how do you use 3d canvas for msts
#4
Posted 13 November 2009 - 06:11 PM
trainboy6218, 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
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.
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
Posted 27 November 2009 - 01:25 PM
Sandy 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.
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
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.
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.
#9
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.
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
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:
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
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.
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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