It's been a while since the first trains were produced for pak128.Britain and things have moved on in the real world. I'm working through a few relatively recent trains to add to the set. First up the Class 350 EMU. Basically an AC version of the Class 450 that Jamespetts has already drawn, so you'd think it would be simple - except FTPE have an insanely crazy livery...
available in Centro/Silverlink, London Midland and FTPE liveries. Standard will use the LM livery.
(http://s15.postimg.org/jwprru2a3/class_350.png)
Gosh, there's an addition! Lovely. The post-privitisation liveries are a pakset creator's nightmare, however, so good luck with that; you seem to have done a good job here so far; the London Midland livery looks especially elegant. If you are doing modern liveries, you might want to take a look at the Javelin, which was drawn before the real one came into service, and carries an imagined livery that the real Javelin never did.
Also, have you considered adding more 'buses, since we are short of those compared to trains? Or, for that matter, perhaps a tree or two more? We only have two types of tree at present. I was going to do 'buses this Christmas, but all has been put off rather with my still ongoing house move, and I never did get the hang of trees.
That new DRS livery on the new 68/88... how would one even begin to make that?
I was planning on redoing the Javelin. We could do with some buses but I'll leave off that and you can do it when you get time. Trees were going to be next on my hit list but SArlock has some models in development that he has allowed me to use, only they aren't ready yet. This project was a nice infill.
Next up the Class 360:
- First
- Heathrow Connect
- National Express
- Abellio
(http://s2.postimg.org/oqe5y8nrt/class_360.png)
Splendid!
And the class 185 in two different variants of First Livery
(http://s29.postimg.org/50sc94093/class_185.png)
Hello The Hood
It seems to me that the alignment is to be finished, some coaches are attached, other far apart (for the latter model and the previous).
Very goog job!!!! Great addition.
Giuseppe
Splendid - we did need a class 185. As to the alignment, the lengths in Simutrans come in discrete units, so accurately scaled vehicles sometimes have small gaps between them when in trains.
There's something to be said for altering length scales subtly to ensure that gaps aren't present between vehicles.
It would be good one day to see a more precise system for measuring vehicle length to allow accurately scaled vehicles without gaps.
It's always just a single car that has the gap so I suspect I just got some alignments wrong in blender. I'll look into it. They are all derived from the class 450 model which I think is fine so should work. I always round vehicle length to the nearest unit anyway, so it should be able to look right.
For vehicles of length around 12 the slight differences in scaling aren't really an issue. For waggons of length 2 or 3 it's a marginally bigger problem.
Turns out the alignment was me forgetting to change the length parameter for all vehicles in the dat file. Easily fixed.
Here's the class 380 in Scotrail livery:
(http://s30.postimg.org/4gpt0qy8x/class_380.png)
Excellent!
Electrostar bonanza:
Class 375 (SE already exists but I've added a pantograph car) in original SE and new SE, Class 377 in Southern and FCC livery
(http://s27.postimg.org/ufkhabqab/class_375_377.png)
Class 379 and Class 387 (in Thameslink and Gatwick Express Liveries)
(http://s27.postimg.org/quolr3lqr/class_379_387.png)
Class 376 (In SE and new SE livery)
(http://s27.postimg.org/h8v1asukz/class_376.png)
I will probably not add the 377 and 379 to Standard as they are essentially the same as the 375. Jamespetts, you can decide whether to add them as separate types or as livery variants - in reality the 375s and 377s exist as DC only and dual voltage, and the 379s are AC only, but there is no reason why any of them couldn't be converted should the need arise...
Gosh - quite the variety! I have to say I'm glad that it's you rather than me drawing these modern era railway liveries...
(To respond to the point - I am currently minded to add the different types as livery variants, as we already have a version of the 375 with and without a pantograph).
Those ones weren't too bad - but I'm thinking of doing all the class 170 liveries (15 by my count!) when I do the 172...
Quote from: The Hood on December 31, 2014, 08:11:51 PM
Those ones weren't too bad - but I'm thinking of doing all the class 170 liveries (15 by my count!) when I do the 172...
Gosh. Good luck with that!
Quote from: The Hood on December 31, 2014, 08:11:51 PM
Those ones weren't too bad - but I'm thinking of doing all the class 170 liveries (15 by my count!) when I do the 172...
anglia (green/white)
one (blue/turquoise/rainbow)
nxea (blue/white/turquoise)
(abellio soon!)
national express scotrail (white/green/purple/red)
first scotrail (indigo/white)
scotrail (blue/white)
strathclyde (maroon/cream)
strathclyde (maroon/cream/green - very similar to above)
london midland (white/turquoise/green/grey)
southern (green/white)
first transpennine express (blueish/pink)
midland mainline (turquoise)
south west trains (white/orange/red)
central trains (white/purple ex porterbrooke)
central trains (turquoise ex midland mainline)
central trains (green/yellow/blue))
cross country (grey/maroon)
hull trains (green/white)
porterbrooke (white/purple)
I make that 16 main liveries, 19 including variants, rebrandings and so on, plus another one to come soon. This doesn't include various all over advertising liveries...
Thanks - I was planning on combining the two strathclyde liveries as they were similar and the two transitional central trains liveries, and possibly the NXEA "white stripe". I wasn't aware of the porterbrook livery - when/where was that in use? Also to add the Chiltern livery (class 168 is basically the same)
ex-Porterbrook livery was in use on 3 units aquired by Central Trains from 2004-2006 (at least, maybe later). Prior to this Central Trains had used Porterbrook liveried 170s from time to time (as other operators might have when they were short also). If you're including Chiltern liveried class 168s then you might as well include Chilern class 172s also (along with London Overground 172, and gangwayed London Midland 172s....), 172s having marginally more power, and less weight than 170s...
Incidentally with all this talk of DMUs I notice that there's some of the ones added more recently (e.g. Class 166 have some incorrect data which I should really sort out)
Class | Speed | Weight | Power |
150 | 75 | 36+36 | 213+213 |
153 | 75 | 41 | 213 |
155 | 75 | 39+39 | 213+213 |
156 | 75 | 39+36 | 213+213 |
158 | 90 | 38+38+38 | 260/300+260/300+260/300 |
165 | 75 | 40/37+37+39/37 | 261+261+261 |
166 | 90 | 40+38+40 | 261+261+261 |
168/170/171 | 100 | 46+42+45 | 315+315+315 |
172 | 100 | 42+39+42 | 360+360+360 |
edit: I should point out that for class 170s in particular there are many different variants with slightly different weights...
Some turbostars, a Chiltern 168 (graphically identical to 170 and 172) and London Midland 172 (there is a 170 version which uses the same middle car graphic but fronts don't have gangways).
(http://s10.postimg.org/y09ie5cqh/turbostar.png)
Other livery variants shown below (dats and screenshots would be too tedious for now!)
(http://s11.postimg.org/uvxxet0pf/turbostar_liveries.png)
Chiltern (new); First (scotrail), Overground, Scotrail Saltire, Anglia, One, NXEA, Abellio, Strathclyde, London Midland, Southern (171), SWT, Central, Arriva Cross Country, Hull Trains
Brilliant - a positively technicolour array there!
Goodness me - that's quite an array!
Hello The Hood
The thing I like most of the pak britain is a package that is colorful, this addition adds variety, is a wonderful addition !!!!. Thank You.
Giuseppe
Now the Class 175 DMUs. I've not decided which livery to include in Standard yet - First North Western (original, there is already the class 180 in this livery) or Arriva Trains Wales:
(http://s28.postimg.org/iuvj53rb1/class_175.png)
I rather like the Arriva Trains Wales livery. It reminds me of a lovely holiday in Wales a few years ago. On the other hand, the First North Western livery looks as though it involved more effort.
