3rd Party Models/Media Chat / Pirate Myke New Train Tracks - WIP

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Pirate Myke
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Posted: 23rd Dec 2016 15:42
Texture progress for the machine lathe for the round house.

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Pirate Myke
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Posted: 24th Dec 2016 13:57
A few in game shots of the Lathe in the Round House. Think I need a shop area in the back of it.





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Posted: 24th Dec 2016 13:58
Need an office for the fat controller as well.
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Pirate Myke
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Posted: 24th Dec 2016 14:05
I like the old time shops with the belts all over to run all the machines. Might make some of those also.

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Posted: 25th Dec 2016 01:22
There is now a machine shop in the round house.
Added some smoke stack hoods to get the smoke out.
Off to modelling some more machines.

Happy Holidays all!





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granada
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Posted: 25th Dec 2016 12:47
Another great update,more very cool work.

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Pirate Myke
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Posted: 27th Dec 2016 00:06 Edited at: 27th Dec 2016 00:10
Thank you Dave. I should probably post more shot of the whole process from 3dsMax to Quixel Suits, to first test. Sometimes I just get into a groove and dont want to stop.

Got the Drill press started and first test in Game Guru. The Machining Vise is its own object also.







This last shot I have been playing with the matrics sliders a bit. Real time lighting.

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Pirate Myke
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Posted: 28th Dec 2016 16:46 Edited at: 29th Dec 2016 03:17
Vertical Knee Milling Machine:
I figured that I would show more pictures of the creation process as I go.

Modelling and detail progress:












UV Mapping and Color ID Next in preparation for Quixel Suites.
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Pirate Myke
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Posted: 29th Dec 2016 15:22
Preparation for Quixel Suits:
First thing is to assign a color to the parts. Each color represents a different material that I want to use.

Then generate the UV map.

Bake out the color ID map and Normal map. Just uses a solid neutral map to get started with.


The textures generated with Quixel Suits:




Make the FPE file and .bmp file and give it a test in Game Guru.




About 16 hours from start to finish on this one.
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Pirate Myke
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Posted: 30th Dec 2016 00:17
Light Mapped:

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granada
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Posted: 31st Dec 2016 16:30
This is realy interesting,thank you.i have Quixel Suits: but have not realy tried as yet so I can learn fom this.

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Pirate Myke
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Posted: 31st Dec 2016 17:55
Quixel Suites is wonderful. Before it, I had to rely on photos from Textures.com or similar site. Go out and takes pictures, then try and paint on more detail. This really helped a lot for me. No master at textures yet, But learning a lot myself.
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Belidos
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Posted: 31st Dec 2016 20:04 Edited at: 31st Dec 2016 20:13
How would you rate Quixel Suites? It's on a 40% sale at the moment, but still quite expensive ($79), would you recommend it?

Scrub that, I just realized it's actually plugin for photoshop, which I don't have and won't buy, they don't make that very clear on the website (well they do, but there's not a straight descriuption explaining it, you have to scroll down the page and read the picture captions to find out), good job I didn't just buy it!

Anyone know a decent alternative that doesn't need photoshop?

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granada
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Posted: 31st Dec 2016 20:29
Hi belidos,this one is very cool.on my list for after exmas

https://www.allegorithmic.com/products/substance-painter

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Belidos
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Posted: 31st Dec 2016 20:42 Edited at: 31st Dec 2016 21:00
Quote: "Hi belidos,this one is very cool.on my list for after exmas

https://www.allegorithmic.com/products/substance-painter

Dave"


Yeah, I've got substance painter, found it almost impossible to use, very counter intuitive, and it's export options weren't what I needed, it outputs all these different types of textures, none of which seem to relate to diffuse, specular and normal.

As to why I won't get photoshop, they've stopped selling it now, all they have now is that stupid creative cloud rubbish you have to pay monthly for, and i'm not paying a monthly subscription for a poxy art package, no matter how good it is.

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Pirate Myke
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Posted: 31st Dec 2016 22:22 Edited at: 31st Dec 2016 22:25
Quixel Suites works with PhotoShop CS5 if you still have it around. NDO works best with CS6 for multi layer stuff.
Pretty much it is how I stepped thru it above. There is mesh painting and masking in the suites.

