » Mon Jan 02, 2012 10:41 am

Looking good!
Yes, you'll need to include the child textures for that.

Questions:
How do you know which part of the texture file maps to which part of the geometry?
By trial and error? Do you hand-paint over the RSC image, and then load the game to check the result?

If I modeled an engine, is there a way I could publish this information for reskinners without publishing the source file for the model?
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Re: WIP CN SD40-2W DLC Reskin Project

Unread postby Kali » Mon Jan 02, 2012 10:53 am

Chacal wrote:Looking good!
Yes, you'll need to include the child textures for that.

Questions:
How do you know which part of the texture file maps to which part of the geometry?
By trial and error? Do you hand-paint over the RSC image, and then load the game to check the result?

If I modeled an engine, is there a way I could publish this information for reskinners without publishing the source file for the model?


1: Study the model, look for likely parts of the textures and then paint over them/load in game to be sure. It's like modelling in reverse, really :) you can persuade the asset viewer to load your model if you pretend it's a different one and substitute the geo file, but the asset viewer packed in on me sometime last April so I don't remember the precise way.

Well really the first thing you do is to reverse engineer your shading overlay, so you don't really paint over anything as such, but yes that's the idea.

2: Make a ( very! ) layered paintkit and label it all. Preferably mask components individually if you can be bothered too.
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Re: WIP CN SD40-2W DLC Reskin Project

Unread postby roinuj » Mon Jan 02, 2012 2:22 pm

Like Kali said, its very much trying to guess whats what. Paint it a colour and load into the the game to see if that worked. Very much a lot of trial and error. I use a lot of color filled layers with masks to try isolate items to identify them.

On the DESX unit it took a good day of trial and error to experiment painting different items to narrow down what was handrails and grab irons. I never did find the railing running from the front stairs to the cab. Out of pure luck I got it to go light grey but never could find it.

It certainly would be nice if model producers would include a repaint template with some type of reference guide as to what is what. I recall BritKits does this on their PSP master template files.
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Re: WIP CN SD40-2W DLC Reskin Project

Unread postby Kali » Mon Jan 02, 2012 7:45 pm

This is one of the most useful things you can have when you're working out a new model.
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