Manuel High Speed Trains

Page 2 of 3 Previous  1, 2, 3  Next

View previous topic View next topic Go down

Re: Manuel High Speed Trains

Post by Quork on Fri Jul 26, 2013 1:46 am

I'll send you detailed info once I'm back home. Now I'm just taking a break from searching that f***ing hole in my air system...Mad

Quork

Posts : 1030
Join date : 2012-05-05
Age : 25
Location : Frankfurt am Main (Frankfurt on Main), Hessen (Hesse), European Union (Deutschland (Germany))

http://www.parkbahnschmiden.de/

Back to top Go down

Re: Manuel High Speed Trains

Post by Manuel18 on Fri Jul 26, 2013 6:46 am

Quork wrote:I'll send you detailed info once I'm back home. Now I'm just taking a break from searching that f***ing hole in my air system...Mad

 Take calm, relax, i'm not soo hurry to release trains, however i've released the ICE 3 BR403.

Some screenshoots of the ICE 3

http://hstopenbve.blogspot.com/p/db-ice.html






Manuel18

Posts : 49
Join date : 2012-10-18
Age : 22
Location : Caracas,Venezuela

Back to top Go down

Re: Manuel High Speed Trains

Post by Quork on Fri Jul 26, 2013 7:09 am

I'll take a closer look on the 3D files before saying anything more concrete, but it doesn't feel alright... The front window is definitely to small and the front gradient seems wrong yet. But that's details, that's a great model already!

Two definite errors though:
- the trains are far more away from each other when coupled. Mind the coupling is teleskoped by some 30cm after the claps are opened. See image below
- there are no train signs inside a train. Neither Zg1 (train front sign, three whites) nor Zg2 (train end sign, two reds).

Image links:
- teleskoped SchaKu: http://commons.wikimedia.org/wiki/File:Hugh_llewelyn_ICE-3_%285946909641%29.jpg
- coupled ICE3, side view: http://commons.wikimedia.org/wiki/File:ICE_3_gekuppelt.jpg
- coupled ICE3, similar view as in your last screenshot: http://commons.wikimedia.org/wiki/File:Db-403xxx-02.jpg

Quork

Posts : 1030
Join date : 2012-05-05
Age : 25
Location : Frankfurt am Main (Frankfurt on Main), Hessen (Hesse), European Union (Deutschland (Germany))

http://www.parkbahnschmiden.de/

Back to top Go down

Re: Manuel High Speed Trains

Post by Quork on Fri Jul 26, 2013 8:14 am

I have several images concerning the shape issues... I'm gonna send them to you per mail, that's to much for this thread.

Quork

Posts : 1030
Join date : 2012-05-05
Age : 25
Location : Frankfurt am Main (Frankfurt on Main), Hessen (Hesse), European Union (Deutschland (Germany))

http://www.parkbahnschmiden.de/

Back to top Go down

Re: Manuel High Speed Trains

Post by mrknowitall on Fri Jul 26, 2013 10:19 am

Manuel18 wrote:
mrknowitall wrote:i have to ask, looking at your .b3d files etc, there seems to be some form of modeller used, not just hand coding? so in the nicest way possible, you seem to be able to use a form of modeller and get it to give amazing results, are you planning on giving the tips away?

No more suffering hand code!

If you dont had experience with Blender like me this is my masterplan .

3DS MAX > "EXPORT TO .3ds" > Milkshape 3D "Fix the issues with textures on 3ds max" > "Export Again .3ds" > Blender "export .b3d" .


However the Script for blender its  right here.

Must use Blender 2.46 "DONT USE LATER VERSIONS!".

http://koti.welho.com/tuusaare/BVE-Blender_import-export.zip

installed at

C:\Documents and Settings\USERNAME\Aplication Data\Blender Foundation\Blender\.blender\scripts

 

This could be a mile stone for OpenBVE, now for years myself and others have argued the toss saying things dont work. and i kno your english is not great, but its amazing compared to my french, can you please, if you have time, either speak to one of the admin with a detailed step by step information of how you have done this, or even email myself the steps with links to what you have used? people have always tried to pull this off but it looks like you are the first to pull this off and get great results!!

mrknowitall

Posts : 711
Join date : 2011-07-09
Age : 24

http://www.bve-terminus.org/pioneertrains/

Back to top Go down

Re: Manuel High Speed Trains

Post by leezer3 on Fri Jul 26, 2013 1:26 pm

mrknowitall wrote:
This could be a mile stone for OpenBVE, now for years myself and others have argued the toss saying things dont work. and i kno your english is not great, but its amazing compared to my french, can you please, if you have time, either speak to one of the admin with a detailed step by step information of how you have done this, or even email myself the steps with links to what you have used? people have always tried to pull this off but it looks like you are the first to pull this off and get great results!!

Now I've looked at it, it's Oskari Saarekas' Blender script Smile
He built an 87 (IIRC) with it, and Anthony Bowden did some test bits and bobs, but I don't think anyone really did much more than that. I did try building a couple of bridges this way, but I was never really happy with the texture mapping or the number of faces it generated so didn't do much on the subject.

