First go at modeling: A3 Gresley Pacific

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Re: First go at modeling: A3 Gresley Pacific

Postby monkeynut on Thu, 30th Jul 2009, 21:03

Thanks for the kind words of encouragement. :D I'm trying my best.

I think the model format doesn't support some things blender's using, or maybe the B3D converter isn't doing things right. I'll try saving it as a CSV file tomorrow.
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Re: First go at modeling: A3 Gresley Pacific

Postby monkeynut on Fri, 31st Jul 2009, 18:15

Turns out it only saves as B3D. Oh well.

I've moved the textures to the same folder as the model, things are *sort of* working.

The body's green is coming through the top of the front, the textures on the bottom body are messed up, one side of the driving wheels is sitting in the right place, the other side are sitting right next to them, far from where they should be. :?

These faults are not appearing in Blender, this converter for blender seems to be broken in some way?

Here the one I'm using:
http://www.trainsimcentral.co.uk/phpBB3 ... f=1&t=2681

Here is the model in blender game engine:
Image

And here is the model in OpenBVE:
Image

Does anyone have any advice, please?

Thanks,
Chris.
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Re: First go at modeling: A3 Gresley Pacific

Postby Jan on Sat, 1st Aug 2009, 15:11

I wrote Oskari an e-mail some time ago, and he stated that he won't continue his work on the export/import scripts. However anyone wanting to modify his scripts is free to do so, and is also allowed to publish them.
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Re: First go at modeling: A3 Gresley Pacific

Postby monkeynut on Sat, 1st Aug 2009, 19:27

Well something is definitely up as the model, exported from blender and then imported back in, has the same problems as OpenBVE shows, so it's not the sim.

Seems I'm going to have to learn python now and the fileformat and figure out what's going screwy. If I ever do complete this daunting task I'll post my work.

Thanks.
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Re: First go at modeling: A3 Gresley Pacific

Postby gotopcs on Sat, 22nd Aug 2009, 15:26

Now this all looks very exciting to me! The J36 BVE4 model for the Bo'ness line is of course steam and is adapted from an Italian source. We currently have Morayshire, a D34 4-4-0 (3 cylinders) running at Bo'ness so a run up the line behind that would be fun! So if you do manage to get the A3 drivable, I'd be very interested in cutting it down to 4-4-0 length for the Bo'ness line. I managed to get things like the water guages working, so might be able to help you when it comes to functionality. Getting the chuffs to sound right is far and away the most difficult part.

Carry on MacDuff!
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Re: First go at modeling: A3 Gresley Pacific

Postby monkeynut on Thu, 27th Aug 2009, 13:51

Haven't made any more progress since i last posted sadly - Been busy with other things! One of my friends is learning Python so I'll ask him to look into the script, as the flaws in that are what is holding this project back.
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Re: First go at modeling: A3 Gresley Pacific

Postby burgus on Thu, 3rd Sep 2009, 11:06

monkeynut wrote:So.. I imported the model into OpenBVE...


Whoops?

Image

I'll keep trying.


Hi monkeynut,
Can-you explain the process to transform your draw (If I understand blender) to OpenBVE ?

Thank you.

Burgus

Edit: I have found the script by gandaldf.com , but the file.b3d (with export) is not the same format file.b3d (OpnBVE in developpement)
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Re: First go at modeling: A3 Gresley Pacific

Postby Jan on Thu, 3rd Sep 2009, 19:49

Well, apparently there are several 3D modelling formats out there which are called b3d.
The script you need is the one by Oskari Saarekas, but unfortunately the TSC forums, where it was available, are currently offline.
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Re: First go at modeling: A3 Gresley Pacific

Postby tof63 on Thu, 3rd Sep 2009, 21:18

Luigi Cartello
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Re: First go at modeling: A3 Gresley Pacific

Postby burgus on Fri, 4th Sep 2009, 06:17

Thank @ Jan and tof63. I test this morning.
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Re: First go at modeling: A3 Gresley Pacific

Postby monkeynut on Sat, 3rd Oct 2009, 14:02

I tried to export as an .x object.

Alas, it failed.

Here's the error report:

Color is not a supported command - did you mean SetColor? - at line 126 in file H:\OpenBVE\Railway\Object\Bham_X-City_South\CopyrightMaterial\Day\Common_Files\Generic\Trains\CT_170_1.CSV

Color is not a supported command - did you mean SetColor? - at line 159 in file H:\OpenBVE\Railway\Object\Bham_X-City_South\CopyrightMaterial\Day\Common_Files\Generic\Trains\CT_170_1.CSV

Unexpected semicolon encountered in template MeshMaterialList in textual X object file H:\OpenBVE\Train\Scotsman\extview\scotsman.x

I used Blender's X Object Exporter.

I'd appreciate any help with this.
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Re: First go at modeling: A3 Gresley Pacific

Postby hkmtrhah on Sun, 4th Oct 2009, 16:13

monkeynut wrote:I tried to export as an .x object.

Alas, it failed.

Here's the error report:

Color is not a supported command - did you mean SetColor? - at line 126 in file H:\OpenBVE\Railway\Object\Bham_X-City_South\CopyrightMaterial\Day\Common_Files\Generic\Trains\CT_170_1.CSV

Color is not a supported command - did you mean SetColor? - at line 159 in file H:\OpenBVE\Railway\Object\Bham_X-City_South\CopyrightMaterial\Day\Common_Files\Generic\Trains\CT_170_1.CSV

Unexpected semicolon encountered in template MeshMaterialList in textual X object file H:\OpenBVE\Train\Scotsman\extview\scotsman.x

I used Blender's X Object Exporter.

I'd appreciate any help with this.


You should export it once more by using BVE Structure Viewer 2.0. But the first thing is you used .bmp for all textures.

OT: I suggest michelle to make a .X file format changer, for some developers who used different .x file format.
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Re: First go at modeling: A3 Gresley Pacific

Postby monkeynut on Wed, 7th Oct 2009, 15:07

The exporter in Blender seems to be spitting out a mangled version of my model. BVE Structure Viewer won't read it.

Damn.
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Re: First go at modeling: A3 Gresley Pacific

Postby monkeynut on Tue, 27th Oct 2009, 15:49

*digs up dying thread*

Image

The problems with exporting the model are still valid, so it's not actually going to BE in OpenBVE any time soon.
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Re: First go at modeling: A3 Gresley Pacific

Postby Rave on Thu, 26th Nov 2009, 23:39

Last weeks I spent on creating a couple of trains, hand-written of course.Today I surfed the web a bit, and look what I've found:

1st way
Blender to BVE -> http://koti.welho.com/tuusaare/BVE-Blender_import-export.zip

Google SketchUp -> Blender
http://alexvaqp.googlepages.com/sketchupblender

2nd way
MilkShape 3D
MilkShape3D to CSV Exporter ->http://chumbalum.swissquake.ch/files/msCSVExporter.zip
or
GMAX to .ms3d MilkShape3D -> http://www.twcenter.net/forums/download%20...%20le&id=1745

3rd way
3D Canvas -> http://www.amabilis.com/
3D Canvas to BVE -> http://www31.brinkster.com/decapod/BVEX61.zip

So - you can use Google SketchUp, Blender, MilkShape3D, Gmax, 3D Canvas. Each of these utilities can export to BVE format (.csv or .b3d). Forget the .X format.

P.S. The question is - how much the BVE community need these programs to create add-ons? Does openBVE will cope with add-ons created this way? 3D programs adapt to big simulators like TRS, TS, MSTS, releasing plug-ins and tools for them, and make developing easier and better. Does openBVE should go this way or not?
Maybe separate topic to discuss? ;)
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