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

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Pirate Myke
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Posted: 25th Oct 2016 07:34
Well have a little more free time now that Grape harvest is complete.

So putting together new train tracks with more detail and new textures.




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Tarkus1971
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Posted: 26th Oct 2016 19:25
These are looking great Myke. Fantastic textures.
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Pirate Myke
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Posted: 26th Oct 2016 19:29
Thank you.


What i am striving for on the gravel beds for textures.
Tough with out displacement, but not looking to bad.

Will keep at it. Should be able to get a little more pop out of it.
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Posted: 26th Oct 2016 20:35
Prety nice Mike, love terrain.

Quote: "What i am striving for on the gravel beds for textures.
Tough with out displacement, but not looking to bad."

Are you using procedural textures?

Grape harvest is at the same time here.
Hard work I know, but when completed, you get a very good wine.

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Pirate Myke
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Posted: 27th Oct 2016 02:40
Getting a more believable results. Working on the normals more.
This result is from adding a 50 % opacity of the AO texture over the diffuse made. Clamping the levels for the AO texture before applying it.



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Posted: 27th Oct 2016 10:54
Looking great Mike, looks like you are really setting yourself up to do the whole set of rail equipment. Is any of it animated yet.
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Posted: 27th Oct 2016 14:05
Thank you.

Going thru static stuff at the moment. I have some animated stuff in mind. I am even trying to keep them low enough in height to hopefully have the trains follow waypoints on them. Keeping my fingers crossed on that one.
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Posted: 27th Oct 2016 17:27 Edited at: 27th Oct 2016 17:28
Texture update:
Thanks to a suggestion from Errant A.I. Put a little more realism into the texture of the gravel bed, by adding some rust dust to the texture. Getting better each day.







Still some mapping to hammer out on switch outs. Might have to slice some uv's up some more. Also have the rust dust come up the sides of the rails a bit.
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Belidos
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Posted: 27th Oct 2016 17:35
Looking good Myke, maybe roghen the edges of the gravel up a little if you can, the edge is very straight and unnatural looking.

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Posted: 27th Oct 2016 17:42
Thank you.
Would be nice and displacement mapping would be the key to that. But right now that would up the poly count a lot. These are medium poly for sure, and are for center pieces of detailed action. I have quite a bit on a test map on my old machine and still getting 30 FPS. Each piece is at least 2300 poly's or better as they get build together to make the curves and switch outs.

The original ones I did 3 years ago for the free pack had the bed set under the terrain quite a bit more then these. It was because I wanted to be able to sculpt the terrain around them. Now that we can lock objects and edit the terrain, I may revisit those one and do a texture over haul on them.

Before it was hard to place items beside the track and be able to pick smaller objects on or around the tracks. There was just to much mesh mass at that time. Now may be very different. I will look at the old ones.
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Posted: 27th Oct 2016 20:02 Edited at: 29th Oct 2016 18:14
Great stuff.
The contrast between the gravel and everything else is perhaps a little much. The rail bed appears as though it has just been constructed and never subjected to the ravages of mother nature.

The image below is just a quick rendition of possible gravel variable. Maybe the gravel you are using could be a bit darker and dirty. The poly count for each section in this image is 60

Again, what you are doing is great. Looks like a lot of time, effort and thought has gone into what you have.

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Posted: 27th Oct 2016 20:02 Edited at: 27th Oct 2016 20:05
Hi Pirate Myke, looking great. I can see some good games coming in the future from these assets.

Maybe your a sheriff or police officer ready to change history and catch these thieves.

The Great Gold Robbery of (1855)
Jesse James’ Iowa Train Robbery (1873)
The Wilcox Train Robbery (1899)
The Rondout Train Robbery (1924)
Kakori Train Robbery (1925)
Great Train Robbery (1963)

Or just the fat controller out of Thomas the tank engine...
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Posted: 27th Oct 2016 23:10
Awesome work Pirate Myke, the grandsons will love these for sure (Harry's dinosaurs scare the hell out of them lol)

Reliquia....
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Tarkus1971
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Posted: 28th Oct 2016 20:56
These are really looking great Myke. Can't wait to purchase these.
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Posted: 29th Oct 2016 00:03
Beautiful work, man.
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m2design
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Posted: 30th Oct 2016 01:41
Just a hint ...
If you raise the terrain in spots along the railroad bed (just a little) to break the straight line between the bed and the base terrain you can soften the transition. See lower left in the image..

Just in case you are concerned, the image does not indicate I have any interest in creating railroad modes just trying to help. Good luck.

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Pirate Myke
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Posted: 30th Oct 2016 06:25
Thank you all for the tip and compliments.

We have grey gravel here in Northern California, I have grunged it up a bit and finished adding the rust dust.











Not to rig some train cars and see if I can get them to follow the tracks on waypoints.
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OldFlak
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Posted: 30th Oct 2016 08:10
Nice! Looking much better now - Train Sim Guru here we come!

Saving the pennies for the purchase already....

Reliquia....
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Pirate Myke
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Posted: 31st Oct 2016 01:36
Well the train cars will follow a waypoint if modified with a bone in them, But the train would not ride on the rails as they are over the height for AI to walk on. They instead bobed across the wooden ties instead. This task will have to wait for the AI update.

On with making some more pieces.
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granada
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Posted: 31st Oct 2016 15:37
If you set the root bone higher would that Make a difference to the hight of the train.just guessing here.

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Pirate Myke
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Posted: 31st Oct 2016 16:22
I am thinking I would have to make an invisible part to the Track mesh to cover the ties in the middle of the track, therefore giving the trains a smooth surface to traverse across.

But even the number of waypoints needed to make the curve transition is way to much effort for most, using 6 or so points per 100 ft of track. This in itself causes other issues I notice when trying to use with a waypoint script.

I will try the first and see what issues may arise.
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Pirate Myke
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Posted: 2nd Nov 2016 05:06
A little comparison.

Quixel Suits 3DO viewer which I do the texture work in.


Image rendered all highest in Game Guru


This image is from Unity and the same mesh is now 3 objects with texture maps for each one. Done in a metallic work flow In Quixel and ported to Unity Via FBX file and the standard shader.
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Pirate Myke
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Posted: 3rd Nov 2016 19:10
Here is the unity texture above and converted to Game Guru. Had to do a bit of tweaking on the texture for GG but came out decent. I guess there will be two sets to these.





The one from last week.
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Pirate Myke
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Posted: 28th Nov 2016 19:05
Been messing with textures and adding some road pieces.











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Tarkus1971
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Posted: 28th Nov 2016 19:33
awesome Myke, I badly need this set, when, and how much. Cool.
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Posted: 28th Nov 2016 23:03
First class stuff !!
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Pirate Myke
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Posted: 29th Nov 2016 01:29
Thank you. Probably around the first of the year they will be released to the store.
I have a lot more stuff I want to include with these.

Static and animated.
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Posted: 30th Nov 2016 14:18
I've never been a fan of rails and trains. But even though the subject matter ain't up my alley I can identify great work when I see it.
And here I see it!!



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Posted: 4th Dec 2016 18:34
These are working out really well myke, great work.
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Posted: 7th Dec 2016 01:50
Thank you very much.

Some more progress.



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Gtox
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Posted: 7th Dec 2016 04:13
Nice work, Pirate Myke - everything fits together perfectly.
Pirate Myke
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Posted: 7th Dec 2016 05:38
Thank you Gtox. That is the goal. As seamless as possible.

Another Tee section with side walk.

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Posted: 8th Dec 2016 17:59 Edited at: 8th Dec 2016 18:04
Moving back to the Rails for a bit.
For a switch out yard.


RoundHouse.


Not going to do a lot of signs and stuff as there are plenty in the Expansion Pack and multiple other places. I think we have enough signs. Maybe I will do some road side Billboards. So many things to model.

Probably a bit to much detail then needed. Will test it in GG to see if it can be seen.
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Pirate Myke
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Posted: 10th Dec 2016 18:17
Getting started on the texture work.

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Posted: 11th Dec 2016 13:50
thats looking really really cool myke.
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granada
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Posted: 11th Dec 2016 14:05
Nice work there Mike .

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Posted: 11th Dec 2016 14:07
Thank you. Coming along nicely so far.

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Posted: 12th Dec 2016 05:56
First Game Guru test of the round house.

Lots of adjustments to make.




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Posted: 12th Dec 2016 12:23
Let me know if you want any help with the scripting for the trains, I have some ideas for how you could have the trains following the tracks without using waypoints. (Hint, each track piece can have a unique enough name to tie it to a movement list, the trains script can then work out by the position, angle and name of the track it is on where it should be positioned in relation to the track)

Do you have animated trains and carriages? i.e. rotating wheels, bogeys or opening doors? Will any them be rideable?

How about the points, any plans to have animated points or signals?

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Pirate Myke
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Posted: 12th Dec 2016 14:54
@AmenMoses:
Trains following the tracks would be a nice addition. Would be a lot of setup work for most to deal with. But I am interested in what you have planned.

At this point I only have one that is animated. It is an old hand car. the wheels turn and the handle goes up and down.
This was designed to be ride able 2 years ago, and one of smallg's script was to be used. I need to fix a few things on it and it can be tested.

I have plans for animated stuff in the pack. Would be easier if we had alternate textures as in Classic. The animated signal I have in the free roads and rails pack uses just animated meshes to have the light planes in front and in back of the glass.
I actually need to redo that one also.

Let me work on this and I will contact you when I have a few thing better prepared for this task.

Thank you.
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Posted: 13th Dec 2016 17:17
It would be a lot easier and look a lot better if the bogeys and train bodies were separate entities, the bogeys could follow the tracks neatly and the train bodies could sit in top. The name of the entity could indicate which body part sits on which bogeys, for example "<typename>_t1_c2" could indicate that this entity is carriage 2 of train1 (the typename would tell the scripts where to place the body wrt to the bogeys) then "<typename>_t1_c2_b1" would indicate the associated bogey entity. At runtime the script can assemble the train carriage by carriage behind the engine locating the bogeys as i goes (to place the train simply put the engine close to the track where you want it to start.

If you 've seen my lifts demo this is a similar principle to that which I used to build the lifts, i.e. the floor of the lift is positioned where you want it to start and then the walls, doors and roof are placed at runtime to make it look like a single entity.

The other advantage to this method would be that you can have a single bogey mesh with animated wheels and just have several different styles of textures. Presumably it would allow the carriages to be much simpler to model.

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Pirate Myke
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Posted: 13th Dec 2016 22:17
I like where this is headed, AmenMoses. I will have to separate the carriages from the bodies of the existing stuff. That actually sounds like it could be done without killing GG to bad.

Have been working on the round house and the lead in tracks for it. 700 feet worth of length, in 10 objects to put together, not counting the repeating parallel switch outs.

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Posted: 20th Dec 2016 13:41
Loving watching how things grow,nice work here.

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Pirate Myke
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Posted: 20th Dec 2016 14:23
Thanks, Granada. It is fun to go back and watch the progress myself.

Some placement issues with the objects over 100 units, which are the greyed out segments from the last picture above.

They tend to be very sensitive in the editor when trying to place them. Might have to cut the 300 and 200 unit long ones down. Did not really want to do that as it make building this in the editor much harder.

It may also have to do with the off set from the origin of the modeler as I am trying to get these specific pieces to be set around a common grid point for easy placement. The origin being the middle of the turn table pit.

These are in testing and being modified to function better. I want these to be easy to use and not frustrating.
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AmenMoses
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Posted: 22nd Dec 2016 11:03
Would you like me to post progress updates on the scripting side here as well so it is all in one place?
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Posted: 22nd Dec 2016 13:33
@AmenMoses: Sure go ahead. Thanks.
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Posted: 22nd Dec 2016 15:13 Edited at: 22nd Dec 2016 15:49


A very short video just to give some idea of how it will look.

I did this by simply using my ezentitymover script and working out the movement sequence manually but eventually I plan to have the sequence calculated automatically and updated in real time as the handcar moves from one piece of track to the next, to do that I need to calculate for each track section the exact length of track taking into account the curves etc.

I'll have to make some assumptions, like for example that the track pieces are not scaled up or down in any dimension.

Also for the video I just used simple loop animation at a set speed and adjusted the movement speed to be reasonably appropriate, I plan to make that all automatic as well, maybe have the speed of the entities controlled by the 'strength' parameter to simplify things for the user.
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Pirate Myke
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Posted: 22nd Dec 2016 15:51 Edited at: 22nd Dec 2016 15:59
Wow!!!

Very nice. That looks so sweet.

I can give you exact specifications for each piece. I would think that they would not be scaled in any way as that would be really tough to scale them all and have them fit together.

I have them built out in 3ds Max as they would fit together to design them.

But very impressive script work there.

I am guessing that this script could do vehicles on the road pieces also. Brain is thinking now.

Oh yea. Forgot I was going to make a progress post.
You cant have a round house without some shop machines to fix the stuff.
So here is the start of a lathe for the round house. Will be doing a few other machine shop items also.
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Posted: 22nd Dec 2016 16:13
Rails are a lot easier because the train has to follow them, roads are a bit trickier to make it look natural as in real life cars would move from lane to lane and each car would turn slightly differently. When you have all the cars following the same paths it just looks unnatural.

What I could aim for is some sort of vehicle AI in which each vehicle could behave slightly differently but they could avoid each other. I did this sort of thing a while back with the stone golem model, had it so that several golems would chase the player whilst avoiding each other and marked off areas.

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Pirate Myke
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Posted: 22nd Dec 2016 16:58
I have seen in some engines where they use hidden objects to let the vehicle know where it is.
Would that help to be created to allow a corridor for the vehicles to stay in there own lanes.
That way the vehicle script would have to look out for these objects, then calculate the corridor of travel.

Anyway, that can be looked at, a later time.

Drawing of what I refer to.
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