On the contrary. I adapted the model from the Class 180 Adelante and simply replaced the streamlined cab with a squashed version. Presumably that's rather similar to what Alstom did too as they are both in the same family of trains. The livery work was already done by Kieron. The Arriva version needed a bit more work!
Ah, well probably best to use that, then.
Class 334 in Strathclyde and Saltire liveries:
(http://s9.postimg.org/uvlo0cwmn/class_334.png)
Splendid! One EMU of the fairly modern era (but not quite as recent as some of these) that is missing is the Class 323 (http://en.wikipedia.org/wiki/British_Rail_Class_323), which is a missing link in suburban AC EMUs in the early 1990s.
And the class 458 and 460 "Junipers":
-Class 460 (Gatwick Express)
-Class 458/5 (SWT - refurbished combinations of original class 458s and the 460s)
-Class 458 (SWT original)
(http://s21.postimg.org/jx36p2c1j/class_458_460.png)
The 460 has to be one of the ugliest trains I have ever beheld. Mind boggles on what the designers had in mind when doing that abominations. Looks better there than in reality, at least.
Splendid! The Junipers are a very useful EMU to fill what would otherwise be something of a gap at the end of the 1990s.
James you shall have your class 323s:
(http://s4.postimg.org/9z3c6bl99/class_323.png)
Northern, First NorthWestern, London Midland, Centro and GMPTE liveries
How splendid - and such variety!
Classes 332 (Heathrow Express) and 333 (Arriva Northern Spirit and Northern Trains liveries)
(http://s15.postimg.org/mv3tzm7qz/class_332_333.png)
I'm not quite sure what to do about these in Standard. They are basically the same spec trains but the HEx units have very low seating capacity (lots of first class airport express) while the 333s have very high capacity. Experimental can have two comfort setting types. I think I'll just ditch the 332s for Standard as that sort of service is just not represented.
Splendid!
Yes, that seems sensible; there's less call for variety in Standard in many instances.
Incidentally, on the subject of modern vehicles, there are some modern freight locomotives that need to be added, I believe.
Something smaller - the class 139 "Parry People Mover" (diesel powered flywheel)
(http://s24.postimg.org/a1uegbdv9/class_139.png)
How delightful! I remember a friend of mine expressing amazement at travelling on one of these a few years ago, although I have not had the pleasure myself. Have you ever been on one?
Looks very nice boys, a job well done! :)
Quote from: jamespetts on February 01, 2015, 06:45:47 PM
Splendid!
Yes, that seems sensible; there's less call for variety in Standard in many instances.
Incidentally, on the subject of modern vehicles, there are some modern freight locomotives that need to be added, I believe.
Class 68/88?
68, yes, but wasn't the 88 a planned but never built freight version of the 87? I was thinking more of the 70.
Quote from: jamespetts on February 09, 2015, 09:55:50 AM
68, yes, but wasn't the 88 a planned but never built freight version of the 87? I was thinking more of the 70.
This is a different locomotive, as that TOPS number has been re-used. It's basically a dual-mode version of the Class 68 in use with DRS, and the operator of this new Class 88 is... DRS! Modelling the 88 should be easy, as it shares many components with its diesel powered stablemate.
I do agree with you there, the Class 70 would be a good addition to Simutrans as a modern vehicle-plenty of oomph, and very modern.
Quote from: Junna on February 09, 2015, 04:12:53 AM
Class 68/88?
Would be cool to see a dual power locomotive in Simutrans (i.e. Class 73, Class 88), but I guess the coding doesn't support the actual use of that feature.
Quote from: thunderkiller1996 on February 09, 2015, 10:10:35 AM
I do agree with you there, the Class 70 would be a good addition to Simutrans as a modern vehicle-plenty of oomph, and very modern.
First, it must be able to simulate engine fires!
And here is a class 70:
(http://s21.postimg.org/fkvkh0sl3/class_70.png)
We could probably do with more variety of goods rolling stock but I don't really have much knowledge about that. I'll keep producing locos and pax trains for now but if anyone wants any particular wagons filling in, let me know (with a picture or info link).
Maybe one of those early BR flat wagons for those small 2x2 m containers?
(https://hattonsimages.blob.core.windows.net/products/37-960_1047104_Qty1_1.jpg)
Have only just noticed these latest additions - we'd been needing a 70 for a while. Splendid! We could do with a systematic review of freight wagons at some point, as some data suggest that the current system of having one set of wagons at any given era is not correct and that there would have been different sizes of the same types of wagons (especially in the pre-nationalisation era) built at the same time.
It would certainly be nice to see the new Eurostar 374s in Simutrans.
(http://en.wikipedia.org/wiki/British_Rail_Class_374#/media/File:Eurostar_4005.JPG)
Picture didn't load for me, but I extracted the link: (http://en.wikipedia.org/wiki/British_Rail_Class_374#/media/File:Eurostar_4005.JPG)
where can i get these
They are not released yet.
Are there any plans to upload the sources for the work so far on these? They are rather splendid.
They are indeed in need of being added to the source. It's been for ever.
Yes it has been a while. There are a few more I want to do and I'd hoped I'd have finished it by now but obviously not! Will see either about finishing the project off or at least uploading what is already done in the next few weeks.
It's been a while but here are some more. Class 68 In DRS and Chiltern livery and class 88 electric version in DRS (details guessed slightly as this hasn't been built yet!). Class 88 is coded as electric even though in real life it is dual mode.
(http://s27.postimg.org/6zucrhyvn/class68_88.png)
Some consideration will have to be given to adding dual mode vehicles into the code; this was considered a few years ago, but rejected on the ground that it would be a lot of work for a few rather obscure classes of locomotive such as the 72. The emergence of a new generation of dual mode vehicles gives rise to the need to reconsider this. Experimental has something of a backlog, but I wonder whether Keiron would consider adding this feature to Standard?
And the latest Eurostar vehicles - class 374:
(http://s10.postimg.org/pn5utb0cp/br_374.png)
Splendid! That's quite a thing.
Quote from: jamespetts on August 29, 2015, 02:08:19 PM
Some consideration will have to be given to adding dual mode vehicles into the code; this was considered a few years ago, but rejected on the ground that it would be a lot of work for a few rather obscure classes of locomotive such as the 72. The emergence of a new generation of dual mode vehicles gives rise to the need to reconsider this. Experimental has something of a backlog, but I wonder whether Keiron would consider adding this feature to Standard?
There'll still be discussions over whether it is just over complicating things I think. I've got a bit to much to think about with over things I want to get into Standard at the moment, but I'd certainly give it a go at some point.
Another thought Kieron - do you have the Javelin blend files? I don't seem to have them, and it would be good to redo them in the livery they actually turned up in as well as using for a base for the visually similar new IEP trains. If not looks like I'll have to make a new blend from scratch.
http://simutrans-germany.com/files/upload/br-395-f.blend.txt (http://simutrans-germany.com/files/upload/br-395-f.blend.txt)
http://simutrans-germany.com/files/upload/br-395-m.blend.txt (http://simutrans-germany.com/files/upload/br-395-m.blend.txt)
http://simutrans-germany.com/files/upload/br-395-r.blend.txt (http://simutrans-germany.com/files/upload/br-395-r.blend.txt)
Any others missing?
I remember that the 502 and 303 were missing, but maybe you fixed those before?
Great thanks - will see when I get time to work on these.
