BVE Cornwall: Current WIP

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Re: BVE Cornwall: Current WIP

Post by leezer3 on Thu Sep 25, 2014 12:04 am

Today's work was a little time in the loco shop. Whilst not on the Manor, this should provide a little more variety in the locomotive selection:


I caught D9523 at the Nene Valley Railway's September Mixed Traffic Gala, where sadly she was laid up with a badly broken engine Sad
Having said that, they kindly left her in a photographable position outside the shed, unlike her blue sister D9529 who was in the shed and unfortunately had too much other stuff in the way to get anything useful....

(PM/ email if you want a public domain copy of this one, but it's not quite perfect just yet, needs some work on the lights, and I haven't decided whether to add the floodlight headlights as fitted to most of these at one stage or another)

But still!

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Re: BVE Cornwall: Current WIP

Post by leezer3 on Fri Sep 26, 2014 1:00 pm

Last night, I did some more work on the Manor tender, adding the brake handles and doing a little more work on the toolboxes. Not really picture worthy, so I'll post this instead:


This is a later MOD 13T pressed steel body on an earlier Highfit 5-Plank chassis, from the NVR's freight train, loaded with ballast.

Second from this set is a SR 5-Plank 12T Open wagon:


This time unloaded Smile

There are several more bits of freight stock to come as I get around to building them, so again these isn't being posted officially just yet, but if you want a public domain copy, please mail/ PM.

What I suppose if quite scary is just how many types & liveries of freight stock were floating around BR's system, and for that matter quite how many of them could be seen in a single train.
If I ever get as far as trying to build Marsh Mills Yard (Yes, I've considered it.....), then I hate to think how much I'll need Razz

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Re: BVE Cornwall: Current WIP

Post by leezer3 on Wed Oct 01, 2014 12:32 pm

A little more work on the tender:


Most of the larger fittings and a lot of the detail bits are now in place, but the brake rigging and vacuum gear gear is missing, the bufferbeams and running plates are incomplete, and we're somewhat lacking in the wheel department Shocked

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Re: BVE Cornwall: Current WIP

Post by leezer3 on Sat Oct 04, 2014 11:57 pm

It's video time Razz
Today, I added the rest of the functions to BVEC_ATS to provide fully animated valve gear, *without* using the 32-step animation trick.

This only works with a single crank/ connecting rod type gear (No Walschearts, sorry.....), and requires setting up in the animated file and the BVEC_ATS configuration, but produces this:



As noted in the video description, this shows very much a WIP copy, with most major bits included, but missing the small stuff such as brake rigging.
I haven't built any of the animations other than the valve gear, but again that's minor work compared to what's been done already.

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Re: BVE Cornwall: Current WIP

Post by lonelyinardwick on Sun Oct 12, 2014 10:24 pm

The valve gear demonstration is proving a major step towards better animated steam locomotives, I mean.. what else can't you not animate in a steam locomotive?

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Re: BVE Cornwall: Current WIP

Post by leezer3 on Wed Oct 15, 2014 4:31 pm

Wongie2009 wrote:The valve gear demonstration is proving a major step towards better animated steam locomotives, I mean.. what else can't you not animate in a steam locomotive?

Dunno Smile
You tell me and I'll see if I can figure out a way to make it work lol.

On the 'making things work' note, this video is the start of a 3D cab:


It's never going to look perfect as whilst I'd like to model every pipe, that isn't going to happen..
However, it's nowhere near done, as a lot of components haven't been modeled yet, but still it looks a rather good start Smile

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Re: BVE Cornwall: Current WIP

Post by jsiren on Thu Oct 16, 2014 12:12 pm

Excellent work! The 3D steam cab looks great!

There are so many variables in a steam engine - maintaining a good fire to stay at operating pressure, operating the injectors both to control the water level and avoid wasting steam by blowing it through the safety valve, controlling the throttle and cutoff (with the reverser)... so a complete working 3D cab might be unwieldly for a single person to operate.

As to the crank/conrod simulation, that too looks very nice, and goes very nicely with the multitude of engine types with internal valve gear (inside the frame i.e. not visible, such as Stephenson's). What I didn't quite understand was if you're working on attaching additional animated pieces to the cranks & connecting rods? That would enable modeling external valve gear (examples of which are Walschaert's and Baker)


Last edited by jsiren on Thu Oct 16, 2014 12:13 pm; edited 1 time in total (Reason for editing : corrected assignment of valve gear types)

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Re: BVE Cornwall: Current WIP

Post by leezer3 on Thu Oct 16, 2014 12:40 pm

jsiren wrote:Excellent work! The 3D steam cab looks great!

