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how do you use 3d canvas for msts

#1 User is offline   trainboy6218 

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Posted 12 November 2009 - 03:06 PM

how do you use 3d canvas to edit msts shapes (locomotives)

#2 User is offline   captain_bazza 

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Posted 12 November 2009 - 10:39 PM

View Posttrainboy6218, on 12 November 2009 - 03:06 PM, said:

how do you use 3d canvas to edit msts shapes (locomotives)


Short answer, you can't edit a shape file ( <name>.S ) in 3dC or any other modeling program. You require the original source files.

Cheers Bazza

#3 User is offline   trainboy6218 

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Posted 13 November 2009 - 12:44 PM

o can i use it to make freight annimations like a round feed water heater for a locomotive?

#4 User is offline   captain_bazza 

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Posted 13 November 2009 - 06:11 PM

View Posttrainboy6218, on 13 November 2009 - 12:44 PM, said:

o can i use it to make freight annimations like a round feed water heater for a locomotive?


Yes, you can. The FS object must be a single object (meaning, in this case) no heirarachy and a single (can't swear to that) texture source. You don't need to skimp on the polys, either.

Be aware there is a bug in MSTS, where FA momentarily disappears for a few milliseconds at certain PsOV* in the external view.

The objects in the heirarachy must be modeled in their final location on the model.

An explanation: you may have more than one object in your FA, but they are attached to each other, not linked (as in a heirarachy). Attach does not mean the objects are physically attached, ie - touching, but they should be textured from the same texture source.

One FA per locomotive, wagon, etc. Resides in same folder. Requires a FA statement in the ENG or WAG file.

Example from my snow plow for the K27:

FreightAnimation requires a line of data added to the locomotive
ENG file as follows:

Right after “Type” and above “WagonShape”, add the following line:

FreightAnim (<name>.s 0.001 0.001 )

Note the coordinates, use the same for your object. I think, due to another bug, you must no use "0 0" for the position alignment. Using 0.001 0.001 gives a minute movement which isn't descernable to the observer.


Cheers Bazza

(*Points Of View)

#5 User is offline   Sandy River Tom 

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Posted 14 November 2009 - 11:50 AM

As Capn B said, you can use an FA Shape to add one or more parts to an existing model
In the FA Shape, each part must be the child of a part called "MAIN". Getting the new
Part(s) in the correct location on the original model is basically a "trial & error" process.
And, despite the name "Freight Anim", no animation(s) is/are allowed.

#6 User is offline   Genma Saotome 

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Posted 27 November 2009 - 01:25 PM

View PostSandy River Tom, on 14 November 2009 - 11:50 AM, said:

Getting the new Part(s) in the correct location on the original model is basically a "trial & error" process.
And, despite the name "Freight Anim", no animation(s) is/are allowed.


Do you start by using an offset from the original model's point of origin or are you really handed a hunt and peck task, playing with xyz values until you stumble into the answer?

Are there name and/or directory requirements for the FA.s file?
Why only one texture? Seems a .s can take any number.

#7 User is offline   Sandy River Tom 

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Posted 28 November 2009 - 10:49 AM

The FA File has it's own MAIN part and x/y/z origin.
Even if the original model and the FA reference to 0/0/0,
it's still a trial-and-error process to get the FA part(s)
in the correct location. (unless you have the source file
for the original model)

An FA Shape File (.s) is created just like a 'regular' .s
file, but with no animation and only 1 frame. If you set
the # of frames to more than "1" you get some very weird
effects in the Sim (DAMHIK).

I don't know where the one-texture-file rule came from.
I think I've used multiple .bmps for an FA shape w/ no prob.

#8 User is offline   thegrindre 

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Posted 01 December 2009 - 11:56 AM

I believe you can use as many .ace files as necessary, it's the heirarachy that needs to be simplified. Everything must be listed under one folder called, 'MAIN', as Tom has said.

#9 User is offline   B & O GUY 

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Posted 08 December 2009 - 01:45 PM

Quote

The FA File has it's own MAIN part and x/y/z origin.
Even if the original model and the FA reference to 0/0/0,
it's still a trial-and-error process to get the FA part(s)
in the correct location. (unless you have the source file
for the original model)

An FA Shape File (.s) is created just like a 'regular' .s
file, but with no animation and only 1 frame. If you set
the # of frames to more than "1" you get some very weird
effects in the Sim (DAMHIK).

I don't know where the one-texture-file rule came from.
I think I've used multiple .bmps for an FA shape w/ no prob.


I do agree that you can't add animation to this file but there
is a built in animation to this file for steam locomotive tenders
where as the coal load can be made to drop over a period of time
and raised again at the coal tower tipple when filling. This is
used for freight cars and tenders with freight animations.

As for textures. I use the same textures as used for the rest of
the locomotive and have no trouble.

Allen

#10 User is offline   captain_bazza 

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Posted 16 February 2010 - 07:37 PM

You can't animate a FA shape in itself....the sim does animate a 'coal' load, using the coodinates setup in the loco's ENG file, see my post:

Quote

FreightAnimation requires a line of data added to the locomotive
ENG file as follows:

Right after “Type” and above “WagonShape”, add the following line:

FreightAnim (<name>.s 0.001 0.001 )

Note the coordinates, use the same for your object. I think, due to another bug, you must no use "0 0" for the position alignment. Using 0.001 0.001 gives a minute movement which isn't descernable to the observer.


I've never had to use more than one texture for a FA shape, so if someone says it works with more, then it does.

Cheers Bazza

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