I use CS6 as I am not willing to pay a subscription for every piece of software I need.
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Belidos
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Posted: 31st Dec 2016 23:12
Quote: "Quixel Suites works with PhotoShop CS5 if you still have it around. NDO works best with CS6 for multi layer stuff.
Pretty much it is how I stepped thru it above. There is mesh painting and masking in the suites.

I use CS6 as I am not willing to pay a subscription for every piece of software I need."


You can't get any of those from adobe anymore, it's Photoshop CC and subscriptions or nothing

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Pirate Myke
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Posted: 1st Jan 2017 03:56 Edited at: 1st Jan 2017 03:58
Glad I kept mine from way back when.

I still use GIMP for everything else, and just Photoshop for Quixel Suits.
I got so used to GIMP over the last 7 years, that Photoshop seems cumbersome now for me.
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Pirate Myke
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Posted: 1st Jan 2017 18:17
Some Videos of the media. Table in shop is stock, Rocks and logs are from Mega Scan Studios, Building are stock except for the round house. Waste baskets are stock.

Roads:


Rails:


Round House and Machinery:
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granada
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Posted: 2nd Jan 2017 13:42
All coming together now,nice layout you have there .

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Pirate Myke
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Posted: 4th Jan 2017 15:11 Edited at: 4th Jan 2017 15:12
Thank you.

A storage shed for the Round house yard with animated doors.

I think I need to have more space in between them. Scripts act weird.

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granada
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Posted: 4th Jan 2017 15:57
Quote: "Scripts act weird."

I see what you mean,I do like the shutter doors.

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Pirate Myke
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Posted: 4th Jan 2017 16:10
The shutter doors rig I learned from an old master from the Classic days. NBT.

Gave you straight forward advice and critique.
Got my butt chewed for not using UV mapping on a model I gave for free. Learned a great lesson their.

Need to get the constraints a little tighter on the shutter door. That actuator arm was further off in the export then in the model program. Maybe I should start building this stuff in Metric rather then English units.





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Pirate Myke
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Posted: 5th Jan 2017 18:07
Scaled and re UV mapped the Storage building with the doors further away from each other.
Need to take a break on that one, so I started this oxy acetylene torch.







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Pirate Myke
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Posted: 7th Jan 2017 04:02
More progress on the Oxy Acetylene Torch.
UV Mapped: 4096 x 4096 texture size.


Color ID'd. All materials get a separate color for Quixel Suites


Textures made and applied back in 3dsmax. Duplicated and mapped all parts.


First test in Game Guru. 9200 polys.


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Posted: 7th Jan 2017 04:35
WOW! Clap clap clap a Master!... Great Job!!! and very instructive!!!
The game is a serious thing (El juego es una cosa seria)
Pirate Myke
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Posted: 7th Jan 2017 04:57
Thank you very much.

The Texture sheet.
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granada
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Posted: 7th Jan 2017 10:48
Look great,fits in well with your other parts.

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Pirate Myke
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Posted: 7th Jan 2017 15:27 Edited at: 7th Jan 2017 19:06
Thank you. I wrote a whole page of items I wanted to model for this pack. Only about half way thru.

Pictures of the day.





These ones are F4 Light Mapped.
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Pirate Myke
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Posted: 12th Jan 2017 18:10
Now I think I am having just to much fun.

Needed a control shed for the round house turn table. Then found out researching that they are run on steam power mostly.
Which led to all these additions to start.

Just mesh work right now.





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AmenMoses
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Posted: 12th Jan 2017 20:08
Have you managed to create an animated (preferably 360 frames) bogey separated from a carriage yet? Would like to play around with moving around a complete carriage, I have a feeling the engines may be a bit more difficult.

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Pirate Myke
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Posted: 12th Jan 2017 20:32 Edited at: 12th Jan 2017 20:37
I have the animation in the model for the turn table. Not 360 degrees. I have it going to each track with a pause. I can easily animate it 360 degrees no problem.

If you are referring to the wheel carriages on the train cars. I can get those animated also.

Forgive my need for a better explanation.

The intended placement for the control building stuff.

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Posted: 12th Jan 2017 21:05
The bit on the bottom of the carriage that contains the wheels is called a bogey, on the engines the bit at the front that follows the track for steering is also called a bogey.

