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3D model makers - need a project?

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Charter Member · 4541 posts

Yup, this is another one of those "can you make me a" posts, since I don't want to take the time to learn 3D canvas or whatever, or how to make rolling stock.I got a wierd project going over in the sound design forum, we've added sounds to the AI section of some engines that blows the whistle or honks the horn (depending on steam/diesel, of course) when the AI train approaches within a certain distance of the player. Nice thing for meets, player waiting at a red signal hears a horn in the distance, then again a little louder, and finally sees the AI train.Problem so far is like everything else in MSTS, it requires more fiddling around than a blind whore at a wiener roast to get the simplest thing working, and then it only works halfway. We can either get the horn audible at 800+ meters and then the choo-choo-choo is way too loud with no distance to volume ratio, or you can't hear the horn/whistle past about 200 meters.So scefhwil came up with another idea, put the proximity whistle sound in the tender instead. That would work for steam, so I was thinking another wagon type with the special sms file coupled behind the engine for diesel, but if you wanted a coal/grain/oil/stack/pig/whatever unit AItrain, you'd need to include one oddball car or clone it for the car type you're using. So here's my latest brainstorm, a really short (1 meter or less, if possible) invisible car to be coupled on ahead of the AI engine. Preferably the shape file for this phantom sound car would have no ace textures addressed at all, if that's not possible I could just make an ace file that was all alpha channel to skin it. The phantom sound car would need to be as short as possible since it would define the leading edge of the AI train, and govern how far away from a signal it would appear to stop (if you made a 50 meter invisible car, the front of the AI train engine would appear to be stopping 50 meters short of the signal). Also it would define collisions, unless there's a way to make it without collision detection, which would be even better since the visible front of the AI train would be the actual collision/coupling point.So, anybody up for a challenge, make me an invisible car. Johnf, if you're reading this don't volunteer, since Mike says Percy the green engine should be YOUR first priority!

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RE: 3D model makers - need a project?, timken, May-27-03, 11:37 AM, (1) RE: 3D model makers - need a project?, smmille1, May-27-03, 11:49 AM, (2) RE: 3D model makers - need a project?, sniper297, May-27-03, 01:06 PM, (3) RE: 3D model makers - need a project?, Railbug, May-27-03, 02:47 PM, (4) RE: 3D model makers - need a project?, sniper297, May-27-03, 02:53 PM, (5) RE: 3D model makers - need a project?, yellowdog, May-27-03, 04:14 PM, (6) RE: 3D model makers - need a project?, smmille1, May-27-03, 05:17 PM, (7) RE: 3D model makers - need a project?, yellowdog, May-27-03, 05:36 PM, (9) RE: 3D model makers - need a project?, Railbug, May-27-03, 05:30 PM, (8) RE: WHONKING!?, Captain Bazza, May-27-03, 07:41 PM, (10) Here a Whonk, there a Whonk, everywhere a Whonk-Whonk.., sniper297, May-27-03, 08:57 PM, (11) RE: Here a Whonk, there a Whonk, everywhere a Whonk-Who, sniper297, May-28-03, 04:51 PM, (12) Get it while it's hot!, sniper297, May-30-03, 10:43 AM, (13) RE: Get it while it's hot!, CStevens, May-30-03, 02:18 PM, (14) RE: Get it while it's hot!, sniper297, May-31-03, 01:49 PM, (15)

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Charter Member · 751 posts

RE: 3D model makers - need a project?

Couldn't you just use SFM to shorten the car to 1 meter? Then go ahead with the alpha channel invisibility. You should be able to use just about any car. Sort of like my "invisible" cars in the car spawner, to get the traffic down to 1930's rurul dirt road levels.Speaking of objects that need to be made.....How about a snow bank, to go along straight and a few radius' of curves. It would work like my icicles I hung from water towers. Only the winter textures are visible, the rest are all alpha. You do have to use the winter texture to place the object in the re, then substitute the summer back into the texture file.I had thoughts of it being shaped like a snowplow cut on the track side and tapering back 30-50m to blend into the snow/ground. There could also be "end" pieces to blend it back down to ground level.

Steve T.

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Charter Member · 590 posts

RE: 3D model makers - need a project?

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That's about 30 seconds worth of creation time. The sim doesn't actually care how big the model is - it's the bounding box and length in the .eng / .wag file that matter. Too bad my main computer is still in a box, or I'd dig up one I'd made. All you need is one triangle, preferably somewhere about 4000m away, and you can even not texture it (in gmax - dunno about the others).Don't concern yourself with the shape - go work on the .eng and the .sms files, the shape can come later. If you really want one to test with, take anything, clone it, fire up SFM, and set the distance level down to 1. You won't be able to see it unless you're within 1 meter of the object's origin, which is practically never. I might add that you'd be better off using your odd sound car behind the lead such that you don't screw with the lighting on the lead unit. I believe you can make it 0m long in the sim, so there won't have to be a gap. Don't quote me on that, however.

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Charter Member · 4541 posts

RE: 3D model makers - need a project?

Good point, hadn't thought about the lighting.The more I look at this the more I wonder tho, I haven't tried making a clone out of an invisible tender yet (I don't have SFM, I'm dabbling outside the route editor here, not looking to change my "career"!), since AI only engines and any .wag file default to looking in the main trainsim Sounds folder for their .sms files, and adding a \Sound folder to the folder for the .wag most likely wouldn't work. Somewhere in the sd40.eng or pendennis.eng is soemthing that looks in the main sounds folder, and there are some guys trying to add custom AI sounds by cloning driveable engines to make them undriveable AI only, and it's giving them fits. I haven't really investigated that yet, too many other irons in the fire.Anyway, you know me, Scott, I ain't gonna concern myself with the shape or anything else. My #1 sound engineer (scefhwil) hasn't come up with a magic cure for the weakassed distance sound (Using Goldwave I cranked the hell out of the volume on the whistle for the PO&N 0-8-0 to the point of distortion, saved it as an AI only .wav file, and with a dozen 0-8-0s running around the PO&N it sounds like moose mating season), but what I got now is good enough for MSTS. Since we're all just killing time waiting for MSTS 2, I thought it would be nice to have a couple dedicated AI phantom sound cars (or invisible engines with no controls, assuming I can't get the .wag to use it's own sound folder instead of the main trainsim one), and people could change it to toot their own horns (sorry, can never resist a pun) by replacing the .wav files, and just add it to an AI consist. Behind the engine would be good, as long as the couplers don't break they don't actually have to work, since AI trains don't do coupling and uncoupling. Could even make an AI only engine (or even player driveable, if necessary, all the AI sounds are down in the scalabilty group 0 at the bottom), and it could act as a helper to boost the oomph of the AI train if necessary.In fact I'm gonna try that now, grab something Like Johnf's Thomas the Tank Engine and clone it for a transparent alpha.

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Charter Member · 20 posts

RE: 3D model makers - need a project?

If you need an invisible car I have one. It's frame rate friendly (1 poly). Right now it's powered, but I can make an unpowered vesion and remove the lights if you want. Let me know if you want it and I'll E-Mail it to you. Harold

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Charter Member · 4541 posts

RE: 3D model makers - need a project?

LAST EDITED ON May-27-03 AT 03:03 PM (EDT)

Hee-hee, well, THAT worked, at least on the NEC4 with straight track and no sharp curves, steep grades, or rough track joints to uncouple it. Still not ready for prime time tho, instead of a single blast at 900 meters and another at 200 I'm getting both blasts at a little over a mile!3D model makers - need a project? – image 1Got the vis cranked all the way to 2000 meters, the AI train is just visible as a whisker on the horizon at 12:10:58, WHONK-WHONK!3D model makers - need a project? – image 2That's all the Thomas clone has to say, since there's only the two sound shots in the .sms. I hacked the inertial tensor and size both for 0-0-0 meters, so the coupling looks right. Forgot to cut the smoke effects out of the .eng file,
HEY BUDDY YOU GOT A HOTBOX! 3D model makers - need a project? – image 3Rumor has it the activity editor VCR isn't all that accurate, but I've found that it's fairly accurate for AI trains, just not for the player since it really can't predict what he's gonna do. In this case I just sit still by MP75 waiting for the AI train to come, and at 12:10:58 he's just coming to MP74, a little over a mile away!?Gotta go bug Stu over in the sound forum about this, a mile max is great but I should be able to play 2 shots at 2 different distances. As The Terminator says, "I'll be back!"
Edit: Just saw your post, Harold, appeared while I was typing all that drivel. Yeah, send it at me, jwarde@ameritech.net . If you can get it to use the .sms file from a \Sound folder within it's own folder then AI only is great, otherwise driveable is fine. The important thing is it has to use a custom .sms file, if you look at the default SD40.eng the line reads "GenDieselEng.sms", so that automatically goes to the \Train Simulator\Sounds folder. I dunno if they hacked that when they made it driveable, since I never tried the hacked driveable default SD40.

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Charter Member · 1025 posts

RE: 3D model makers - need a project?

3D model makers - need a project? – image 4

Why not do an "invisible EOT" and assign sounds to that? Small and simple to make. Or maybe just modify a current EOT to fit the bill?

---------Clayton---------3D model makers - need a project? – image 5

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Charter Member · 590 posts

RE: 3D model makers - need a project?

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I thought of that at first, but that doesn't work, because on long trains, it'd be WHONKing off in the distance while you were passing the lead unit of the same train.

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Charter Member · 4541 posts

Here a Whonk, there a Whonk, everywhere a Whonk-Whonk..

LAST EDITED ON May-27-03 AT 09:00 PM (EDT)

Don't get me started on Canucks, I was always suspicious of what they wanted with all them geese. Got this working more-or-less with invisible Thomas, and just received Harold's zip file, thanks Harold. I'll work on converting that over and see whether - dare I say it? - it "blows" or not! Anybody else wants to fool with this, here's the working (again, more or less) sound entry, replaces the AI train "copy of generic diesel sounds" at the bottom of the (whatever)eng.sms:Skip( **** ******************************************* **** )
Skip( **** Jim and Stu's unpatented AI diesel horn, WHONK-WHONK! **** )
Skip( **** ******************************************* **** ) ScalabiltyGroup( 0
Activation ( ExternalCam () PassengerCam () CabCam () Distance (1000) )
Deactivation ( )
Volume ( 1.0 )
Ignore3d ()
Streams ( 1
Stream (
Priority ( 7 )
Triggers ( 11
Variable_Trigger ( Distance_Dec_Past 900 ReleaseLoopRelease () )
Variable_Trigger ( Distance_Dec_Past 900 PlayOneShot ( 1
File ( "x_sd402_horn1.wav" -1 )
SelectionMethod ( SequentialSelection ) ) )
Variable_Trigger ( Distance_Dec_Past 900 PlayOneShot ( 1
File ( "x_sd402_horn1.wav" -1 )
SelectionMethod ( SequentialSelection ) ) )
Variable_Trigger ( Distance_Dec_Past 900 PlayOneShot ( 1
File ( "PONAI_silence.wav" -1 )
SelectionMethod ( SequentialSelection ) ) )
Variable_Trigger ( Distance_Dec_Past 900 PlayOneShot ( 1
File ( "PONAI_silence.wav" -1 )
SelectionMethod ( SequentialSelection ) ) )
Variable_Trigger ( Distance_Dec_Past 900 PlayOneShot ( 1
File ( "PONAI_silence.wav" -1 )
SelectionMethod ( SequentialSelection ) ) )
Variable_Trigger ( Distance_Dec_Past 900 PlayOneShot ( 1
File ( "PONAI_silence.wav" -1 )
SelectionMethod ( SequentialSelection ) ) )
Variable_Trigger ( Distance_Dec_Past 900 PlayOneShot ( 1
File ( "PONAI_silence.wav" -1 )
SelectionMethod ( SequentialSelection ) ) )
Variable_Trigger ( Distance_Dec_Past 900 PlayOneShot ( 1
File ( "PONAI_silence.wav" -1 )
SelectionMethod ( SequentialSelection ) ) )
Variable_Trigger ( Distance_Dec_Past 900 PlayOneShot ( 1
File ( "x_sd402_horn1.wav" -1 )
SelectionMethod ( SequentialSelection ) ) )
Variable_Trigger ( Distance_Dec_Past 900 PlayOneShot ( 1
File ( "x_sd402_horn1.wav" -1 )
SelectionMethod ( SequentialSelection ) ) )
VolumeCurve (
DistanceControlled
CurvePoints ( 3
0.0 1.0
300.0 0.9
900.0 0.7
)
Granularity ( 0.4 )
)
)
)
)
)Again, a lot of this is compromise due to limitations of the sim software. The "Ignore3d ()" statement makes it play the .wav at full volume regardless of distance (otherwise it sounds like a baby kitten mewing 2 blocks away at 100 meters, and is completely inaudible beyond that, they definitely screwed up the distance sound effects). Unfortunately it also makes it ignore a lot of other things, which is why it screws up all the other sounds when added to the AI section of a normal eng.sms file.Near as I can tell it also ignores the values in the Distance_Dec_Past trigger, just plays it at max range regardless of what's in there, then plays all the other triggers in order ignoring the Distance_Dec_Past values in those as well. The;VolumeCurve (
DistanceControlled
CurvePoints ( 3
0.0 1.0
300.0 0.9
900.0 0.7
)
Granularity ( 0.4 )is important, it seems to also ignore whatever values are set for sound VS distance, but the volume curve with the Granularity ( 0.4 ) keeps it from popping, warbling, and stuttering.I took a horn wav file and reduced the volume to zero, saved it as "PONAI_silence.wav", then inserted triggers for it, so the net effect is two horn blasts at max range, then two more at a closer range, which is actually time dependent rather than range dependent. Also independent of speed, two horn waves, then six 0.6 second silent waves, for a total of 3.6 seconds, then two more horn waves. The end effect actually sounds pretty good.At the moment I get other wierd things, if I'm in the #2 view when the horns start and stay in the #2 view until the AI train arrives, I get the generic diesel growl from the lead engine with volume proportional to distance, then as that fades squeak-squeak from the cars. If I'm in the cab when the first horn goes, then switch to #2, I get squeak-squeak from the cars but nothing from the diesel. In cab there's no real growl from the diesel engine as it goes by (or maybe there is and I just can't hear it), and the cars go clickety-clack instead of squeak-squeak. guess I gotta test a default diseasel without the phantom sound car to see if it does the same, I've been around too long to assume KUJU got the original right.Well, just occurred to me I'm sitting here thinking out loud with my keyboard again, guess I oughtta copy all this and paste it over in the sound design forum.

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Charter Member · 4541 posts

RE: Here a Whonk, there a Whonk, everywhere a Whonk-Who

Update on this, Stu came up with a new sound hack that works much better, and is adjustable for distance. I started over with AI only sounds using Harold's Invisicar, cloning it for a diesel sound and a steam sound version. So far it looks good, but after driving around the PO&N for about an hour listening to whonk-whonk-whonk, all the scenery suddenly vanished in Johnsburg, including some of the tracks, and refused to come back again even after stopping and switching several camera views. Probably related to the .sms I was using rather than the invisicar, so now with the new sound effects I gotta test it again.I dunno if anyone's covered this before, but if you add a sound folder with a .sms file in it, and edit the .wag to use that .sms name, the .wag does indeed use that .sms without looking first in the main sound folder.

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Charter Member · 4541 posts

Get it while it's hot!

3D model makers - need a project? – image 8Thanks to everybody in the loco design and sound forum. Nice thing about the train-sim.com community, by pooling our talents we come up with a lot better stuff than anyone could individually, and in a lot less time.

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Charter Member · 136 posts

RE: Get it while it's hot!

LAST EDITED ON May-30-03 AT 02:19 PM (EDT)

Jim, could you make a step by step tutorial on this process. I'm sure this is something everyone is going to what.This will be one of the most realistic effects available when meeting an AI train.Thanks!!

Carey
Seaboard Air Line
Tampa - Wildwood

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Charter Member · 4541 posts

RE: Get it while it's hot!

Lemmee see if I got this straight, Harold makes the object and texture and wag file, Stu engineers all the sound effects, and after happily combining what them two guys did and uploading it without the slightest clue about how it works, I'M supposed to write a tutorial?! Hee-hee, depends on a tutorial for what. I think the readme pretty much covers how to use it, Conbuilder is almost a must:3D model makers - need a project? – image 9Since the consist builder built into the activity editor don't use icons with descriptions:3D model makers - need a project? – image 10Like I said, you can add it to a train and take it on faith that it's there and in the right place, or just use conbuilder to make/edit the consist, either before or after setting it up as an AI train.As far as hacking it goes, probably better to look for that in the sound forum, for the most part all I did was copy the text Stu gave me, pasted it in and tested it.The .sms files are like all the other unicode stuff, can be opened and edited in wordpad, and you can change the;( Distance_Dec_Past 950 PlayOneShot ( 1 File ( "AIdieselhorn.wav" -1 )to other numbers and wav files, altho 950 looks like it might be the max limit. Example,( Distance_Dec_Past 50 PlayOneShot ( 1 File ( "Yodeling.wav" -1 )couple that behind "Hiking Hilda", the female hiker AI train from Ohio Rails, and a recording of some scandahoovian types saved as "yodeling.wav" will cause Hilda to start yodeling when she gets within 50 meters of the player. I don't have a microphone or any of that fancy recording studio stuff (again, I was merely dabbling here, not looking to change careers), but I have the demo of Goldwave and you can hunt for sounds from the internet. Think I'm gonna do that now, see if I can find some farting sounds:( Distance_Dec_Past 10 PlayOneShot ( 1 File ( "Nice_Rip.wav" -1 )

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