There are so many variables in a steam engine - maintaining a good fire to stay at operating pressure, operating the injectors both to control the water level and avoid wasting steam by blowing it through the safety valve, controlling the throttle and cutoff (with the reverser)... so a complete working 3D cab might be unwieldly for a single person to operate.

As to the crank/conrod simulation, that too looks very nice, and goes very nicely with the multitude of engine types with internal valve gear (inside the frame i.e. not visible, such as Stephenson's). What I didn't quite understand was if you're working on attaching additional animated pieces to the cranks & connecting rods? That would enable modeling external valve gear (examples of which are Walschaert's and Baker)

Additional valve gear bits aren't simulated at the moment Smile
Walschaert's is going to be a pig to even think about animating, especially if you want to try and model it moving with the reverser. (Don't go there, seriously....)

The prime problem is that the inside gear eccentric rod doesn't move in a horizontal plane, and to get that working correctly, the position of the inside gear eccentric rod and expansion link pivots need modelling, and the rotational angle of the eccentric rod modelling from there.
It's workable, but trig isn't my strongest of suits....

Injectors and the safety valve work correctly at the moment, as does the cutoff & reverser. To note, OpenBVE's 3D cabs are simply for visual effect Wink

I've got a partially working fire simulator as well, but whether that makes it into the final release is another kettle of fish...

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Re: BVE Cornwall: Current WIP

Post by rick1984 on Mon Oct 20, 2014 9:26 pm

just downloaded the latest update recently and the progress is excellent.

right pig to drive with a 1st generation DMU though! Need more practise!

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Re: BVE Cornwall: Current WIP

Post by leezer3 on Wed Oct 22, 2014 3:10 pm

The cab is now mostly complete:



As per the video description, some of the smaller fittings are still missing, but nothing major now Smile

Other than that, there's some fine detailing work to be done on the loco (Front bufferbeam fittings primarily), and I need to finish some of the plugin functions off- At present, I think that there'll be a steam heat gauge working, but probably not the fire simulator.
The intention is to pair her with a rake of Blood & Custard MK1 coaches, for which I've fortunately got the models already built.

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Re: BVE Cornwall: Current WIP

Post by leezer3 on Thu Dec 11, 2014 1:00 am

Not posted in here for a little while, but rest assured that things have been going on behind the scenes.

The main trackwork and scenery pieces are now complete to St. Germans station.
The next step therefore was the two new viaducts that need constructing (Nottar Viaduct and St. Germans Viaduct)- Like most on the Cornish Mainline, these are curved...

Now, whilst I built the previous curved viaduct by hand using a set of vertices generated by TrackGen, I decided that this really needed a tool to do it for me, and for that matter anyone else who feels like curved viaducts. This has certainly taken me more time than just building them by hand would have done, but the current WIP looks like the attached.

Unfortunately, the picture isn't a live preview, but I decided that TrackGen could do with some images to make it look a little better. I've also moved everything into much clearer and more relevant tabs rather than the current mess, and tweaked the output objects slightly to help with the issue of gaps appearing in secondary tracks.

Expect a release in the next week or two (Hopefully before Christmas) with any luck- I'm currently sorting out the translations again after moving all the controls!

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Re: BVE Cornwall: Current WIP

Post by kwijiboenator on Sun Dec 14, 2014 12:16 pm

This is starting to look amazing - I've used a lot of steam locos on Railworks, and I'd say you could potentially surpass that level of detail once this is finished.

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Re: BVE Cornwall: Current WIP

Post by leezer3 on Sun Dec 14, 2014 8:51 pm

kwijiboenator wrote:This is starting to look amazing - I've used a lot of steam locos on Railworks, and I'd say you could potentially surpass that level of detail once this is finished.

http://bveworldwide.unlimitedboard.com/t1114-gwr-78xx-manor-class-7820-dinmore-manor Wink

It's not perfect by any stretch of the imagination, the dummy 2D cab is frankly a bodge to get around OpenBVE not being able to show other cars from the cabview (With a steam loco, looking back over the tender you'll always see your train, rather than the bulkhead you'll get in a diesel loco. Other than that, the steam simulation isn't completely finished either, I still need to actually write the code for fire simulation, but I'm rather hitting the limitations of OpenBVE here-
The principle problem is the notch system of power application; Steam locos really need a percentage application of throttle rather than 5 or 6 notches. I've got ideas on this front (Assuming I work out the power curves, I could probably automatically generate a 100-notch file, but that'd then require a custom written throttle handler), but anything I do rather ends up as a hack.

It's still the best I've manage to get to. In comparison with RailWorks, I'd like to think that the model is somewhere around the detail level of some of the lower-end stuff, but not up with the top commercial products.
The trouble here is that I've written the valve gear functions from scratch, and every time I want to make something else move, it requires a massive amount of code that Railworks builders have written for them Smile

You'll also find that decent textures hide an awful lot of flaws in the model.

