A few more wagons have been created for the SVR route.
Firstly a pair of Hybar Open B wagons.
Secondly, a Gunpowder Van.
Must admit to struggling with this one. Other people seem to manage just fine, but I always have difficulty getting the textures right when bump maps are involved. They always seem to bleach out the base colour and getting the specularity level right is an art rather than a science. There is some guidance on RSDerek's blog site The Art of Railworks but I would personally welcome some more detailed description on how to use the Kuju shaders.
Sunday, 27 October 2013
Tuesday, 22 October 2013
Minks
Just to say that I have finished modelling the four Minks for the Severn Valley Railway and sent them off to Matt, whose route it is.
Despite having the same body/frame configuration all four wagons are different. Each has a braking system at variance with the others, plus, three are unfitted and one has the addition of vacuum brakes. Three have spoked wheels, but one has discs and the lettering reflects the change in style from 24" to 16", so it took a little longer than I expected to complete them.
Hope they look ok?
Friday, 18 October 2013
Tail Lights Update
N.B. As the original post was accidentally deleted I am repeating it here.
Re-thought the tail light concept and found a much easier way to do it.
Create a tailight at each end of the wagon and call the one at the front 1_light_revtail and the one at the rear 1_light_fwdtail and that's all you have to do. The internal programming in TS2013 does the rest!
The lights only appear when the loco lights are switched on and only the one at the rear of the consist appears, no matter which way your wagon is oriented. All you have to do is ensure the pivot for each lamp is properly oriented in line with the wagon. Simples!
Re-thought the tail light concept and found a much easier way to do it.
Create a tailight at each end of the wagon and call the one at the front 1_light_revtail and the one at the rear 1_light_fwdtail and that's all you have to do. The internal programming in TS2013 does the rest!
The lights only appear when the loco lights are switched on and only the one at the rear of the consist appears, no matter which way your wagon is oriented. All you have to do is ensure the pivot for each lamp is properly oriented in line with the wagon. Simples!
October Update
Due to illness in the family a large proportion of my time has been
spent on caring, so train sim stuff has suffered as a result.
I did receive a kind offer from a well known developer to provide new sounds for the departmental stock I created, which is why they are not released yet, but they will be. In return I offered to help with some assets for his own project. therefore, what little time I've had available has been spent on that work.
Here's a glimpse of what I have been upto.
The bridge to the waterworks near Hampton Loade - the water is piped through the supports!
Hampton Loade Station
A black "Shark" van, obviously a re-skin of my earlier versions.
Currently working on some of these. GWR Minks.
If you want to see more of Matt's route then please pop over to SteamSoundsSupreme
I did receive a kind offer from a well known developer to provide new sounds for the departmental stock I created, which is why they are not released yet, but they will be. In return I offered to help with some assets for his own project. therefore, what little time I've had available has been spent on that work.
Here's a glimpse of what I have been upto.
The bridge to the waterworks near Hampton Loade - the water is piped through the supports!
Hampton Loade Station
A black "Shark" van, obviously a re-skin of my earlier versions.
Currently working on some of these. GWR Minks.
If you want to see more of Matt's route then please pop over to SteamSoundsSupreme
Thursday, 25 July 2013
Tail Lights
Decided to add a little variety to my catalogue and make a wagon. My choice was a departmental rigid, to keep things simple, the ZUV Grampus.
It was reasonably successful and, with the help of Ben Yates, I managed to re-skin it into a few variations.
When I showed the WIP to the UKTS forum I received a request for a Shark ballast plough and, unable to resist a challenge, modeled the van in three colour vaiants.
While beta testing them, Ben asked if I could add tail lights, which I thought was a good idea, so started to use the one's provided by Dave Brindley, which are available through UKTS or you can add them even easier by using RWTools.
However, I wasn't very happy with them as you have to make a separate model just for the tail light and it has to be the right way round, so back to the drawing board.
I eventually came up with an answer that seems to work ok. I added an AddATex plane to the back of the model and called it "1_0128_light_fwdtail". This is the technique for adding tail lights to loco tenders. I then added a script which tells the consist to pass any messages along the consist to the end. So, when you switch the lights on, on the loco, it sends a message to switch on the tail light that travels along the consist until it reaches the last wagon, where it turns on the light!
So, I no longer need a special wagon just for the end of a consist and the light goes on and off at the same time as the loco lights. Result!
There are a couple of minor issues when doing this. The fwdtail must be modeled in the correct orientation and facing the right way when the wagon is attached to the loco.
It was reasonably successful and, with the help of Ben Yates, I managed to re-skin it into a few variations.
When I showed the WIP to the UKTS forum I received a request for a Shark ballast plough and, unable to resist a challenge, modeled the van in three colour vaiants.
While beta testing them, Ben asked if I could add tail lights, which I thought was a good idea, so started to use the one's provided by Dave Brindley, which are available through UKTS or you can add them even easier by using RWTools.
However, I wasn't very happy with them as you have to make a separate model just for the tail light and it has to be the right way round, so back to the drawing board.
I eventually came up with an answer that seems to work ok. I added an AddATex plane to the back of the model and called it "1_0128_light_fwdtail". This is the technique for adding tail lights to loco tenders. I then added a script which tells the consist to pass any messages along the consist to the end. So, when you switch the lights on, on the loco, it sends a message to switch on the tail light that travels along the consist until it reaches the last wagon, where it turns on the light!
So, I no longer need a special wagon just for the end of a consist and the light goes on and off at the same time as the loco lights. Result!
There are a couple of minor issues when doing this. The fwdtail must be modeled in the correct orientation and facing the right way when the wagon is attached to the loco.
Saturday, 29 June 2013
Coal Tippler
While researching the coke oven I came across a number of references to coal tipplers being used to load the coal washery ready for the coal to be added to the coke oven.
Not one to resist a challenge I decided to atttempt to make one for TS2013.
I tried to solve the problem by using a transferpoint as the tippler and an animated wagon which would tilt in time with the transferpoint. At first it wouldn't wotk, but, thanks to Dave Dewhurst, the error in my blueprint was spotted and corrected and the idea came to fruition, as seen in the video.
Not one to resist a challenge I decided to atttempt to make one for TS2013.
I tried to solve the problem by using a transferpoint as the tippler and an animated wagon which would tilt in time with the transferpoint. At first it wouldn't wotk, but, thanks to Dave Dewhurst, the error in my blueprint was spotted and corrected and the idea came to fruition, as seen in the video.
Still obvious problems with the animation, but it seems to work ok in principle and I need to fine tune the animation.
Monday, 10 June 2013
Ropeway
For a long time I have been contemplating how to make a ropeway for TS2013, ever since I noticed one at the St Helen Colliery, which will be part of the extension to Ben Yates' Cockermouth Keswick Penrith Route.
I eventually decided to give it a go this week with the following results.
It is essentially a road 17m in the air (the ropeway) being followed by vehicles (the buckets). It didn't prove too hard to create, however, getting the vehicles to run on the rope, instead of mid-air, was a process of trial and error. The down side is it's not possible to have one vehicle (full bucket) going in one direction and another vehicle (empty bucket) going the other way. I hope to come back to this and try to use a track loft, rather than a road, so I can have greater control over the vehicles traveling the loft.
I eventually decided to give it a go this week with the following results.
It is essentially a road 17m in the air (the ropeway) being followed by vehicles (the buckets). It didn't prove too hard to create, however, getting the vehicles to run on the rope, instead of mid-air, was a process of trial and error. The down side is it's not possible to have one vehicle (full bucket) going in one direction and another vehicle (empty bucket) going the other way. I hope to come back to this and try to use a track loft, rather than a road, so I can have greater control over the vehicles traveling the loft.
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