Here we go:
(1) Class 395 Javelins in their correct service livery
(2) Class 800 IEPs in speculative "GWR" Livery (as per artists impressions available) - coded as Diesel in Simutrans
(3) Class 801 IEPs in speculative Virgin East Coast livery - coded as electrics
In reality both 800s and 801s will be operating on Great Western and East Coast, so should be livery variants in Experimental.
(http://s7.postimg.org/4msy7ut4r/a_trains.png)
Splendid! What are the differences between 800s and 801s?
800s are bi-mode, 801s are electric. I can't find much hard data on weight and power, other than each diesel engine is rated at 700kW on the bi-mode version. 800s can be converted later into 801s (upgrade in simutrans) by stripping out the diesel engines. There is also going to be a further order of higher-powered bi-modes for the Cornwall line, but these haven't been allocated a TOPS code and I'm not sure it's worth adding them (same graphics as 800 anyhow).
Interesting - thank you. It will be useful to look into proper bi-mode operation at some point, but there is rather along queue at present.
It's worth noting that both 800's and 801's are technically bi-modes, it's all down to how many of the carriages have diesel engines. On the 800's that's most of them, on the 801 only a couple have them so they can only use diesel power for emergencies. As a result they can probably just be coded as the same class, just with the option of diesel or electric carriages which can all be coupled together.
What would be the chances of getting a hold of the image files for all these modern trains? I have makeobj and can write my own DAT files for them. I downloaded the zip files for both the standard pak set and the experimental pakset so I can adapt it for a custom pak set ( as well as balancing vehicles etc.)
Thanks for all the hard work on this pak set and also the experimental pak set as well!
How can you get these??
I believe that they have not been released yet. Updates to the Standard version of Pak128.Britain are conventionally made at Christmas time, although, depending on The Hood's availability, the sources may be made available sooner if you wish to compile these yourself.
Sorry for the long delay in more progress on here. I've found some time to produce the class 700 (new Thameslink trains) and the similar class 707 (for suburban South West Trains services).
(http://s21.postimg.org/ck3h5zzbr/desiro_city.png)
I'm planning on producing the crossrail train, the new scotrail train and the sheffield tram-train before Christmas and then releasing.
It's splendid to see work progress on these again!
Here are the Bombardier Aventra units. The longer one is the Crossrail class 345 (guessed livery) which is slightly faster than the Class 710 for London Overground (presumably a safe bet on the livery).
(http://s30.postimg.org/m0xgurott/aventra.png)
Great :)
Splendid!
This afternoon's creation: the class 385, a hitachi commuter train for Scotland planned for 2017:
(http://s23.postimg.org/jis2xoffv/at200.png)
Splendid!
And finally the Class 399 Sheffield Tram Train:
(http://s29.postimg.org/5iyrdolvr/sheffield_tramtrain.png)
That should complete the set for now so I will upload these shortly.
For those that can't wait until a pak release these are now, finally, in SVN...
I think that Simutrans should add more British types of buses
e.g
Wright Gemini 1 and 3
Enviro 400 City
Enviro 200
Scania Omnicity
AND the New Optare Decker
There are plans for more 'buses, but we have to resolve the issue as to the scale of road vehicles (http://forum.simutrans.com/index.php?topic=1500) first.
Thank you so much for all this work! :-) Immediately implemented this in my UK recreation. I wasn't playing that much, but recently picked it up and this is lovely to have. ^_^ No need anymore for silly 442's as LMI fast services, or to use a class 153 instead of Parry's People Mover.
Looking great! Are they soon going to be added to the Experimental repository?
When I have time, yes.
So after the newer trains there will be progress on modern buses
Quote from: stevog423 on December 17, 2015, 06:50:45 AMso after the newer trains there will be progress on modern buses
I don't want to sound rude but I find this comment a little on the demanding side. It's nice to have lots of people wanting more of what I (and others) create here, but at times it can feel like I'm being pressurised by someone else's wish list. Everyone who contributes graphics to pak128.Britain does so for fun in their free time. I hope you appreciate the time & effort that is involved. When it ceases to be fun and relaxing, then I don't draw anymore - or sometimes I simply don't have the time when you have a full time job and family and other interests. That's why even simple projects like this take a whole year. I'm sure you didn't mean it to come across like that but please be aware that's how it can sound - especially when only a few people (they know who they are) regularly encourage my efforts by saying thanks.
I will add though that it's not actually very difficult to learn enough blender 3D model skills to produce a half decent model (at this scale at least!). Many people on this forum who are active graphics drawers taught themselves, myself included. Buses are some of the easiest too because they are very simple shapes. Why not give it a go yourself? I'd be more than happy to talk you through how to produce graphics that fit with the pakset.
Finally, without committing myself to any project, my next one was to tackle balancing of speed/power/capacity/price in the pakset. It's been overdue for a long time and makes the game less playable. While more buses would be nice, I'm not planning on doing them myself for quite a while.
I was planning to add more 'buses, but the scale issues need resolving first, as there is no point in producing a lot of new graphics which then have to be re-done a short time later because they are the wrong scale. However, fixing the scale may involve re-doing every single road vehicle in the pakset, including private cars, pedestrians, shepherds, and parked vehicles that are part of industrial buildings, city buildings and attractions. It may well be better for me to concentrate on fixing the scale issues with rail vehicles in the short term so that at least they are all consistent with one another (and road vehicles, whilst out of scale with everything else, are largely in scale with each other).
Quote from: The Hood on December 17, 2015, 10:07:45 AM
I don't want to sound rude but I find this comment a little on the demanding side. It's nice to have lots of people wanting more of what I (and others) create here, but at times it can feel like I'm being pressurised by someone else's wish list. Everyone who contributes graphics to pak128.Britain does so for fun in their free time. I hope you appreciate the time & effort that is involved. When it ceases to be fun and relaxing, then I don't draw anymore - or sometimes I simply don't have the time when you have a full time job and family and other interests. That's why even simple projects like this take a whole year. I'm sure you didn't mean it to come across like that but please be aware that's how it can sound - especially when only a few people (they know who they are) regularly encourage my efforts by saying thanks.
I will add though that it's not actually very difficult to learn enough blender 3D model skills to produce a half decent model (at this scale at least!). Many people on this forum who are active graphics drawers taught themselves, myself included. Buses are some of the easiest too because they are very simple shapes. Why not give it a go yourself? I'd be more than happy to talk you through how to produce graphics that fit with the pakset.
Finally, without committing myself to any project, my next one was to tackle balancing of speed/power/capacity/price in the pakset. It's been overdue for a long time and makes the game less playable. While more buses would be nice, I'm not planning on doing them myself for quite a while.
I'm not pressurising its alright, I'm not being demanding, Its just I want more buses but I can ask in a polite way
The hood, Thank's for all.
Giuseppe
Before I forget, may I ask that, when you have a moment to spare, you could send me the .blend files for all of these so that I could add them to the public Github repository? I should be very grateful.
Hi! The latest pak128.britian update included some of these trains and tunnels :) but there are more trains, tunnels and new stations. Can I download the rest of the trains, tunnels and the stations somewhere?
Which ones do you think are missing?
Not all the liveries as shown in these posts are in Standard but all the finished stations and tunnels should be.
Jamespetts
I miss three 3 375s (FCC,southern and one southeastern. The 379 southern, the 387 thameslink. Both 376 Southeasterns. 1 turbostar(chiltern). The class 180 Arriva. The class 458 SWT. 4 class 323s (Northern, First North Western, London Midland and the Centro).
Liveries aren't in standard, I don't think...
and I don't think James has added them to experimental sources yet.
I have finally put these into the devel-new branch, with all the relevant parameters for Experimental (which took a long time to encode).
Splendid! I'm having trouble with the new livery definitions though, how do I get them into an existing savegame?