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Re: BVE Cornwall: Current WIP

Post by leezer3 on Thu Jan 08, 2015 2:14 pm

Whilst this thread hasn't been updated as much as I'd like, things have still been moving very nicely recently.

The main scenery (Landforms, large tree clumps etc.) is now complete for the next phase of rebuilding, which will take us to St. Germans, and this week I've moved on to laying the trackwork for the 1960s version of St. Germans goods yard Smile


The next step is to lay the remaining track in the station (The bay platform, and I'm thinking about trying to knock up some catch points for the yards), followed by the addition of a few buildings and the signalling.

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Re: BVE Cornwall: Current WIP

Post by leezer3 on Thu Jan 15, 2015 2:31 pm

This is what St. Germans station itself looks like at present:


The main landforms and the overbridge are in, and whilst a couple of buildings have been added, most stuff is still missing.

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Re: BVE Cornwall: Current WIP

Post by graymac on Thu Jan 15, 2015 3:20 pm

Good progress, Chris.
Rome wasn't built in a day - and they didn't have the Cornish weather Razz

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Re: BVE Cornwall: Current WIP

Post by leezer3 on Sat Mar 14, 2015 2:20 pm

Somewhat too long since the last image was posted in this thread, but rest assured work is very much ongoing.
As you can hopefully see from this image, other than signalling, the approach to St. Germans station is complete in it's rebuilt form:


I'm now aiming to release the next section of refurbished trackwork sometime within the next month-
The 3.5km from Shillingstone Tunnel to St. Germans is now complete other than signalling St. Germans station, and perhaps a few extra buildings being added on the station exit Smile

Not much I know, but I have the rather optimistic hope of reaching and refurbishing Liskeard this year, and then I might actually get a little closer to the original rash idea of St. Austell!

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Re: BVE Cornwall: Current WIP

Post by graymac on Sat Mar 14, 2015 2:50 pm

Keep it up, Chris. No reason why St Austell can't be reached before too long. Smile

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Re: BVE Cornwall: Current WIP

Post by leezer3 on Thu May 21, 2015 2:36 pm

Most of my recent work hasn't been image-worthy sadly Sad
A short progress report:
The basic trackwork and gradients are complete upto Menheniot.
I've also added a lot of scenery upto Trerulefoot (4km), but this is mostly boring landforms and three bridges, rather than anything really interesting.

Another project I've been working on for the last two weeks though, is this:


This is a BR(W) 1600 Class 0-6-0PT.
The bunker textures are temporary, but other than that, the basic structures of running plate, cab, bunker and tanks are complete and in place Smile

Don't know whether I'll build this one into a drivable model, as that would probably entail going looking for diagrams and sufficient pictures for a GWR auto-coach, but still!

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Re: BVE Cornwall: Current WIP

Post by leezer3 on Mon Jun 01, 2015 2:38 pm

A little more work on our tank loco:


Still nowhere near complete for even a static model, but well over 2,000 lines so far Smile
For comparison, the 81xx is approximately 8,500 lines, and the Manor is approximately 11,000 lines.

Next step is to build the 3D handrail around the tanks, and start adding in the footsteps and handholds on the bunker and tanks.

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Re: BVE Cornwall: Current WIP

Post by graymac on Mon Jun 01, 2015 3:30 pm

Wow, that's gonna be one magnificent kettle!! Very Happy

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Re: BVE Cornwall: Current WIP

Post by leezer3 on Mon Jun 08, 2015 9:58 pm

Another week's work (Probably ~10 hours), and our tank engine now has had a lot more missing bits added on and around the tanks Smile


Next job is to start on the hardware on the running plate, followed by the bunker and chassis!

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Re: BVE Cornwall: Current WIP

Post by leezer3 on Sat Jun 27, 2015 3:10 pm

A little work on road traffic this week:




Original models for these are graymac's public domain items, but I've been through and done a lot of hacking around, not to mention retexturing Razz


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Re: BVE Cornwall: Current WIP

Post by graymac on Sat Jun 27, 2015 7:02 pm

Looks well! Nice extras for the route.

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Re: BVE Cornwall: Current WIP

Post by leezer3 on Sun Jul 05, 2015 11:06 pm

I've currently got far too many incomplete models Razz
With that in mind, this was started last week:


For this Hymek, the main bodyshell is complete and textured, but no chassis or fine detailing yet. Still needs a little cleaning up in places on the textures that you can see, but nothing major Smile
The uniquely curved body and roof shape is correct to the scale drawings, custom normals on every vertex and *no* transparencies anywhere!

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Re: BVE Cornwall: Current WIP

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