high pressures sodium lamp project.

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high pressures sodium lamp project.

Unread postby raptorengineer » Sat Nov 11, 2017 1:35 am

hi so i desisted to try blender and for week so far it been neat. i mostly learn from youtube video from guy making train tunnel. and i try that and ya didn't go well but i took what i learn so far and applied it and made my own little project. i wanted to make lamp for train tunnel and i saw some high pressures sodium lamp pic and so i made one. here some pics. now i still have to add textures and scale it to right size or close to it. now when i try and import it in to blueprint editor and add light source i can't make it loft right with light source added on? anyway i'm still learning a lot but seem blender is somewhat easy program to make train simulator objects.
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Re: high pressures sodium lamp project.

Unread postby Chacal » Sun Nov 12, 2017 2:32 am

Once you've started on Blender you don't regret it.
Nice first model!
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Re: high pressures sodium lamp project.

Unread postby raptorengineer » Sun Nov 12, 2017 2:49 pm

well i got to texture my project, it little easy. so far i like it.
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Re: high pressures sodium lamp project.

Unread postby raptorengineer » Mon Nov 13, 2017 5:25 pm

so i was wondering is there current how to export video for blender 2.79 and train simulator 2017. cause i try following this video on how to export a model https://www.youtube.com/watch?v=p2Z5_Syr7VI&t=758s and i'm have little trouble.

i downloaded gimp program and that blender ts20xx plug in and install it all. then save all the textures to tga in my train simulator 2017 source using gimp and when i try exporting model to igs file it just give me tunnellamp.log file that it. and i do wait little to see if it load more files like the video but nothing.
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Re: high pressures sodium lamp project.

Unread postby Bananarama » Mon Nov 13, 2017 6:11 pm

First, your object needs to be properly named. Instead of Cube.008, name it 1_0256_main, where '1' is the primary LOD, '0256' is the max distance viewable in game, and 'main' is whatever name you would like to give the object.

Second, TGA files must be converted to either ACE or DDS format in order to export from the TS Blueprint editor.

Third, make sure you're exporting the model to Kuju IGS format and not "IEGS" IGS format.
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Re: high pressures sodium lamp project.

Unread postby raptorengineer » Fri Nov 17, 2017 2:54 pm

so i wanted to see if i can make a building i really like with what i learn so far. i made mount MacDonald east portal entrances. i really enjoying blender program it cool and little easy.
question when you guys make model for train simulator do you scale the objects to real life size first during building or make the building then scale it down to real life size?
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Re: high pressures sodium lamp project.

Unread postby thebigroyboyski » Fri Nov 17, 2017 5:47 pm

I just build to real life size.
Saves having to change things once you've done a lot of work and you know it will be correct from the start.
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Re: high pressures sodium lamp project.

Unread postby raptorengineer » Mon Nov 20, 2017 5:46 pm

so i somewat fix the ace issue i was having trouble with. i move the ace flies in ot the main clutter folder with log and igs and xml but now i having this shader issue. now i since i have two texture files like lamp base texture and lamp lens texture i make two set of each. main texture.tga and Tidiff and there both under same texture material list. i think it should work. i trying ot looking around but there not much out there on this issue.
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Re: high pressures sodium lamp project.

Unread postby jpetersjr » Mon Nov 20, 2017 8:37 pm

Textures go in the main texture folder, igs and blueprint goes in the folder outside of the texture folder, not in with it.

And the shader has to be a shader from the RW shader folder, Lamplens will not work.

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Re: high pressures sodium lamp project.

Unread postby RailWanderer » Tue Nov 21, 2017 4:53 am

Others build in Blender for Train Sim so I would imagine that there is a plug-in package to help with the shaders that is specific to Train Sim assets during the modeling stages. I model in 3Ds Max and of course, they have an RW Materials plug-in that helps with the materials and shaders. Try looking for that in regards to Blender. I know I have seen and read something about that on the net, but where, I couldn't tell you. Maybe check YouTube also for a tutorial on RW shader or material plug-ins for Blender.
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Re: high pressures sodium lamp project.

Unread postby raptorengineer » Sat Nov 25, 2017 11:31 am

so i got few project in to the game and for me one texture set seem to work in blueprint editor. main texture and TrainBasicObjectDiffuse.fx texture. when you guys use blender and build something with multi sets of textures in one building how do you make it work?
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Re: high pressures sodium lamp project.

Unread postby jpetersjr » Sun Nov 26, 2017 4:15 pm

Most textures we use don't use any shaders, works fine for scenery items.
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Re: high pressures sodium lamp project.

Unread postby raptorengineer » Thu Nov 30, 2017 2:51 am

so this is what i have done so far. i made lights and i little bit size them up to the lights on donner pass in that turntable tunnel building. the lamps are individually place on tunnel wall. and still working on lamp len glow and light too. that matrix code when adding child object is confusion lol.
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Re: high pressures sodium lamp project.

Unread postby Chacal » Fri Dec 01, 2017 10:03 am

raptorengineer wrote:that matrix code when adding child object is confusion lol.


Just in case you haven't seen these tutorials:
http://railworksamerica.com/index.php/l ... _railworks
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Re: high pressures sodium lamp project.

Unread postby raptorengineer » Wed Dec 06, 2017 2:51 am

so i figer out how to make wall solid and not transparent. there Solidify that you can add to your object to make plane walls little thicker. and somewhat figer out the texture for my lamp. i made two world material list one lamp texture for and other lens of the lamp. and i added TrainEmissiveGlow.fx shader to lens to see if it glows and nothing so far, but still working at it from this page http://the-art-of-rws.blogspot.ca/2012/ ... -with.html point of view
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