Incidentally, the dual-voltage Class 375/377 front car has the graphics of the rear car ;)
Thank you for the error report concerning the class 375/6 - now fixed.
As to livery schemes, livery schemes are saved with the saved game, so a significant reworking of the code would be necessary to allow new livery schemes to be used with an existing saved game.
Should we expect to see Simutrans Extended this summer, or hope for a Christmas present?
Quote from: Moe Ron on June 12, 2016, 12:28:43 AM
Should we expect to see Simutrans Extended this summer, or hope for a Christmas present?
I am afraid that I find it fantastically and almost impossibly difficult to predict how long that doing any non-trivial thing which I have not done exactly before will take. However, if there were more people working on the project, it would take less time.
Quote from: jamespetts on June 12, 2016, 10:23:02 AM
I am afraid that I find it fantastically and almost impossibly difficult to predict how long that doing any non-trivial thing which I have not done exactly before will take. However, if there were more people working on the project, it would take less time.
Glad to hear that it's not dead, but has it really been you working on the project alone this whole time?
Quote from: Moe Ron on June 12, 2016, 09:17:49 PM
Glad to hear that it's not dead, but has it really been you working on the project alone this whole time?
I guess the commit lists for the development builds will answer your question ^^
https://github.com/jamespetts/simutrans-experimental/commits/devel-new
https://github.com/jamespetts/simutrans-pak128.britain/commits/half-heights
There have been others who have helped in the past, but unfortunately there are not currently any other active developers of Experimental.
What exactly needs doing?
In terms of the code, there is a list here (http://forum.simutrans.com/index.php?topic=8172). (Actually, since I posted that message, one coder has taken an interest in working on several features, which is quite promising, but it would be enormously helpful to have more).
In terms of pakset work, we could do with more trees, the road vehicles all need re-scaling and we could do with a better range of them, we are short of aircraft (these are a bit trickier than some other vehicles, partly because of the high standard set by Giuseppe), we could probably do with some more ships, it would be good to have more variety of town halls through the ages, more attractions would very much be welcome (things like swimming pools, police stations, fire stations, prisons, courts, hospitals, more schools, leisure centres, community centres, museums, galleries) as would more city buildings. The city buildings are probably the easiest to do more of; the greatest need is probably in road vehicles, attractions and aircraft (in that order). Many if not all of these would be worthwhile for Standard, too.
James, the debug of 12.0 that you sent me, I deleted something and it wont work. Its keeps saying "FATAL ERROR".... Can it be possible to send me a full file of it on the site you gave me the debug on please? Please compile the convoys from standard and the liveries for me please.... :)
https://www.youtube.com/watch?v=8V7kXcIowl4
This is a nice look into the near future.
We have those very ones in the pakset thanks to The Hood.
When the BR Class 350 is introduced in June 2005, it doe's not carry the delivered livery.... Instead it carries London Midland livery. When I choose W. Midlands PTE, it does not show the Centro/Silverlink livery.... :(
It ought to have the delivered livery available, which looks like this:
(https://raw.githubusercontent.com/jamespetts/simutrans-pak128.britain/half-heights/trains/images/br-350-front.png)
I think that there is a bug in the .dat file where the livery is given the wrong name. I had assumed that the delivered livery is not specific to a franchise and had put it under the generic label of "Private operator", but had mis-spelt this name in the .dat file. However, what you write about a Centro/Silverlink livery makes me wonder whether this should properly be called "Private operator"; is the livery above actually a Centro/Silverlink livery, or is it indeed an unbranded generic livery from the manufacturer awaiting vinyls?
Okay, may I have an updated .dat file please?
Hello fam21
James has update the file on github. You may found the updated file on github https://github.com/jamespetts (here you may find all the updates).
Branch half-heights
Giuseppe
How are the .dat files meant to work?
Quote from: fam621 on August 19, 2016, 11:58:11 AM
How are the .dat files meant to work?
.dat files are source files for paksets. You have to compile the pak from the sources from github. Here's a tutorial to compiling Simutrans-Experimental and Pak128.Britain-Ex: http://forum.simutrans.com/index.php?topic=14254.msg141124#msg141124
Quote from: fam621 on September 30, 2016, 10:16:29 PM
For those who don't know, there is a soft of similar topic to this in the Experimental version of the Pak128.Britain. Link to it: http://forum.simutrans.com/index.php?topic=15665.0
That topic is more a request for new vehicles than showcase of new vehicles that have actually been added.
Hi, has there been any further advancements on the developments shown here?
Hello - welcome to the forums! There has not been any further production of modern vehicles since those last shown in this thread; the developer who was focussing on modern vehicles, The Hood, has stepped down from developing owing to becoming a new father (see here (http://forum.simutrans.com/index.php?topic=15772.0) for details).
I am currently working on road vehicles, some of which will be modern, but, aside from my annual Christmas pakset project, have to concentrate on coding work at the present, and there are not any other active developers.
I am trying to encourage others to get involved in producing new objects for the pakset. The workflow for graphics has very recently got a lot easier (a new system implemented in the code a few months ago allows using graphics automatically exported from the 3d modelling program, Blender, without any post-processing at all), so I do recommend that you have a go if you would like to see more things.
Ah ok, will need to get accustomed to using Blender. I am certainly willing to produce some modern buses for the pak, but I heard there were some scaling issues that needed to be rectified first?
I learnt to use Blender from this (https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro) tutorial. There are many sections there that you can ignore entirely for the purposes of Simutrans graphics creation, including anything to do with nodes, particle effects, the game engine, animation, soft bodies, bump mapping, normal mapping and more or less everything in the "advanced" category.
The best thing to do is to download some of the existing .blend files from one of the two repositories (here (https://github.com/jamespetts/Pak128.Britain-blends) and here (https://github.com/JamesHood/pak128.Britain-blend-files)) and modify it (e.g. to create a very similar but slightly different vehicle, or a different livery for the same vehicle; the different liveries are only used in Simutrans-Experimental, however).
For exporting the graphics from Blender, you will need to use this (http://bridgewater-brunel.me.uk/downloads/render_SimutransRender_pak128Britain-65.py) Blender script (there are multiple tutorials on how to install a Blender script: it is very simple).
To use the new, easier workflow, make sure that "output" under render options is set to RGBA rather than RGB (so that Blender automatically adds the transparent background so that you don't have to do it separately); most of the older .blend files have "output" set to RGB, which will produce black backgrounds.
For road vehicles, you need to set the "Rendering views for Simutrans" Blender plugin to "Render 8 views normal alignment". For any other type of vehicles, including trams, rail vehicles, water vehicles and aircraft, you will need to set "Rendering views for Simutrans" to "Render 8 views vehicle alignment". For buildings, signs, signals, stations and stops, you will need to set it to "Render 4 views normal alignment". You can ignore the "make masks" button on that plugin: it is designed for a different pakset's workflow.
Once you have the graphics (8 .png files per vehicle, one for each alignment as will be produced automatically from the Simutrans render plugin), you need to create the .dat file. The .dat file is a text file used to specify the vehicle's data, such as its name, introduction date, capacity, power, graphics and so on. Again, the easiest thing to do is to adapt an existing .dat file. Note that there are some parameters in .dat files that are only relevant to Simutrans-Experimental.
Once you have the .dat and .png files, you will need to compile these into .pak files using a program called makoebj. There is a separate makeobj for Simutrans-Experimental and for the normal version of Simutrans (Simutrans-Standard). .pak files compiled for Simutrans-Experimental cannot be used with Simutrans-Standard, and .pak files for Simutrans-Standard will lack the data necessary for the Simutrans-Experimental specific features. You can download versions of makeobj for both Standard and Experimental from links on these forums.
