WD A and B wagons Beta

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Re: WD A and B wagons Beta

Postby acorncomputer » Sun Apr 05, 2015 9:30 am

Good news.

Don't forget to make notes of what you have done for your future reference.

It does sound as though there is a collision box issue. Try a few more experiments and see if you can work out what is causing the problem.

On the other hand, I am going to to have a go at making my own couplings.

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Re: WD A and B wagons Beta

Postby Terrier060 » Sun Apr 05, 2015 6:47 pm

Hi Mike
Forgive me for breaking into your discussion, but I have just constructed an LBSCR Terrier in Blender, and I haven't got a clue how to get it into TS 2015. I have managed simple station nameboards, but although I have got the animation turning the wheels in Blender, I gather the blueprint required to get it to work in TS are quite complicated. Can you direct me to useful tutorial, or anywhere where I might get some idea of igs and ia files and then how to use the blueprint editor. I do have the 20xx manual but find it difficult to follow - any useful suggestions would be greatly appreciated.

Ed
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Re: WD A and B wagons Beta

Postby Terrier060 » Sun Apr 05, 2015 6:56 pm

Sorry Geoff

I addressed you incorrectly - by sincere apologies.

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Re: WD A and B wagons Beta

Postby acorncomputer » Sun Apr 05, 2015 10:48 pm

Hi Ed

I am not familiar with the way that Blender works so you may need to scour the Blender tutorials but there is this guide in the UKTS library that may help with the principles which should be identical in Blender and Canvas -

http://members.uktrainsim.com//filelib- ... leid=19166

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Re: WD A and B wagons Beta

Postby WeaselWorks » Sun Apr 05, 2015 11:45 pm

G'day Ed.

I'm currently working through the same set of issues - when I click on my PE in game, everything falls over. I feel your pain.

This thread might help: viewtopic.php?f=19&t=557

In other news: damn and blast! The Catfish on Hatchet Hill load perfectly. I must be missing something!

Regards,

Mike

Later: Seems that the cargo name in the blueprint has to match the cargo used by the loader/unloader. Once I named my cargo "Freight fuel coal" the unloader worked perfick.

So a new item for my "to do" list. Make a set of loading/unloading points suitable for narrow minded folks.

And a thought. Since there can be multiple animation slots, can we have different loads for the same wagon?
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Re: WD A and B wagons Beta

Postby WeaselWorks » Mon Apr 06, 2015 3:44 am

Turns out, no. The BP editor will handle it, but the game render only allows one cargo box in the selector widget. Maybe there's a scripting elephant I'm not aware of.
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Re: WD A and B wagons Beta

Postby AndiS » Mon Apr 06, 2015 8:58 am

I don't think you can script anything to do with loading. For alternative loads, you just create alternative copies of the wagon, one for each load. Pretty stupid, of course, that you need to know what you are going to load on that wagon when you start the scenario.
Last edited by AndiS on Mon Apr 06, 2015 1:03 pm, edited 1 time in total.
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Re: WD A and B wagons Beta

Postby Terrier060 » Mon Apr 06, 2015 10:57 am

Thanks Mike and Geoff for your advice - I shall persevere - picture of Terrier enclosed as far as its got!

Your help and thoughts are much appreciated.

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Re: WD A and B wagons Beta

Postby WeaselWorks » Sat Apr 11, 2015 12:56 am

OK - so starting to make progress now!

All the B wagons now have drop shadows and loads, and I'm progressively working through the A's to achieve the same result. Of course, to test the loading of the gravel wagons I had to build a gravel loader - which was a fun diversion. Still need to add emitters and sound to that one.

Also, I think I need to work on my texturing - because the loader is a nice red colour in 3DC but bright pink in game!

One other thing I have noticed is that the bulk freight wagons become really 'squirrelly' when in the loaded state. They sit one axle more than the other - and if you start the scenario when them loaded, they slowly rotate and eventually derail. Today's task is fiddling with these wagons - am i overloading them?

So, I have no idea if anyone is finding my posts interesting or simply annoying. Please let me know if I'm wasting anyone's time.

Regards,

Mike
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Re: WD A and B wagons Beta

Postby WeaselWorks » Sat Apr 11, 2015 1:56 am

Cooking with Gas! Turns out that 32 is entirely the wrong number. With the 'capacity' value set to 1.5, they ride prettily.

I still have some texturing to do, but I'm genuinely hopeful of having a good release candidate this weekend.
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