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

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Honkeyboy
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Posted: 1st Apr 2017 21:29
LOL Myke, AM, 1 word Awesome!!! this'll be a set hard to beat by far.
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Posted: 1st Apr 2017 21:39
That's looking great so far. I imagine it will be a poly beast by the time it's done... We really need some proper instancing tech for scene filler stuff so more overhead is spared for cool, principal assets like this.
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Posted: 3rd Apr 2017 05:54 Edited at: 5th Apr 2017 08:51
Here is my rigging in 3ds max for this.

Now to export it to Game Guru and see if it holds together or explodes.

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granada
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Posted: 3rd Apr 2017 09:55
Very nice action going on there,another nice model on the way.

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Posted: 3rd Apr 2017 12:32
Is the cornering radius going to be the same? I know that old-school trains did a lot more a lot more wear and tear on tracks but I have a hard time imagining how they corner (as far as I can tell, only the small front and rear trucks articulate- but what do I know?) unless the powered wheels just have a lot more leeway to slide laterally on the track surface or something.
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Pirate Myke
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Posted: 3rd Apr 2017 14:14
Thanks, all.

The main wheels are 21 feet in length, Should be able to handle radii on most standard US tracks.
The Engine is 52'9" Total length. It was made as a yard tender the best I can get info on it.
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OldFlak
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Posted: 4th Apr 2017 05:01
Greta work here Pirate Mike - coming along great

Also great to see a work flow using Quixel Suite - for me it is almost unusable. dDo is super clunky although it gives awesome results in Game Guru, and nDo just freezes completely ending in a Task Manager kill - But 3dDo works fine.

It is the only time I have had Photoshop acting like it is trying to work on an old 486 computer - lol

Keep up the great work.

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Pirate Myke
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Posted: 4th Apr 2017 07:13
Rig tested in Game Guru and it holds up.

Ok, I will do the whole steam engine now.

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Posted: 5th Apr 2017 08:50
Both side of the drive guides and linkages are complete and tested the rig in Game Guru.

Some more progress.


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Posted: 6th Apr 2017 07:54
And some more progress on the body model.





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Posted: 6th Apr 2017 22:35
Had the pleasure to test (early version) some of these trains and i just love them , great work Pirate Myke

AmenMoses: If you want a script "Who you gonna call?" AmenMoses
best regards Preben Eriksen,
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Posted: 6th Apr 2017 22:55
Thank you.
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Pirate Myke
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Posted: 7th Apr 2017 07:11
Getting some more of the piping details in.



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Posted: 8th Apr 2017 15:26
OK, I think it has enough detail for the moment. 16,597 polys in the meshes.

Going to start color ID for the different materials for Quixel Suits
.
Then the fun begins. UV mapping and texturing.






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Posted: 8th Apr 2017 15:42
I can't wait til this pack is released. I assume there will be a pack. These are absolutely great. If I remember right the steam engine is animated. In other words it moves?

I also see you have a set of colorful cartoon trains.
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Posted: 12th Apr 2017 07:13
Primary texture work done.



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Pirate Myke
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Posted: 12th Apr 2017 23:10
Here is a video of the animation and the Cube_Ambience shader at work.

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Posted: 13th Apr 2017 18:20
And the Tender to go with it.




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Pirate Myke
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Posted: 15th Apr 2017 15:25
Getting the last of the pieces made for this pack.
Just keep thinking of objects that are needed.
A water tower for the Steam Loco
Tool box, Oil can, Work mat, then need to get the windows and doors done for the round house.
Thinking I need some kind of coal shoot for the tender now.

Here is a video of some of the other stuff.
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Pirate Myke
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Posted: 16th Apr 2017 07:31
Started the Tender coal shoot.

Reference Image:


Model so far:
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Posted: 18th Apr 2017 16:13
And here is the first texture and animation test of the Coal Loading Station.

In 3ds Max


In Game Guru:



Animated Screw to get coal up to the loft.
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Flatlander
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Posted: 18th Apr 2017 21:07
All my life I wanted to be a train modeleer. I started before I had gotten married but couldn't afford it as I was in High School and even though I worked couldn't keep up with the amount of money it was taking.

BUT; NOW! I can buy all of Pirate Myke's train assets and create one in a game. Woo Hoo!
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Posted: 18th Apr 2017 21:54
That is funny, but they have a long way to go yet.
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Jerry Tremble
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Posted: 20th Apr 2017 02:58
Quote: "All my life I wanted to be a train modeleer."


