(W.I.P) ALCo RS-3

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Re: (W.I.P) ALCo RS-3

Unread postby BKRR605 » Thu Jul 28, 2016 9:06 pm

csx42 wrote:
BKRR605 wrote:
csx42 wrote:Man I can't wait to see this thing done is it gonna be freeware or?

Freeware. Check what its under, Freeware WIP

I really should have noticed that since I've been watching this thread for awhile !!**sorry**!! for the dumb question

its ok
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Re: (W.I.P) ALCo RS-3

Unread postby ryan9550 » Sat Jul 30, 2016 1:56 pm

Does anybody happen to know if there are any established blender artists that have made locomotives for Railworks that could help me with getting these engines into the game? *!embar*! I ask this because I've been having a difficult time with getting simple scenery objects into the game. I'd really like to make this a community wide project, where each person involved contributes something towards the completion of this (massive) project.
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Re: (W.I.P) ALCo RS-3

Unread postby jpetersjr » Sat Jul 30, 2016 2:12 pm

I know Jerry might know how, Jerry Conway. From what I heard he's using Blender to make his engines.

He might be able to help explain this to you, if he has the time, but that's the problem though, he's busy with his own engines so I don't know if he has the time.



Also, Dogmouse, Rich Chargin also knows how to get a locomotive running in the sim, but I'm not sure what program he uses though.
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Re: (W.I.P) ALCo RS-3

Unread postby DrewG » Sat Jul 30, 2016 2:49 pm

Micheal Stephen, maker of the beyond lovely VNHRR I believe uses bender. I believe his name is GreatNortherner. He'll be happy to help out.
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Re: (W.I.P) ALCo RS-3

Unread postby dogmouse » Sun Jul 31, 2016 2:38 am

~


I would suggest this tutorial:

thegradecrossing.blogspot.com/2012/10/3dc-to-railworks-locomotives.html


I use Max, but this tutorial worked for me. The blueprinting fundamentals in it are universal.

~R
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Re: (W.I.P) ALCo RS-3

Unread postby ryan9550 » Mon Aug 01, 2016 8:36 am

Here's a picture of the issue I'm having with the blueprint editor
Blueprint Editor Issue.jpg
Is the issue the way Blender adds a number to the end of textures with the same name or did I just do something wrong? If any Blender modelers see, this could you give me some information and advice on how to fix this issue? Thanks *!!thnx!!*
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Re: (W.I.P) ALCo RS-3

Unread postby jpetersjr » Mon Aug 01, 2016 9:22 am

I think your texture might be the wrong size, it has to be a power of 2 to work, otherwards it will crash the editor every time.

Try again with a texture sized to perhaps 1024x1024, then it should work, and also, no commas in the texture name, the commas will crash the editor.


You can resize it and export, but if you change the texture title you will have to re-texture the model before it will work.
Last edited by jpetersjr on Mon Aug 01, 2016 9:32 am, edited 1 time in total.
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Re: (W.I.P) ALCo RS-3

Unread postby ryan9550 » Mon Aug 01, 2016 9:30 am

jpetersjr wrote:I think your texture might be the wrong size, it has to be a power of 2 to work, otherwards it will crash the editor every time.

Try again with a texture sized to perhaps 1024x1024, then it should work, and also, no commas in the texture name, the commas will crash the editor.

That's just it though, they're all 1024x1024 with no commas.
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Re: (W.I.P) ALCo RS-3

Unread postby jpetersjr » Mon Aug 01, 2016 9:34 am

Looks like some sort of mapping problem, if you can fix that it should work.

However, I don't know much about this mapping problem, but that appears to be what it's calling up as the error.
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Re: (W.I.P) ALCo RS-3

Unread postby ryan9550 » Mon Aug 01, 2016 10:15 am

Never mind, I figured it out. I forgot that you could select an already made texture to each object and it won't count as a duplicate **!!bang!!**
PRR Whistlse Post 1.jpg
PRR Whistlse Post 2.jpg
I'm actually considering adding this to the file library, let me know if I should.
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Re: (W.I.P) ALCo RS-3

Unread postby ryan9550 » Wed Aug 03, 2016 6:59 pm

After a light break from modeling, I've decided to make this update about showing all of the (so far) variations of the RS-3.

First up is the very first model that I started for this pack, the ALCo Slug
(W.I.P) ALCo Slug Render #8.jpg

Next is the Phase 1 RS-3
ALCo RS-3 Render #10.jpg

Next is an RS-3 that CNW turned into a road slug
ALCo RS-3 Slug Render #1.jpg

Next is a UK version of an RS-3
ALCo RS-3(UK) Render #2.jpg

Next is one of the original five ALCo powered RS-3 Hammerheads
ALCo RS-3m (Hammerhead) Render #4.jpg

I've seem to have run out attachments... *!rolleyes!*
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Re: (W.I.P) ALCo RS-3

Unread postby ryan9550 » Wed Aug 03, 2016 7:05 pm

Next is an RS-3m with an engine from a newer RS type locomotive and its long hood
ALCo RS-3m (High Long Hood) Render #1.jpg

And finally, the last one is an RS-3m that was re-powered with an EMD engine and had it's short hood removed
ALCo RS-3m (No Short Hood) Render #1.jpg

There could possibly be a few more added when I find some more oddities.
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Re: (W.I.P) ALCo RS-3

Unread postby BoostedFridge » Wed Aug 03, 2016 9:16 pm

Great work Ryan!

That slug model would look pretty good in BC Rail colours!

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Re: (W.I.P) ALCo RS-3

Unread postby RickKfoury » Thu Aug 04, 2016 12:35 am

Looking really nice, can't wait to break out the repainter's brush !!*ok*!! Will there be a variation of the regular Phase 1 RS3 with the dual beam headlight?
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Re: (W.I.P) ALCo RS-3

Unread postby ryan9550 » Thu Aug 04, 2016 6:27 am

RickKfoury wrote:Looking really nice, can't wait to break out the repainter's brush !!*ok*!! Will there be a variation of the regular Phase 1 RS3 with the dual beam headlight?

Most likely there will be a couple of variations of the phase 1
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