Edit: For road vehicles, you will need to specify offsets in the .dat files. Do this just by copying the following code, and replacing the name of the graphics in this instance ("daimler-wagonette") with the name of the graphics in question:
EmptyImage[E]=./images/daimler-wagonette_E.0.0,-33,14
EmptyImage[SE]=./images/daimler-wagonette_SE.0.0,-13,0
EmptyImage[S]=./images/daimler-wagonette_S.0.0,0,0
EmptyImage[SW]=./images/daimler-wagonette_SW.0.0,-8,10
EmptyImage[W]=./images/daimler-wagonette_W.0.0,4,5
EmptyImage[NW]=./images/daimler-wagonette_NW.0.0,12,10
EmptyImage[N]=./images/daimler-wagonette_N.0.0,0,33
EmptyImage[NE]=./images/daimler-wagonette_NE.0.0,0,24
For Simutrans-Experimental, if you want to specify liveries, a slight change in the format is required, as in this example:
liverytype[0]=General-early
liverytype[1]=General
EmptyImage[E][0]=./images/lgoc-x-type-double-general-early_E.0.0,-33,14
EmptyImage[SE][0]=./images/lgoc-x-type-double-general-early_SE.0.0,-13,0
EmptyImage[S][0]=./images/lgoc-x-type-double-general-early_S.0.0,0,0
EmptyImage[SW][0]=./images/lgoc-x-type-double-general-early_SW.0.0,-8,10
EmptyImage[W][0]=./images/lgoc-x-type-double-general-early_W.0.0,4,5
EmptyImage[NW][0]=./images/lgoc-x-type-double-general-early_NW.0.0,12,10
EmptyImage[N][0]=./images/lgoc-x-type-double-general-early_N.0.0,0,33
EmptyImage[NE][0]=./images/lgoc-x-type-double-general-early_NE.0.0,0,24
FreightImage[E][0]=./images/lgoc-x-type-double-general-early-loaded_E.0.0,-33,14
FreightImage[SE][0]=./images/lgoc-x-type-double-general-early-loaded_SE.0.0,-13,0
FreightImage[S][0]=./images/lgoc-x-type-double-general-early-loaded_S.0.0,4,0
FreightImage[SW][0]=./images/lgoc-x-type-double-general-early-loaded_SW.0.0,-8,10
FreightImage[W][0]=./images/lgoc-x-type-double-general-early-loaded_W.0.0,4,5
FreightImage[NW][0]=./images/lgoc-x-type-double-general-early-loaded_NW.0.0,12,10
FreightImage[N][0]=./images/lgoc-x-type-double-general-early-loaded_N.0.0,0,33
FreightImage[NE][0]=./images/lgoc-x-type-double-general-early-loaded_NE.0.0,0,24
EmptyImage[E][1]=./images/lgoc-x-type-double_E.0.0,-33,14
EmptyImage[SE][1]=./images/lgoc-x-type-double_SE.0.0,-13,0
EmptyImage[S][1]=./images/lgoc-x-type-double_S.0.0,0,0
EmptyImage[SW][1]=./images/lgoc-x-type-double_SW.0.0,-8,10
EmptyImage[W][1]=./images/lgoc-x-type-double_W.0.0,4,5
EmptyImage[NW][1]=./images/lgoc-x-type-double_NW.0.0,12,10
EmptyImage[N][1]=./images/lgoc-x-type-double_N.0.0,0,33
EmptyImage[NE][1]=./images/lgoc-x-type-double_NE.0.0,0,24
FreightImage[E][1]=./images/lgoc-x-type-double-loaded_E.0.0,-33,14
FreightImage[SE][1]=./images/lgoc-x-type-double-loaded_SE.0.0,-13,0
FreightImage[S][1]=./images/lgoc-x-type-double-loaded_S.0.0,4,0
FreightImage[SW][1]=./images/lgoc-x-type-double-loaded_SW.0.0,-8,10
FreightImage[W][1]=./images/lgoc-x-type-double-loaded_W.0.0,4,5
FreightImage[NW][1]=./images/lgoc-x-type-double-loaded_NW.0.0,12,10
FreightImage[N][1]=./images/lgoc-x-type-double-loaded_N.0.0,0,33
FreightImage[NE][1]=./images/lgoc-x-type-double-loaded_NE.0.0,0,24
This also gives an example of the loaded and empty graphics which are useful to have for old open top 'buses where it is possible to see whether there are people on board or not. This system is also useful for lorries that are not entirely enclosed so that it is possible to see the load, if there is one.
Just to be clear, the "EmptyImage" and "FreightImage" system (empty and full graphics) can be used both in Experimental and Standard, whereas the liveries (the zero and one, etc. in square brackets after FreightImage or EmptyImage can be used only in Experimental.
Because the pakset is open source (under the Artistic Licence 1.0), you may only modify and distribute existing objects and .blend files (and your objects can only be included in a release of the pakset) if and in so far as the new objects/graphics/.blend files that you produce are also made available under the Artistic Licence 1.0.
***
Road vehicles are indeed in the process of being rescaled. If you want to work on 'buses, therefore, I recommend that you start by using one of the new .blend files in the relevant directory of my repository (https://github.com/jamespetts/Pak128.Britain-blends/tree/master/bus-lorry/Bus): look for .blend files with a modification date of December 2016 or newer. These will already be set up for rendering with the new system and be in the correct scale.
In order to calibrate the scale accurately, you can import this (https://github.com/jamespetts/Pak128.Britain-blends/blob/master/components/15m-rule.dae) 15 meter ruler into Blender. In Pak128.Britain, we use a slightly odd scaling system, in that the width and height are 1.25 times the scale of the length. Also, any vehicle over 15 meters in length uses a special logarithmic scaling system, as a linear scaling system would result in large ships and aircraft being too big to fit in the largest allowed size of graphics. However, rail and road vehicles are never this long, so if you are concentrating on those, you can ignore this complexity.
All of the road vehicle graphics except those that I am rescaling now (the work is in progress, so more will be re-scaled the further in the future from this post that one goes) will be to the wrong scale. The rail vehicles should mostly be to the correct scale, except for earlier (pre-1960s) wagons, many of which are too large (I have not got around to re-scaling those yet). The trams, aircraft and boats should all now be to the correct scale.
***
I hope that this is helpful. I am posting all of this here because the official guide (http://forum.simutrans.com/index.php?topic=2401) is now rather out of date, but you might find that it contains some useful information not in this post. If there is any conflict between this post and the official guide, however, follow this post, as it is more up to date.
Do let us know if you have any queries or get stuck, and we will be glad to help you.
Thank you James, will try this later. One question, when you mention creating 'liveries', could I make a different livery of a bus (say the Enviro400) and make it compatible in Standard, therefore making it a 'new vehicle' in the vehicle list?
Quote from: jimbolimbo9 on December 27, 2016, 06:40:05 PM
Thank you James, will try this later. One question, when you mention creating 'liveries', could I make a different livery of a bus (say the Enviro400) and make it compatible in Standard, therefore making it a 'new vehicle' in the vehicle list?
Yes, that is certainly possible. You would have to have different .dat files for each livery/vehicle that way, however.
Is there any other software other than Blender that I can use? Tried installing but it throws up an error basically saying that my laptop isn't man enough to run it.
It may be possible in theory to use something other than Blender, but I do not know what other software might be used or how to go about using it. It would certainly be much more difficult than using Blender, as you would not be able to use the automatic scripts.