On and off since I was a kid I have as well, but it is an EXPENSIVE hobby, and I have a few others already! Less than a year ago I fell into the "wanting to build a model railroad" fantasy yet again by running across some amazing stuff on YouTube. I almost plunked down $400+ for a set that would get me started, and then sanity took over, lol; I often buy things on impulse, so I'm so thankful I didn't follow through with it! Making one on a computer, though, would certainly be practical and more within my budget.
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Tarkus1971
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Posted: 20th Apr 2017 16:38
wow myke and amenroses, this is seriously impressive. Nice work.
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AmenMoses
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Posted: 22nd Apr 2017 11:01 Edited at: 22nd Apr 2017 11:11
Hey PM, could you separate the rear bogie part like in the jpeg attached and also do something similar for the front?

That way I can make the steam engine go around bends.

(also, you haven't sent me the tender yet but that also needs to be in three parts, in fact it looks like you only need one bogie for that as they look to be the same - the one bogie model could also be used on and carriages you are planning to go with this engine)
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AmenMoses
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Posted: 22nd Apr 2017 11:13
As to the childhood dreams, I wanted to be Casey Jones (that dates me somewhat I think ).
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Pirate Myke
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Posted: 22nd Apr 2017 13:37
I will separate these today after work.
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AmenMoses
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Posted: 22nd Apr 2017 21:23
Something not quite right with the animation here!

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Pirate Myke
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Posted: 23rd Apr 2017 01:58
My bad. Exported it without the dummy objects.

Also was thinking I am going to have to send you the other tender bogie. If you were to use it for both sets, then one will animate backwards while the other forward. I will send that also.
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Pirate Myke
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Posted: 26th Apr 2017 18:50
Another couple of pieces.




Model ideas are welcome. Waiting on the needs of the scripts for making the trains move on the tracks. This will not be for the faint of heart, as there will be a lot of script assigning to do on the tracks and the 3 to 4 pieces it takes to have each train vehicle follow the tracks with Amen Moses scripts. (being developed now)

So this gives me time to make more stuff. : )

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AmenMoses
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Posted: 13th May 2017 22:47
I'm currently playing with Lees new additions and at first glance my task appears to be much simpler now, instead of having to calculate separate math for each track shape and building a track database I am now thinking of using the ray casting commands to detect the entity a train is on in real time and reacting to it appropriately.

I may also be able to make the code much more generic so possibly cars on roads is also a possibility, the cars could be set to detect the left or right edge of the road and follow it checking occasionally if anything is in their way.
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Pirate Myke
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Posted: 14th May 2017 09:10
Sounds good, Let me know what you need.
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AmenMoses
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Posted: 14th May 2017 10:48 Edited at: 14th May 2017 10:50
Well for a start how about making a really simple set of assets to begin with that have common elements. For example a set of engines, bogies, carriages, tenders etc that all have the same or very similar rail contact points and linking points.

Taking the original diesel engine for example, the bogies for it need to incorporate the coupling arms so that carriages can be attached, the best way of doing this is to have the carriages use the same bogies and have the same point of linkage with the bogies such that when the whole train is assembled it smoothly moves around curves without the couplings appearing to 'break' apart. The carriages themselves can be slightly different lengths, in fact for scripting purposes they could be really simple, maybe those flat freight bed ones that take standard sized containers? (I believe there are already container models knocking around that could be loaded on top)

The Steam engine is awesome but is really far too complicated to start with, could you make a far simpler one? Like this maybe:

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TazMan
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Posted: 14th May 2017 12:26
Nice train Myke. Quite detailed. Do you intend on making different types.
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Posted: 14th May 2017 22:05
@AmenMoses: I will make some simpler ones and the couplers attached to the boogies.

@Tazman: Thanks. I will be making a bunch of these, as they have sparked my interest.
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Posted: 27th May 2017 15:14 Edited at: 27th May 2017 15:15
I am going to need high quality tracks and mine carts for an up coming game - is there any way this can be used for that? The mine carts have to move along the track with the player inside them (and some going without anyone in them).

I would buy this in a second if I could make the above happen.

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Posted: 27th May 2017 20:27
Bummer that the steamer ended up being too complicated to implement. The model came out looking pretty sweet.
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Posted: 29th May 2017 17:25
@World Class Multimedia: I can make this happen, what stock assets are you using for the mine shafts and tunnels?

@Errant AI: Thanks. It was an experiment and I learned a lot from rigging it. Someday I am guessing that this will all work out. Until then I will make simpler models for movement.
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Posted: 29th May 2017 23:12
I will have to create entire tunnels in a 3D modelling software (have Modo, Strata and Shade 14 Pro).

I was hoping to not only have tracks, but have them follow the terrain - so hills, drops, etc. To be ambitious, think Indiana Jones Temple of Doom scene.

