How do I convert OR Loads to freight animations?
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How do I convert OR Loads to freight animations
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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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Ok, so next question... what have you don so far?http://www.railsimstuff.com
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https://github.com/pwillard/MSTS-replacement
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Hi,
Originally posted by huha435 View PostIf 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.
Cheers,
Ged
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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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Originally posted by uli2 View PostLooking 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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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.
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Originally posted by lineman View Postyou 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.
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