360 frames of animation just means that the math is a lot easier, I can calculate where the wheel is supposed to be, turn that into an angle between 1 and 360 and then display that frame of animation, all it means is that no matter what the frame rate the animation will match the movement.
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Pirate Myke
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Posted: 12th Jan 2017 21:46
ok. i will prep it.

Thanks.
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AmenMoses
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Posted: 12th Jan 2017 22:44
I wouldn't bother animating the turntable just make it a simple entity and we can move it using a script.
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Posted: 13th Jan 2017 17:57
I reckon the simple curved tracks have a radius of around 1535 GG units, does that sound about right?
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Pirate Myke
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Posted: 13th Jan 2017 20:09
I will have to calculate this out. They are a big radius.
So easy to draw stuff in the model program without going thru all the math.
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Posted: 14th Jan 2017 16:31
Some of the texture work started and first test into Game Guru.






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Posted: 14th Jan 2017 17:06 Edited at: 14th Jan 2017 17:07
@Amen Moses:

In 3ds max the diameter of the purple arc is 300 feet or 3600 inches. GG units are in inches approximately.

So the radius should be 150 feet or 1800 inches which should equal 1800 GG units.



Working on the bogeys for you now.
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Posted: 14th Jan 2017 17:54
Hmm, something awry with the conversions, the straight tracks you sent me are 1200 GG units long, the curved sections are also 1200 units in track length but are 45 degree segments of a complete circle, i.e. eight of them make a complete circle. 1200 * 8 = 9600 divide by pi gives approx 3056 units or a radius of 1528. I measured in game by placing an entity at each end of the track and taking the difference in x and z coords for them then a bit of trig gave me the 1535 figure.

What I'll do is start with a nice round value of 1530 and get the handcar going around a complete circle, I'll see how far out the car is at the 180 degree point and then just tweak the value to get it smack on.

The 'S' shaped track pieces will present a bit of a challenge, I'll have to work out the radius of the two curves separately and work out where to switch from one to the other.

We may need to have half length and possibly even quarter length track pieces eventually, experience with my Hornby set up tells me that they will be needed to fill gaps .
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Posted: 16th Jan 2017 21:47


Bogey wheels animating under script control but there is something weird looking about it.
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Pirate Myke
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Posted: 16th Jan 2017 22:33
Those are the baked normals of the map. The textures were not made to be moving. if that is what you are referring to.
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Posted: 17th Jan 2017 19:21
More objects completed for the round house.
Control shed, water tower, boiler and piping.





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granada
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Posted: 17th Jan 2017 21:49
Very nice,you have quite a work rate going on there.

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Posted: 17th Jan 2017 22:51
Baked normal? Is that anything like baked Alaska?

I think I've got all the math figured out it's just a case of putting it all together. What I have planned is for each track piece, bogey and engine or carriage to be 'active'. At runtime the script will create a 'map' of the track layout. Each bogey will locate itself on the layout and each 'engine' will have a 'primary' bogey and each carriage will be associated in running order with an engine. Then each frame the primary bogey for each engine will be moved appropriately and then like a ripple effect each following bogey is located behind at the correct spacing, finally the engine and carriages will be located in relation to the bogeys.

Doing it this way means that for each 'train' the only variable that needs to be set is the speed of the primary bogey (-ve value for 'backwards') from this single variable the wheel animation speed can be determined and the movement per frame.

How the bogeys move relative to the track is determined by the shape of the track piece that they are currently sitting on so everything should smoothly follow the track layout no matter what pieces are used.

Phew, hope that all made sense.




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granada
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Posted: 17th Jan 2017 23:06
Way over my head , but sounds good.

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Posted: 18th Jan 2017 01:06
Lol, basically it means you put down the tracks and add the trains and it all sort of works like magic. At least that's the plan.

Next on my agenda is to figure out how to figure out things like points and how to avoid collisions.
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Tarkus1971
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Posted: 21st Jan 2017 09:32
terrific myke, this looks brilliant, when can I buy
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Pirate Myke
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Posted: 15th Feb 2017 13:54
Sorry for the lack of progress report. Been adjusting the textures to work with the new shaders including the Cube mapping ones from the Beta update.

These are real time lighting shots.








Makes a big difference.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

3com
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Joined: 18th May 2014
Location: Catalonia
Posted: 15th Feb 2017 14:59
All is looking cool so far Mike.
Are you planning to rigged engine?

Quote: "Makes a big difference."

Sure it does.

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

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