Are you sure that the problem is with your hardware? Until last year, I was running Blender on an ancient Athlon 3000XP at my parents' house, with an equally ancient graphics card. What exactly is the error message?
Quote from: jamespetts on December 29, 2016, 04:07:10 PM
Are you sure that the problem is with your hardware? Until last year, I was running Blender on an ancient Athlon 3000XP at my parents' house, with an equally ancient graphics card. What exactly is the error message?
From what I remember vaguely it was something to do with OpenGL 2.1
Quote from: jimbolimbo9 on December 29, 2016, 04:19:59 PM
From what I remember vaguely it was something to do with OpenGL 2.1
I don't think that I can assist much without more detail. Does your laptop have any sort of 3d acceleration at all? You may be better off asking on the Blender forums about this issue.
I have found this from another forum. Seems like my laptop model has issues with running Blender.
"After attempting to run Blender after installing it, I finally hit upon the idea that my integrated graphics card probably doesn't like Ubuntu very much, and that all the things that weren't working had to do with OpenGL and/or 3d hardware acceleration."
That is most unfortunate. Were there any workarounds/fixes suggested? I don't think that I shall be able to assist you to overcome general OpenGL issues any better than people on the Blender/Ubuntu forums, I am afraid.
Did you manage to make any progress with your Blender/OpenGL issues in the end?
Quote from: jamespetts on January 02, 2017, 04:44:40 PM
Did you manage to make any progress with your Blender/OpenGL issues in the end?
Hi, sorry for the (long..!) delay in replying, went off Simutrans for a while. Got myself back into it, and sadly I've not solved the issues. I'm willing to give ideas for new vehicles and possibly some supporting photos but sadly I won't be able to make them :-[
Welcome back! It is splendid that you are still interested in working on Simutrans; it is a shame that you are still having technical troubles with OpenGL.
Sadly, ideas and photographs are in plentiful supply (I now follow you on Flickr for the latter); it is the work needed to implement them into Simutrans that is lacking.
Are you sure that you cannot solve your OpenGL issues? When I searched for the phrase that you quoted in the post above, I found a thread on ubuntuforums.org (http://ubuntuforums.org) marked as [SOLVED], the solution being in this (https://ubuntuforums.org/showthread.php?t=1904638&p=11595109#post11595109) post. The person who had the problem was running an ACER Aspire 5735Z. Is this similar to what you are running?
Actually, there is one thing that you could do if you really cannot get your 3d graphics working, which is assist with the work on sound. I have in recent months added quite a number of sounds for road, rail and air vehicles (the ships already had a variety of horn sounds), but a number of sounds, mainly for road vehicles, are still missing, especially for lorries and vans and some very early petrol engined 'buses.
In summary, adding sounds involves trawling Youtube for videos with suitable sounds (i.e. a clean recording of 5-10 seconds of the relevant vehicle accelerating from a stop, or, in the case of an aircraft, taking off; you can sometimes cheat if the initial part is not clean by getting the sound of the vehicle accelerating from second gear, etc.), asking the video poster's permission to use it and any other videos on the channel in Simutrans under the Artistic Licence 1.0 (explaining that Simutrans is a non-commercial, open source game), and then, on permission being given (the response rate is very approximately 20%, of which about 90% are positive responses), recording the sound from the video using Audacity or similar, selecting the relevant 5-10 seconds of sound, adding a very short (1/10th of a second or so) fade in at the beginning and a much longer fade out at the end (road vehicles in particular benefit from a long fade out), and then adding the video poster's details to credits.txt in the /sound directory.
As will be appreciated, this is an easy if somewhat time consuming job, but I find it quite satisfying.
Hello James, I've been wondering that its been a long time since new liveries have been added to Simutrans and I am currently planning on doing 2 liveries or more for the game.
Quote from: fam621 on August 21, 2017, 05:09:01 PM
Hello James, I've been wondering that its been a long time since new liveries have been added to Simutrans and I am currently planning on doing 2 liveries or more for the game.
Splendid - do let me know how you get on. If you have any questions about how to do this, do post them in a separate thread and I shall do my best to assist.
Quote from: fam621 on August 21, 2017, 05:09:01 PM
Hello James, I've been wondering that its been a long time since new liveries have been added to Simutrans and I am currently planning on doing 2 liveries or more for the game.
What liveries?
TBC. :)
There are some liveries I would like for my new map later on - however the map will take a long time and I'll probably do them myself.
Quote from: NoMorePacers on August 21, 2017, 07:47:06 PM
There are some liveries I would like for my new map later on - however the map will take a long time and I'll probably do them myself.
Do let me know if you need any pointers for producing these liveries - any work would be much appreciated.
Nothing now as the pakset covers the early 1970's fairly well, I may model some slam-door units (nothing major) but I'm fine for now. Thank you for offering your assistance, I appreciate it immensely.
Is it possible to get a Class 320 for this as well as ScotRail options for 156 and 158 and 318 in SPT Carmine
Quote from: ScotRail170434 on January 14, 2020, 10:19:25 PM
Is it possible to get a Class 320 for this as well as ScotRail options for 156 and 158 and 318 in SPT Carmine
Possible, certainly, if somebody has the time to make one and sees that as a priority.
Quote from: jamespetts on January 15, 2020, 12:34:51 AM
Possible, certainly, if somebody has the time to make one and sees that as a priority.
Pity I couldn't get the sources to paint some of my own.
There they are! https://github.com/jamespetts/simutrans-pak128.britain
Feel free to fork, paint the liveries, commit and push and start a pull request.
Quote from: Freahk on January 16, 2020, 08:21:44 PM
There they are! https://github.com/jamespetts/simutrans-pak128.britain
Feel free to fork, paint the liveries, commit and push and start a pull request.
How do you compile the paks after getting dats and pngs
You will need makeobj for simutrans-extended to compile. Someone uploaded a compiled version of it somewhere but can't remember where it was.
Quote from: Freahk on January 16, 2020, 10:35:16 PM
You will need makeobj for simutrans-extended to compile. Someone uploaded a compiled version of it somewhere but can't remember where it was.
What's the script?
The Python script is not the easiest thing to use, and I have now discontinued using it in favour of make. I just use Git BASH to run the Linux makefile.
Quote from: jamespetts on January 16, 2020, 11:09:20 PM
The Python script is not the easiest thing to use, and I have now discontinued using it in favour of make. I just use Git BASH to run the Linux makefile.
How do you program it to compile the paks?
Quote from: ScotRail170434 on January 16, 2020, 11:20:04 PM
How do you program it to compile the paks?
One does not program it - one simply issues the command "make".
More specifically, in Git BASH change to the directory in which the pakset sources are located. The makefile will already be present. Type "make clean; make -j5". The initial "make clean" will remove any old copy of the pakset. Adding "-j5" will enable multi-threading for a four thread system (one main thread that does not do much, and four worker threads). The latter is not essential, but will make the process faster if you have a multi-core system.
Quote from: jamespetts on January 17, 2020, 12:31:42 AM
One does not program it - one simply issues the command "make".
More specifically, in Git BASH change to the directory in which the pakset sources are located. The makefile will already be present. Type "make clean; make -j5". The initial "make clean" will remove any old copy of the pakset. Adding "-j5" will enable multi-threading for a four thread system (one main thread that does not do much, and four worker threads). The latter is not essential, but will make the process faster if you have a multi-core system.
Keeps failing when I try.
Is it possible to get a detailed description on what to do? As I think I'm getting it wrong.
"make" is not automatically included in gitbash, so under windows, assuming you already installed git as a first step, you need to go to https://sourceforge.net/projects/ezwinports/files/, download "make-4.1-2-without-guile-w32-bin.zip" and copy the (extracted) contents into your git/mingw64 directory - without replacing files so just skip anything already there. [At least that's how I did it recently]
Once that is done, the command "make" should be available to you.
