Creating A Lofted Object (Someone please educate me...)

Tips and discussion about scenery creation for RailWorks.

Creating A Lofted Object (Someone please educate me...)

Unread postby ca2kjet » Sat Jun 02, 2012 8:44 am

!*hp*!

In need of some serious help.... **!!bang!!** **!!bang!!** **!!bang!!**

I have been banging my head against the keyboard over this... I have followed the instructions available here ( http://www.railsimdownloads.com/wiki/ti ... e%20Manual ) as well as the developer doc and have had success, however, I'm at a total loss. Anything I do to edit or create beyond this does not work for me. In other words, nothing else shows up, I'm still stuck with a silly "tent" object.

First, does anyone know of any more in-depth tutorials regarding lofts? Beyond the link I provided and the developer doc?

Secondly, how do you take a scenery object (such as a bridge, or heck, even a box) and convert it into a lofted object?

Any help would be much appreciated. I just can't wrap my head around this... I must be missing something here and overly complicating the thought process, or lack there of I should say... *!sad!*
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Re: Creating A Lofted Object (Someone please educate me...)

Unread postby jpetersjr » Sat Jun 02, 2012 1:43 pm

I too would like to learn how to make a lofted object. I would like to make a lofted iron truss bridge for my collection.

Does anyone know how this would be done in 3D Crafter Pro?
Jonathan Burton Peters Jr, Big J

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Re: Creating A Lofted Object (Someone please educate me...)

Unread postby spec5sx » Sat Jun 02, 2012 11:04 pm

Lofted objects are some of the trickiest assets I've ever had to model. Which modeling program are you using?
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Re: Creating A Lofted Object (Someone please educate me...)

Unread postby railbard » Sun Jun 03, 2012 6:32 am

Anyone want to define for me "What is a loft in Railworks?"

Please?
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Re: Creating A Lofted Object (Someone please educate me...)

Unread postby GreatNortherner » Sun Jun 03, 2012 6:41 am

Hi,

"been there, done that". Creating lofts for the first time is a mind-boggling thing -- at least it was to me. However, once I figured out a routine it really turned out to be surprisingly simple, much simpler than the WIki page with all its detail may make it sound.

ca2kjet wrote:First, does anyone know of any more in-depth tutorials regarding lofts? Beyond the link I provided and the developer doc?


A simple working loft section, like a road, track or pipeline cross section shape file (they all work the same), can be modeled with only a small amount of steps. I'm going to list the steps in 3DCanvas, but it should work the same in many other modeling tools.

  • The first step is to create your desired object and shape it to your desired proportions. In this example I'll be using a pipe as the model. So you'd start by placing a new cylinder in the scene, rotate it so its ends are facing the x/y pane and then mold it into the desired shape.
  • Next, select and delete all points except for one of the end sides. Move the pivot point of the remaining face(s) to its center, so that it moves to its z=0 position. (This is crucial! If the pivot of the loft section is not exactly at z=0 of the object, it will fail to render in-game.)
  • Now select all the faces again and extrude them along the z axis. Then delete all the faces on the x/y pane, so that only the "hollow pipe" of the extrusiuon remains. Always remember to keep the pivot point at z=0 of the object.
  • Texture the extruded object with a texture that tiles along its top and bottom edges. You must use the full height of the texture for the UV coordinates, but you can crop its width when texturing the object.
    (Hint: the length of the extrusion from the last step determines at what length the texture gets tiled in-game. So if you do a 10 meter extrusion, you'd get a 10m texture tiling interval. The length of the extrusion has no effect on the 'bending' capacities of the loft section.)
  • Apply the following materials and names:
    hierarchy: 1_1000_loft -- or -- 1_1000_road (both without children) -- or see wiki for track creation, which is slightly more complicated.
    shaders: LoftTexDiff.fx or LoftTexDiffTrans.fx (allows transparency)
  • Export the object to IGS, set up a loft or road section blueprint, enter the data and export to RW.

DONE! !!*ok*!!

Secondly, how do you take a scenery object (such as a bridge, or heck, even a box) and convert it into a lofted object?


While you cannot convert a standard scenery object to a loft, you can attach it to an invisible loft.

All you need is to create a simple loft section, textured with an all-alpha texture, and then add the standard objects as "middle geometry" entries in the loft section blueprint, where you can also set the spacing of the objects. Works great for creating perfectly aligned bridges!

Hope this makes some sense.
Here's a picture of a loft object cross section:
Image

Cheers,
Michael
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Re: Creating A Lofted Object (Someone please educate me...)

Unread postby ca2kjet » Sun Jun 03, 2012 7:58 am

spec5sx wrote:Lofted objects are some of the trickiest assets I've ever had to model. Which modeling program are you using?


I'm currently using 3ds Max v8.

Thank you so much GreatNortherner, your information is greatly appreciated! I'll have to give it another go and experiment some more. !!howdy!!
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Re: Creating A Lofted Object (Someone please educate me...)

Unread postby spec5sx » Sun Jun 03, 2012 9:31 am

GreatNortherner wrote:(This is crucial! If the pivot of the loft section is not exactly at z=0 of the object, it will fail to render in-game.)


Yes, that's the step that's the most crucial. The pivot point being at zero, but in 3ds Max, change the z axis to y:

Image
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Re: Creating A Lofted Object (Someone please educate me...)

Unread postby PapaXpress » Mon Jun 04, 2012 4:50 pm

Just a bit more info...
viewtopic.php?p=8464#p8464
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Re: Creating A Lofted Object (Someone please educate me...)

Unread postby PapaXpress » Tue Jun 05, 2012 1:36 am

OK.... lofts are fun.

There I said it.

Yet one more thing I must master, and thus be a slave to my own ambitions... but I digress.

Image

Almost done.

And how do you get that zebra stripe out of there?
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Re: Creating A Lofted Object (Someone please educate me...)

Unread postby spec5sx » Tue Jun 05, 2012 9:48 am

Are the two stripes the loft itself, and the concrete slabs middle geometry?
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Re: Creating A Lofted Object (Someone please educate me...)

Unread postby PapaXpress » Tue Jun 05, 2012 10:47 am

Correct. Used the last example in the RSC document (the viaduct). The cross section is an invisible loft, and the pads are middle geometry. I know that GreatNortherner had the same problem with one of his lofted trestles, and somehow he fixed it.

... I think I feel another blog post coming on....
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Re: Creating A Lofted Object (Someone please educate me...)

Unread postby spec5sx » Tue Jun 05, 2012 11:53 am

If you don't want to show the lofted cross section then cover it with a simple texture that has a pure black alpha channel. Then use the LoftTexDiffTrans.fx shader on it.
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Re: Creating A Lofted Object (Someone please educate me...)

Unread postby PapaXpress » Tue Jun 05, 2012 11:58 am

That's what I did. I think I know what I did wrong. My loft needs sides.
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Re: Creating A Lofted Object (Someone please educate me...)

Unread postby GreatNortherner » Tue Jun 05, 2012 1:44 pm

Hi,

I remember having that problem with my trestle loft -- however I've forgoten how I solved it. !!**sorry**!! I think it was something with the texture or the material/shader settings. If you want you could send me the 3dc source file of the loft section, maybe I can retrace my steps and figure out what I did with the trestle.

Cheers,
Michael
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Re: Creating A Lofted Object (Someone please educate me...)

Unread postby PapaXpress » Tue Jun 05, 2012 1:47 pm

Thanks Michael. I will give it a go tonight and if I can't get it to work I'll send you an email.
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