What's a tad more interesting is that Manuel has found a way to fix the textures when importing from 3DS format to Blender. 3DS Max and Milkshape 3D are considerably more user friendly than Blender.

IMHO the same problems still apply as when it was first built, namely:
* You'll get away with this to an extent with trains, but if you build a whole route's objects this way, the BVE/ OpenBVE engine is simply not designed to cope with this level of polys.
* Similarly, you'll find that doing it this way creates a massive number of 'redundant' (Wrong word, but still...) vertices/ faces that could be eliminated with hand coding. The .b3d / .csv formats aren't designed in the same way as standard modelling formats.
* No custom normals applied to the finished model. This would require a lot of hacking to the blender script.

Cheers

Chris Lees

http://www.bvecornwall.co.uk

leezer3

Posts : 749
Join date : 2011-08-23

http://www.bvecornwall.co.uk

Back to top Go down

Re: Manuel High Speed Trains

Post by Quork on Fri Jul 26, 2013 8:02 pm

Manually adding normals would still be easier than doing everything from scratch.

Blender is user friendly, you just need to keep an open mind instead of expecting the standard window layout you're used to. What's good for Writer or PhotoShop isn't necessarily good for 3D operations. Of course, it takes some time to get used to it, but the GUI is user friendly. And you are in full control. So how many faces there are is just a matter of how you model.

Quork

Posts : 1030
Join date : 2012-05-05
Age : 25
Location : Frankfurt am Main (Frankfurt on Main), Hessen (Hesse), European Union (Deutschland (Germany))

http://www.parkbahnschmiden.de/

Back to top Go down

Re: Manuel High Speed Trains

Post by leezer3 on Sat Jul 27, 2013 11:36 pm

Quork wrote:Manually adding normals would still be easier than doing everything from scratch.

Blender is user friendly, you just need to keep an open mind instead of expecting the standard window layout you're used to. What's good for Writer or PhotoShop isn't necessarily good for 3D operations. Of course, it takes some time to get used to it, but the GUI is user friendly. And you are in full control. So how many faces there are is just a matter of how you model.

 User friendly is all a matter of opinion- It's all about how you work Very Happy
Come back when you've mastered vi and I might have that argument with you lol.

Incidentally, you point about the way you model is not entirely true-
The b3d / csv object format is setup with two standard primitives (Cylinder and cube), neither of which the blender exporter caters for.
It also exports to single triangles only.

Having said all of that, I'm not trying to write another one Razz

Cheers

Chris Lees

http://www.bvecornwall.co.uk

leezer3

Posts : 749
Join date : 2011-08-23

http://www.bvecornwall.co.uk

Back to top Go down

Re: Manuel High Speed Trains

Post by Quork on Sun Jul 28, 2013 12:41 am

The primitives and polygons are split into triangles anyway for the GPU, so it doesn't mean a thing, if I'm not totally out of date and wrong.

Quork

Posts : 1030
Join date : 2012-05-05
Age : 25
Location : Frankfurt am Main (Frankfurt on Main), Hessen (Hesse), European Union (Deutschland (Germany))

http://www.parkbahnschmiden.de/

Back to top Go down

Re: Manuel High Speed Trains

Post by Manuel18 on Wed Jul 31, 2013 11:04 pm

Today!


Manuel18

Posts : 49
Join date : 2012-10-18
Age : 22
Location : Caracas,Venezuela

Back to top Go down

Re: Manuel High Speed Trains

Post by Manuel18 on Thu Aug 01, 2013 2:15 am

Les Rame TGV Pse et TGV Atlantique / Réseau!
 

Manuel18

Posts : 49
Join date : 2012-10-18
Age : 22
Location : Caracas,Venezuela

Back to top Go down

Re: Manuel High Speed Trains

Post by Quork on Thu Aug 01, 2013 2:19 am

The ICE3 front definitely looks more convincing now!

Love the TGV traction heads.

Quork

Posts : 1030
Join date : 2012-05-05
Age : 25
Location : Frankfurt am Main (Frankfurt on Main), Hessen (Hesse), European Union (Deutschland (Germany))

http://www.parkbahnschmiden.de/

Back to top Go down

Re: Manuel High Speed Trains

Post by Northern Line on Thu Aug 01, 2013 11:11 am

Will there be a route made for the ICE 3 trains to run on? Unless your good with route building quork Razz

Northern Line

Posts : 273
Join date : 2011-07-12
Age : 23
Location : Tooting, London, England

http://www.bve-district.co.uk/

Back to top Go down

Re: Manuel High Speed Trains

Post by Quork on Thu Aug 01, 2013 11:45 am

Too many projects already... I won't be starting anything up anywhere soon where routebuilding is concerned.