Quote from: Leartin on January 17, 2020, 06:17:37 AM
"make" is not automatically included in gitbash, so under windows, assuming you already installed git as a first step, you need to go to https://sourceforge.net/projects/ezwinports/files/, download "make-4.1-2-without-guile-w32-bin.zip" and copy the (extracted) contents into your git/mingw64 directory - without replacing files so just skip anything already there. [At least that's how I did it recently]
Once that is done, the command "make" should be available to you.
Thanks for the help! I'm still unsure how to compile the dat and png files and where to move them etc so I can compile them.
Hang on, I think that people may be talking about different things here. ::(
A makefile is only needed if you want to compile a whole pakset (as James does on Bridgewater-Brunel) or make your own binary. If Standard works in the same way as Extended, then ScotRail170434 doesn't need to do any of that.
I imagine that ScotRail170434 just wants to make .pak files for the vehicles they have changed. All you need for this is the makeobj program. The makeobj for 120.4 is here for Linux (https://sourceforge.net/projects/simutrans/files/makeobj/60-2%20for%20120-4%20up/makeobj-linux-60-2.zip/download) and here for Windows (https://sourceforge.net/projects/simutrans/files/makeobj/60-2%20for%20120-4%20up/makeobj-win-60-2.zip/download). (Prissi usually provides the current stable makeobj in the first post in the 'Download Simutrans (https://forum.simutrans.com/index.php/board,3.0.html)' forum.)
Put the makeobj(.exe) file in the same directory as the .dat and .png files and run this:
makeobj pak128
The .pak files should now appear in the same directory.
ScotRail, if you are wanting to use the vehicles in Extended, then you will need a different makeobj and possibly directory structure, in which case please let us know.
Quote from: Matthew on January 17, 2020, 07:46:33 AM
Hang on, I think that people may be talking about different things here. ::(
A makefile is only needed if you want to compile a whole pakset (as James does on Bridgewater-Brunel) or make your own binary. If Standard works in the same way as Extended, then ScotRail170434 doesn't need to do any of that.
I imagine that ScotRail170434 just wants to make .pak files for the vehicles they have changed. All you need for this is the makeobj program. The makeobj for 120.4 is here for Linux (https://sourceforge.net/projects/simutrans/files/makeobj/60-2%20for%20120-4%20up/makeobj-linux-60-2.zip/download) and here for Windows (https://sourceforge.net/projects/simutrans/files/makeobj/60-2%20for%20120-4%20up/makeobj-win-60-2.zip/download). (Prissi usually provides the current stable makeobj in the first post in the 'Download Simutrans (https://forum.simutrans.com/index.php/board,3.0.html)' forum.)
Put the makeobj(.exe) file in the same directory as the .dat and .png files and run this:
makeobj pak128
The .pak files should now appear in the same directory.
ScotRail, if you are wanting to use the vehicles in Extended, then you will need a different makeobj and possibly directory structure, in which case please let us know.
It's extended.
Quote from: ScotRail170434 on January 17, 2020, 08:03:57 AM
It's extended.
In that case, you can find the Linux makeobj-extended here (http://bridgewater-brunel.me.uk/downloads/nightly/linux-x64/makeobj-extended) and the Windows .exe here (http://bridgewater-brunel.me.uk/downloads/Makeobj-Extended.exe). Place this in the same directory as the .dat file.
Simutrans-Extended normally expects the images to be in a subdirectory. For example, the Class 156 images are in the 'railcars' subdirectory:
(http://i.imgur.com/a15ONbg.png)
So put the .png files in the subdirectory specified in your .dat file. Then open a command prompt (in Windows Explorer, shift+right click in an empty area of the folder) or terminal (Linux) in the main directory and run
makeobj-extended pak128
The .pak file should appear in that directory. So the end result should look something like this:
(http://i.imgur.com/YgLro6l.png)
P.S. James, could you consider amending Step 5 of your otherwise excellent Step-by-step Tutorial (https://forum.simutrans.com/index.php/topic,17510.msg166716.html#msg166716) along these lines? Recompiling the whole pakset is a very sensible way for you to run the Bridgewater-Brunel server, but it requires scripting Python (and possible Make?), which just adds an extra layer of considerable complexity for us newbies (who are struggling with Blender and .dat files at the same time). And of course it slows down the process (well, unless you are lucky enough to have a Threadripper and an SSD ;D ). What we need is to be able to see any makeobj error messages that relate to the pak we are working on.
Quote from: Matthew on January 17, 2020, 11:55:28 AM
In that case, you can find the Linux makeobj-extended here (http://bridgewater-brunel.me.uk/downloads/nightly/linux-x64/makeobj-extended) and the Windows .exe here (http://bridgewater-brunel.me.uk/downloads/Makeobj-Extended.exe). Place this in the same directory as the .dat file.
Simutrans-Extended normally expects the images to be in a subdirectory. For example, the Class 156 images are in the 'railcars' subdirectory:
(http://i.imgur.com/a15ONbg.png)
So put the .png files in the subdirectory specified in your .dat file. Then open a command prompt (in Windows Explorer, shift+right click in an empty area of the folder) or terminal (Linux) in the main directory and run
makeobj-extended pak128
The .pak file should appear in that directory. So the end result should look something like this:
(http://i.imgur.com/YgLro6l.png)
P.S. James, could you consider amending Step 5 of your otherwise excellent Step-by-step Tutorial (https://forum.simutrans.com/index.php/topic,17510.msg166716.html#msg166716) along these lines? Recompiling the whole pakset is a very sensible way for you to run the Bridgewater-Brunel server, but it requires scripting Python (and possible Make?), which just adds an extra layer of considerable complexity for us newbies (who are struggling with Blender and .dat files at the same time). And of course it slows down the process (well, unless you are lucky enough to have a Threadripper and an SSD ;D ). What we need is to be able to see any makeobj error messages that relate to the pak we are working on.
Vehicles don't seem to be showing up in SPT (318/314)
The units I've edited don't appear to be showing up in Extended despite being copied to the correct directory.
So you have either copied the wrong files or pasted it to the wrong destination.
What did you try?
Quote from: Freahk on January 17, 2020, 06:11:05 PM
So you have either copied the wrong files or pasted it to the wrong destination.
What did you try?
Moved it into pak 128 ex.
Run command prompt in Makeobj extended.
In order to be able to give any meaningful feedback on where the problem might be, we are going to need you to tell us in detail precisely what you did at every step, and precisely what response that you are getting at every step. Without you doing so (and you should be taking the initiative to do this), none of us will have any prospect of having any idea what the problem is.
Matthew - I generally recommend that people do simply automatically recompile the pakset with every addition, as this is by far the easier way of doing it. Otherwise, one has to issue a custom command for each different specific .dat file, then copy the individual resulting .pak file to the relevant directory manually, then manually copy and paste any changed translation texts: that is far too much work for something that is likely to have to be done over and over again. I have set up my automation script so that it automatically puts all the files in the correct directory, so all that I ever need to do is issue the compile command and wait for it to finish.
Quote from: jamespetts on January 18, 2020, 12:11:49 AM
In order to be able to give any meaningful feedback on where the problem might be, we are going to need you to tell us in detail precisely what you did at every step, and precisely what response that you are getting at every step. Without you doing so (and you should be taking the initiative to do this), none of us will have any prospect of having any idea what the problem is.
Matthew - I generally recommend that people do simply automatically recompile the pakset with every addition, as this is by far the easier way of doing it. Otherwise, one has to issue a custom command for each different specific .dat file, then copy the individual resulting .pak file to the relevant directory manually, then manually copy and paste any changed translation texts: that is far too much work for something that is likely to have to be done over and over again. I have set up my automation script so that it automatically puts all the files in the correct directory, so all that I ever need to do is issue the compile command and wait for it to finish.
Problem addressed - had to reinstall pak128
Quote from: jamespetts on January 18, 2020, 12:11:49 AM
Matthew - I generally recommend that people do simply automatically recompile the pakset with every addition, as this is by far the easier way of doing it. Otherwise, one has to issue a custom command for each different specific .dat file, then copy the individual resulting .pak file to the relevant directory manually, then manually copy and paste any changed translation texts: that is far too much work for something that is likely to have to be done over and over again. I have set up my automation script so that it automatically puts all the files in the correct directory, so all that I ever need to do is issue the compile command and wait for it to finish.
We are obviously going to have agree to disagree. I guess the issue looks different from newbie and project lead perspectives. Thank you for taking the time to explain your thinking. :thumbsup:
Please remember not to double-post when it is not necessary. When you make a new comment in 30-60 minutes after your last in particular, edit your post pretty please. I merged a couple of double-posts in this thread.
Could we please have a Class 156 and 320 to complete the Strathclyde units? Thanks.
Quote from: ScotRail170434 on January 18, 2020, 10:11:00 PM
Could we please have a Class 156 and 320 to complete the Strathclyde units? Thanks.
Of course, if anyone would like to volunteer to make them, I should be happy to include them. (We already have a class 156 in Regional Railways livery, so I assume that you are simply referring to adding a Strathclyde livery?)
Quote from: jamespetts on January 18, 2020, 10:39:39 PM
Of course, if anyone would like to volunteer to make them, I should be happy to include them. (We already have a class 156 in Regional Railways livery, so I assume that you are simply referring to adding a Strathclyde livery?)
Yes.
Quote from: ScotRail170434 on January 18, 2020, 11:00:31 PM
Yes.
Blend files don't seem to be working for Railcars
Could I please get an up to date tutorial on using Blender to create addons? Thanks.
Check the Extended post here (https://forum.simutrans.com/index.php/topic,17510.0.html). Additionally, some components can be sourced from the "components" folder in the Blends Repository (https://github.com/jamespetts/Pak128.Britain-blends). Many other things you'll need to learn from tutorials on other websites. It takes a while to grow comfortable with the workflow, but it is possible.
I am afraid that I do not understand what you mean when you refer to .blend files not working.
Also, can I check which version of Blender that you are using? The latest version, 2.80, is not compatible with the Pak128.Britain-Ex workflow; but the earlier version (2.79) is easily available.
Edit: I have modified the tutorial to make reference to the need to use Blender version 2.79, available here (https://www.blender.org/download/releases/2-79/).
Quote from: jamespetts on January 21, 2020, 06:22:04 PM
I am afraid that I do not understand what you mean when you refer to .blend files not working.
Also, can I check which version of Blender that you are using? The latest version, 2.80, is not compatible with the Pak128.Britain-Ex workflow; but the earlier version (2.79) is easily available.
Edit: I have modified the tutorial to make reference to the need to use Blender version 2.79, available here (https://www.blender.org/download/releases/2-79/).
The render comes out back. Any reason why?
Quote from: ScotRail170434 on January 21, 2020, 08:58:04 PM
The render comes out back. Any reason why?
Not without vastly more detail as to precisely what you did and what version that you are using, I am afraid.
Quote from: jamespetts on January 21, 2020, 10:13:09 PM
Not without vastly more detail as to precisely what you did and what version that you are using, I am afraid.
V 2.79
How exactly did you do "V 2.79"?
Quote from: Freahk on January 22, 2020, 12:37:40 AM
How exactly did you do "V 2.79"?
I'm using Blender Version 2.79 and when I do a render preview the vehicle pngs render with no colour.
You need to make all the layers visible before rendering.
Quote from: Rollmaterial on January 22, 2020, 11:59:30 AM
You need to make all the layers visible before rendering.
Cheers!
How do you make all layer visible? What do you press etc in the layers toggle?
I have explained it here: https://forum.simutrans.com/index.php/topic,17535.msg167037.html#msg167037
Quote from: Rollmaterial on January 22, 2020, 05:09:26 PM
I have explained it here: https://forum.simutrans.com/index.php/topic,17535.msg167037.html#msg167037
I've gone ahead and done the Class 320 but there's a problem with the MSO colliding with the DTSO as seen in this screenshot.
Trying to add to the livery choice for the 303 "Strathclyde" and it doesn't show up when I select the Strathclyde option, any reason why?
Not without more detailed information, I am afraid.
I've sorted it anyways, just a slight error when updating the DAT.
I'm running into an issue when making custom vehicles for my routes:
* I paint the vehicles in Blender correctly and render the PNG images.
* I enter the PNG images into the DAT files and add the livery choice.
- My rail vehicles either collide with each other or are positioned offset to the track depending on what it is.
- One of the carriages of the Class 303s in Strathclyde Orange and Crimson/Cream collide with the PMSO.
- The same issue persists with the Class 320 and carriages have a gap when running in multiple.
- The Class 156 in SPT sits offset to the track
Any reason why this happens, I'll enclose images of the issues presented.
There are two likely possible reasons:
1. your render setup is wrong. The camara position relative to your vehicles position is wrong.
2. Your dat files specify an offset.
Sadly I don't know the default render setup, thus cannot assist you in the first point.
Can I check that you are rendering the vehicles in vehicle mode rather than normal mode in the rendering script?
Quote from: jamespetts on February 17, 2020, 09:22:15 PM
Can I check that you are rendering the vehicles in vehicle mode rather than normal mode in the rendering script?
Yes, I'll pull up blender.
Edit - I've found the selector for "Vehicle mode" that should fix it. But the carriages are still "colliding" with each other
Can anyone make the following models in these liveries as it's required for a custom Scottish Map?
Class 318 (Saltire)
Class 334 (Saltire)
Class 320 (Saltire)
Class 158 (Barbie and Saltire)
Class 156 (Barbie and Saltire)
Thanks.
These problems seem to persist with the Class 320, 303 and 156...
Any idea how to fix the carriages clashing and gaps? And they are rendered in Vehicle mode.
Are you making sure that the carriages are correctly aligned in Blender? They should be four squares (Blender units) from the 0,0,0 centre point towards the front. The easiest way to check this is to use orthographic mode (numpad 5) and side view (numpad 3).
Quote from: jamespetts on March 04, 2020, 10:23:50 AM
Are you making sure that the carriages are correctly aligned in Blender? They should be four squares (Blender units) from the 0,0,0 centre point towards the front. The easiest way to check this is to use orthographic mode (numpad 5) and side view (numpad 3).
How do you know exactly when the vehicles are in position? And what should they be moved to?
Quote from: ScotRail170434 on March 06, 2020, 08:55:47 PM
How do you know exactly when the vehicles are in position? And what should they be moved to?
The front of the vehicle should be on the fourth square forward of the centre point. You can tell that it is in the right position by comparing the front of the vehicle (excluding buffers) with the grid lines shown in Blender.
And don't forget the "length=X" parameter in the .dat file!
Reviving this thread for a moment: how high up in the air should the wheels be?
Quote from: Rollmaterial on April 15, 2021, 12:18:52 AM
Reviving this thread for a moment: how high up in the air should the wheels be?
Do you mean in the .blend file? For rail vehicles, I generally put the wheels as close as possible to 0 height.
Yes that's what I meant. Thank you!