[Mod] Advanced Trains [advtrains] [1.13]

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Re: [Mod] Advanced Trains [advtrains] [WIP]

by orwell » Mon Aug 22, 2016 19:43

Image
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screenshot!
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Re: [Mod] Advanced Trains [advtrains] [WIP]

by orwell » Tue Aug 23, 2016 09:22

Yeah, there are shadow bugs. seems like scaling objects with -1 to mirror them is the wrong way in Blender.
I need to fix that
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Re: [Mod] Advanced Trains [advtrains] [WIP]

by DS-minetest » Tue Aug 23, 2016 10:01

nice!

orwell wrote:Note: slopes get converted, the old verts are not in anymore, as do the switches, because they have a new naming scheme. I am using an abm for this, and I know this is wrong. When this mod leaves WIP stage, this replacement will be removed.

why not use lbm?
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Re: [Mod] Advanced Trains [advtrains] [WIP]

by Nathan.S » Tue Aug 23, 2016 14:39

orwell wrote:Yeah, there are shadow bugs. seems like scaling objects with -1 to mirror them is the wrong way in Blender.
I need to fix that


Doing this flips the normals to all point inward. You can easily fix that by flipping normals, or while in edit mode there is an option you can use to mirror the mesh which will do the same as scaling at -1.
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Re: [Mod] Advanced Trains [advtrains] [WIP]

by orwell » Tue Aug 23, 2016 15:08

DS-minetest wrote:nice!

orwell wrote:Note: slopes get converted, the old verts are not in anymore, as do the switches, because they have a new naming scheme. I am using an abm for this, and I know this is wrong. When this mod leaves WIP stage, this replacement will be removed.

why not use lbm?

I don't know how to use it and am too lazy to learn.
Nathan.S wrote:
orwell wrote:Yeah, there are shadow bugs. seems like scaling objects with -1 to mirror them is the wrong way in Blender.
I need to fix that


Doing this flips the normals to all point inward. You can easily fix that by flipping normals, or while in edit mode there is an option you can use to mirror the mesh which will do the same as scaling at -1.

thanks, fixed.
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Re: [Mod] Advanced Trains [advtrains] [WIP]

by Byakuren » Tue Aug 23, 2016 20:52

You can use lbm as a drop-in replacement of abm in this case, there is not much extra to learn. It just runs once instead of every whatever seconds.

Is multi-track drifting possible?
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Re: [Mod] Advanced Trains [advtrains] [WIP]

by orwell » Wed Aug 24, 2016 10:45

Byakuren wrote:Is multi-track drifting possible?

No, it's not. A 'train' orients along a single track. It should be possible (by hacking) to make a train jump from one track to another, but only at a single place.
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Re: [Mod] Advanced Trains [advtrains] [WIP]

by TheReaperKing » Wed Aug 24, 2016 12:53

I saw in your screenshot you have it going up slopes but when I tried it myself, with both the new rail and the original I couldn't get it to go up a slope. Are you using a particular mod? I'm using "my_slopes" by Don. I did not see the slopes you used in your mod included in your mod. My students are having a blast with the trains so thank you so much for making them!
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Re: [Mod] Advanced Trains [advtrains] [WIP]

by orwell » Wed Aug 24, 2016 20:30

No, these are no regular slopes found in any other mod.
There are two nodes with inventory item symbol V/1 and V/2. Place them and you will understand. Rotate using trackworker.
Edit: Could you get your students to model and texture me more wagons in blender? :)
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Re: [Mod] Advanced Trains [advtrains] [WIP]

by TheReaperKing » Wed Aug 24, 2016 23:09

They are middle schoolers and just learning minetest so we aren't ready for Blender yet but we will definitely be attempting it in the future! Also thank you for the info!! I'm sure they'd love to do textures/skins but I'd have to get permission for it since it is a school system and they are underage and all that jazz.
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Re: [Mod] Advanced Trains [advtrains] [WIP]

by orwell » Thu Aug 25, 2016 05:46

TheReaperKing wrote:They are middle schoolers and just learning minetest so we aren't ready for Blender yet but we will definitely be attempting it in the future! Also thank you for the info!! I'm sure they'd love to do textures/skins but I'd have to get permission for it since it is a school system and they are underage and all that jazz.

That was actually a joke.
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Re: [Mod] Advanced Trains [advtrains] [WIP]

by TheReaperKing » Thu Aug 25, 2016 12:21

They are already creating skins and will be making models so I'd actually want them to help you out :)
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Re: [Mod] Advanced Trains [advtrains] [WIP]

by orwell » Fri Aug 26, 2016 14:22

I finally made the switches.
There are some new screenshots...
Re-download again if you want switches in the new angles!
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Re: [Mod] Advanced Trains [advtrains] [WIP]

by mbb » Sat Aug 27, 2016 15:35

how can i get the V1 / V2 tool?

im german too
can you send me a pm? (in german)
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Re: [Mod] Advanced Trains [advtrains] [WIP]

by orwell » Sun Aug 28, 2016 13:41

I fixed the inventory stuff
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Re: [Mod] Advanced Trains [advtrains] [WIP]

by orwell » Sun Aug 28, 2016 20:37

There's a subway train now!
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by mbb » Thu Sep 01, 2016 11:42

imade a power line(sorry for my englisch) in blender:
test.png
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by mbb » Sat Sep 03, 2016 15:23

i made a steam locomotive in blender:Image

there is an bug with the rendering (the actuator stem isnt right on the picture)
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by mbb » Sat Sep 03, 2016 16:29

UPDATE:
+ Spoiler
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Last edited by mbb on Sun Sep 04, 2016 10:29, edited 1 time in total.
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by mbb » Sat Sep 03, 2016 17:15

UPDATE:
+ Spoiler
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Last edited by mbb on Sun Sep 04, 2016 10:30, edited 1 time in total.
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by DS-minetest » Sat Sep 03, 2016 21:53

@ mbb:
  • super! can you make a download? and is it animated?
  • do this else your post takes too much space:
    Code: Select all
    [spoiler]<old post>[/spoiler]
  • make a screenshot of the scene if you got such a bug (at the top: Window/Save Screenshot)

@orwell: why did you scale down the rails? the with was exactly 1435mm like in real life
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