I will need realistic tracks, mine carts with moving wheels that can follow the tracks, and stuff like switches to switch tracks, curved tracks and up and down tracks.

Various models that would be found in a mining tunnel, like supports, lanterns, axes, etc.

An elevator for the cart would also be very cool.

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Posted: 30th May 2017 00:14 Edited at: 30th May 2017 03:19
I would need to have your terrain to build a custom one specific for your map. I would have to find a way to export it out as an object, so I can make the tracks specific to it. .obj format would be best.

Switchable tracks sections to choose different directions, may be difficult to achieve right now. I would have to differ the scripting questions to Amen Moses on that and what he might need from me to make this possible. If not for him, then all of these would just be static objects due to the functionality we have now.

Mine cars with moving wheels not a problem. Modular mine track pieces curved and straight not a problem.

One other way I could do this is to make the rail pieces in max in a 3d environment to have them fish thru shafts to different levels, but then you would have to build the level map around this model and see how it comes out. A cave system could be built around this in max and textured out and cut up into modular pieces. 22000 polys max per object right now.

A lot of trial and error, but not impossible. Will just need to be planned out carefully.

EDIT:
Basing Indian Jones off the early 1900's, most of the stuff was mule or horse drawn thru the mines. Seems like the movie had slightly modernized versions. Below are some reference pictures I have found.
Let me know which styles best pertain to your game idea.









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Posted: 30th May 2017 21:53
entrance_to_a_mine.jpg is the style of cart I was thinking of, but made of wood with metal stripping.

Have to really think about the cave system. I figured it could be created 1st, lit and then put a mountain "cover" over everything.

FYI, we are using GG for level design but converting to AGK2 (GG2AGK) for programming.

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Posted: 30th May 2017 23:31
ok, that one it will be to start with. If you have AGK, then we can convert height maps to terrains for this. Model it in your program.
I will contact Amen Moses to see what length of track will work best with these.

Will these mine cars be linked together in 3 or 4 cars, being pulled by something?
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Posted: 1st Jun 2017 03:59 Edited at: 1st Jun 2017 04:41
Here are some 3ds Max renders of a Freight Ware House I am finishing up.
Getting ready to export the pieces to Game Guru.





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Posted: 2nd Jun 2017 15:00
The carts will be independent. It's a game, so suspension of disbelief is in place here - they just move because they can. LOL.

You're talking about a Atomic Cat and his cybernetic pal, Bob, the goat here.

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Posted: 3rd Jun 2017 19:48 Edited at: 3rd Jun 2017 22:33
I have a new script to show off as soon as I get my PC set up again, maybe later tonight or tomorrow, watch this space ...

Here you go:



Needs Quaternion library so I've included that as well.

Simply attach to an entity, make always active and it will follow any road layout. (they drive on the correct side of the road btw so if you want to mimic behaviour in one of those weird countries that drive on the wrong side you'll need to learn Lua )

Includes logic to stop if the player gets in the way.

Logic isn't completely foolproof, vehicles will sometimes get stuck. Stick to simple layouts.
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Pirate Myke
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Posted: 4th Jun 2017 00:22
That is pretty cool. Thank you.
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granada
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Posted: 4th Jun 2017 00:35
Great for overhead rail systems to if they would work,like factory part delivery tracks.

Dave
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AmenMoses
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Joined: 20th Feb 2016
Location: Portsmouth, England
Posted: 4th Jun 2017 00:47
The same principle will work for the trains btw. It will need tweaking a bit but it does mean that I no longer need to attach scripts to simple track sections and no longer need to build a track database so it will be much simpler for the users to set up.

Could do with some decent animated vehicles as even with 30Gb of GG assets in my collection I couldn't find any!

One really good feature of Lee's new commands is that when putting a carriage on a bogie for example the script can figure out exactly which bogie is at the 'front' or 'back' and set the animation direction appropriately depending on the direction of travel, so can you make 2 animation ranges for the bogies, i.e. 1-360 wheels going in one direction and 361-720 the reverse.

Did you make some simpler train/carriage models btw?
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AmenMoses
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Location: Portsmouth, England
Posted: 4th Jun 2017 00:56
The way the scripts work is to detect the edge of the road using Lee's ray casting commands and rotate the entity appropriately, in addition rays are cast in various directions to detect obstructions and react by either slowing down or stopping. Currently the vehicles will only go straight or turn left as right hand turns are more tricky to get right and I was aiming for simpler logic. The vehicles slightly favour straight ahead as that looks more realistic (i.e. at a T junction or crossroads 66% of the time straight, 33% left turn).

If the edge of the road is too cluttered with barriers or trees etc the logic will probably go awry but careful design should alleviate that somewhat.
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