Though I lately thought it might be fun to have the railway network of Final Fantasy VII (you even get to steer a train in the game!) done in OpenBVE. Laughing

Quork

Posts : 1030
Join date : 2012-05-05
Age : 25
Location : Frankfurt am Main (Frankfurt on Main), Hessen (Hesse), European Union (Deutschland (Germany))

http://www.parkbahnschmiden.de/

Back to top Go down

Re: Manuel High Speed Trains

Post by Manuel18 on Thu Aug 01, 2013 11:03 pm

Some Screenshots with the TGV 2nd Generation.
 


Last edited by Northern Line on Fri Aug 02, 2013 10:31 am; edited 1 time in total (Reason for editing : Spelling Check :))

Manuel18

Posts : 49
Join date : 2012-10-18
Age : 22
Location : Caracas,Venezuela

Back to top Go down

Re: Manuel High Speed Trains

Post by Manuel18 on Fri Aug 02, 2013 11:58 pm

TGV Réseau 3D CAB!, this is the last resource to be completed to release this train!.


Manuel18

Posts : 49
Join date : 2012-10-18
Age : 22
Location : Caracas,Venezuela

Back to top Go down

Re: Manuel High Speed Trains

Post by Manuel18 on Sat Aug 03, 2013 7:08 am

The Giant Orange is starting to wake up since 80's Razz


Manuel18

Posts : 49
Join date : 2012-10-18
Age : 22
Location : Caracas,Venezuela

Back to top Go down

Re: Manuel High Speed Trains

Post by hurricanemk1c on Sat Aug 03, 2013 5:41 pm

Looking good Manuel!

hurricanemk1c

Posts : 113
Join date : 2012-03-25
Location : The Emerald Isle

Back to top Go down

Re: Manuel High Speed Trains

Post by jorgecerezo on Sat Aug 03, 2013 7:53 pm

Hi Manuel,

I've downloaded the BR 406 and it's excellent. I also like the sounds, they are very realistic.

Shouldn't the BR 406 have the EB device activated?

I will also try the rest of the trains. Thanks for your work.

Jorge

jorgecerezo

Posts : 38
Join date : 2013-06-26

Back to top Go down

Re: Manuel High Speed Trains

Post by Manuel18 on Mon Aug 05, 2013 1:29 am

^^ I don't have an idea Jorge.
I've finished that train more faster as a possible but that is the version 1.0 the another version "2.0" could include 3D Cab and a lot of stuff like a interior!





Last edited by Northern Line on Mon Aug 05, 2013 10:16 am; edited 1 time in total (Reason for editing : Corrected Spelling Checks for you Manuel :))

Manuel18

Posts : 49
Join date : 2012-10-18
Age : 22
Location : Caracas,Venezuela

Back to top Go down

Re: Manuel High Speed Trains

Post by lonelyinardwick on Mon Aug 05, 2013 4:51 pm

I really haven't a clue where to start commenting, I mean.. the Shinkansen rolling stocks for instance, there wasn't much openBVE models until recently. They look so amazing, I wonder where you get such data and material?

lonelyinardwick

Posts : 375
Join date : 2011-07-24

https://about.me/lonelyinardwick

Back to top Go down

Re: Manuel High Speed Trains

Post by Manuel18 on Tue Aug 06, 2013 2:37 am

Wongie2009 wrote:I really haven't a clue where to start commenting, I mean.. the Shinkansen rolling stocks for instance, there wasn't much openBVE models until recently.  They look so amazing, I wonder where you get such data and material?

 I had 5 years working on Railway simulators like a MSTS and Trainz . I know a japanese who is helping to me on the "Shinkansen Trains" .

TGV Réseau now available!
http://hstopenbve.blogspot.com/p/blog-page_5.html




Manuel18

Posts : 49
Join date : 2012-10-18
Age : 22
Location : Caracas,Venezuela

Back to top Go down

Re: Manuel High Speed Trains

Post by Manuel18 on Sat Aug 10, 2013 4:22 am

The New Third Generation Engine for TGV Duplex Thalys and POS soon!.






Manuel18

Posts : 49
Join date : 2012-10-18
Age : 22
Location : Caracas,Venezuela

Back to top Go down

Re: Manuel High Speed Trains

Post by Manuel18 on Sun Aug 11, 2013 5:31 am

And there is...The new TGV Duplex model.! with updated Duplex cars!





 

Manuel18

Posts : 49
Join date : 2012-10-18
Age : 22
Location : Caracas,Venezuela

Back to top Go down

Re: Manuel High Speed Trains

Post by Quork on Sun Aug 11, 2013 7:23 am

It's a dream!Very Happy

Quork

Posts : 1030
Join date : 2012-05-05
Age : 25
Location : Frankfurt am Main (Frankfurt on Main), Hessen (Hesse), European Union (Deutschland (Germany))

http://www.parkbahnschmiden.de/

Back to top Go down

Re: Manuel High Speed Trains

Post by Sponsored content Today at 9:14 pm


Sponsored content


Back to top Go down

Page 2 of 3 Previous  1, 2, 3  Next

View previous topic View next topic Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum