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How do I convert OR Loads to freight animations

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    How do I convert OR Loads to freight animations

    How do I convert OR Loads to freight animations?

    #2
    You need to be specific about what you want to do. Are you talking about taking an existing .s file of an object and making a freight animation to place on a car? If the car has no current freight animation, one can use the old MSTS FreightAnim syntax to add it to the car. If the car already has freight anims, OR will allow you to have multiple freight anims on a single car, but it requires OR-specific syntax. Or are you asking something completely different?

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      #3
      It's taking the shape and making a freight animation.

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        #4
        Ok, so next question... what have you don so far?
        http://www.railsimstuff.com
        Just Blender now, 3DCrafter only when I have to.
        formerly The Keystone Works (All Permissions Granted)
        https://github.com/pwillard/MSTS-replacement
        sigpic

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          #5
          Originally posted by pwillard View Post
          Ok, so next question... what have you don so far?
          Nothing. Just a need a tutorial.

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            #6
            Here is what I have done so far.Click image for larger version  Name:	Open Rails 2024-10-31 12-13-39.png Views:	117 Size:	1.06 MB ID:	2314206
            Last edited by RobGuru; 10-31-2024, 13:06.

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              #7
              If the container is a separate model use the shape file manage 2.5 , un compress the model , use the the "shift" from drop down list , use the shift " shift Y height " to adjust the model . Use small amounts to get the height.

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                #8
                Hi,
                Originally posted by huha435 View Post
                If the container is a separate model use the shape file manage 2.5 , un compress the model , use the the "shift" from drop down list , use the shift " shift Y height " to adjust the model . Use small amounts to get the height.
                Don't forget that if you adjust the height of a shape, it will appear at that height from its base wherever it's used. Better to take a copy of the shape file, rename it according to where you wish to use it, then adjust the height of the new shape.

                Cheers,
                Ged

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                  #9
                  It's probably best to adjust the height in the FA coordinates entry.
                  The middle number determines the vertical placement.

                  Randy

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                    #10
                    I guess there are somethings I take for granted , when you do it enough times. Sometimes I just do it when modeling export a " crude model " open it in Shape Viewer and make my adjustments that way .

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                      #11
                      What is a good Load height for this wellcar?

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                        #12
                        Looking at RobGuru's screenshot I assume he wants to convert the container/trailer loads on the cars from the NAVS Z-Series Gunderson 48-foot well car set (navs_dttx_456700_c2001.zip) to static freight animations.

                        The FreightAnims section of the original NAVS .wag file for the car shown in the screenshot looks like this:

                        ORTSFreightAnims (
                        WagonEmptyWeight( 55000lb )
                        LoadingAreaLength ( 14.6304 )
                        AboveLoadingAreaLength ( 16.1544 )
                        DoubleStacker ()
                        Offset( 0 0.3429 0 )
                        IntakePoint ( 0 6.0 Container)

                        LoadData ( Container_40ft_6 NAVS_Container_Base Center Loaded )


                        FreightAnimStatic (
                        Shape( ../NAVS_COMMON/BNSF_Freight_c2001/Well_Gunderson_48ft/Decals/Well_Gunderson_48ft_Decal_A06.s )
                        Offset( 0, 0, 0 )
                        FreightWeight( 0lb )
                        )
                        )

                        For the conversion the part for the container load (shown in blue) has to be replaced by a statement for a second static freight anim (in addition to the one already present for the decal):

                        ORTSFreightAnims (
                        FreightAnimStatic (
                        Shape( ../NAVS_Container_Base/Container_40ft/NAVS_Container_40ft_6.s )
                        Offset( 0, 0.3429, 0 )
                        FreightWeight( 0lb )
                        )

                        FreightAnimStatic (
                        Shape( ../NAVS_COMMON/BNSF_Freight_c2001/Well_Gunderson_48ft/Decals/Well_Gunderson_48ft_Decal_A06.s )
                        Offset( 0, 0, 0 )
                        FreightWeight( 0lb )
                        )
                        )

                        For a car with two containers on top of each other the FreightAnim section would look like this:

                        ORTSFreightAnims (
                        FreightAnimStatic (
                        Shape( ../NAVS_Container_Base/Container_48ft/NAVS_Container_48ft_9.s )
                        Offset( 0, 0.3429, 0 )
                        FreightWeight( 0lb )
                        )
                        FreightAnimStatic (
                        Shape( ../NAVS_Container_Base/Container_53ft/NAVS_Container_53ft_4.s )
                        Offset( 0,
                        3.2429, 0 )
                        FreightWeight( 0lb )
                        )

                        FreightAnimStatic (
                        Shape( ../NAVS_COMMON/BNSF_Freight_c2001/Well_Gunderson_48ft/Decals/Well_Gunderson_48ft_Decal_A08.s )
                        Offset( 0, 0, 0 )
                        FreightWeight( 0lb )
                        )
                        )

                        Note that the second figure after "Offset"​ (shown in red) has to be adjusted for the higher position of the top container.

                        ​The shape files for the containers can remain where they are from the installation of the original NAVS set (as in my example) or placed into the same folder as the .wag file(s). The textures (.dds files) for the containers and the trailers, however, have to be copied from the "NAVS_Container_Base" folder into the folder with the .wag file(s).

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                          #13
                          Originally posted by uli2 View Post
                          Looking at RobGuru's screenshot I assume he wants to convert the container/trailer loads on the cars from the NAVS Z-Series Gunderson 48-foot well car set (navs_dttx_456700_c2001.zip) to static freight animations.

                          The FreightAnims section of the original NAVS .wag file for the car shown in the screenshot looks like this:

                          ORTSFreightAnims (
                          WagonEmptyWeight( 55000lb )
                          LoadingAreaLength ( 14.6304 )
                          AboveLoadingAreaLength ( 16.1544 )
                          DoubleStacker ()
                          Offset( 0 0.3429 0 )
                          IntakePoint ( 0 6.0 Container)

                          LoadData ( Container_40ft_6 NAVS_Container_Base Center Loaded )


                          FreightAnimStatic (
                          Shape( ../NAVS_COMMON/BNSF_Freight_c2001/Well_Gunderson_48ft/Decals/Well_Gunderson_48ft_Decal_A06.s )
                          Offset( 0, 0, 0 )
                          FreightWeight( 0lb )
                          )
                          )

                          For the conversion the part for the container load (shown in blue) has to be replaced by a statement for a second static freight anim (in addition to the one already present for the decal):

                          ORTSFreightAnims (
                          FreightAnimStatic (
                          Shape( ../NAVS_Container_Base/Container_40ft/NAVS_Container_40ft_6.s )
                          Offset( 0, 0.3429, 0 )
                          FreightWeight( 0lb )
                          )

                          FreightAnimStatic (
                          Shape( ../NAVS_COMMON/BNSF_Freight_c2001/Well_Gunderson_48ft/Decals/Well_Gunderson_48ft_Decal_A06.s )
                          Offset( 0, 0, 0 )
                          FreightWeight( 0lb )
                          )
                          )

                          For a car with two containers on top of each other the FreightAnim section would look like this:

                          ORTSFreightAnims (
                          FreightAnimStatic (
                          Shape( ../NAVS_Container_Base/Container_48ft/NAVS_Container_48ft_9.s )
                          Offset( 0, 0.3429, 0 )
                          FreightWeight( 0lb )
                          )
                          FreightAnimStatic (
                          Shape( ../NAVS_Container_Base/Container_53ft/NAVS_Container_53ft_4.s )
                          Offset( 0,
                          3.2429, 0 )
                          FreightWeight( 0lb )
                          )

                          FreightAnimStatic (
                          Shape( ../NAVS_COMMON/BNSF_Freight_c2001/Well_Gunderson_48ft/Decals/Well_Gunderson_48ft_Decal_A08.s )
                          Offset( 0, 0, 0 )
                          FreightWeight( 0lb )
                          )
                          )

                          Note that the second figure after "Offset"​ (shown in red) has to be adjusted for the higher position of the top container.

                          ​The shape files for the containers can remain where they are from the installation of the original NAVS set (as in my example) or placed into the same folder as the .wag file(s). The textures (.dds files) for the containers and the trailers, however, have to be copied from the "NAVS_Container_Base" folder into the folder with the .wag file(s).
                          What are the recommend positions?

                          Comment


                            #14
                            you can use shapeviewer and d/l the addon 1postooland add that to your shapeviewer folder. when you put your car into shapeviewer you then add a second item being the postool. Then you position the postool to the bottom of the car and notice the 'y' co-ordinant and that is what the 'y' co-ordinant of the load must match to be sitting on the bottom of the car.

                            Comment


                              #15
                              Originally posted by lineman View Post
                              you can use shapeviewer and d/l the addon 1postooland add that to your shapeviewer folder. when you put your car into shapeviewer you then add a second item being the postool. Then you position the postool to the bottom of the car and notice the 'y' co-ordinant and that is what the 'y' co-ordinant of the load must match to be sitting on the bottom of the car.
                              Where can I find 1postooland?

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