Coxton Roundhouse Issue

Discussion in 'Creation Centre' started by mrscott2022, May 6, 2026 at 1:16 AM.

  1. mrscott2022

    mrscott2022 Active Member

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    So I 've re-visited my Coxton Yard Route. I thought it was time to fix some issues. Try as I might, I just can't figure this problem out...
    [​IMG]
    For some reason I can't get the track and the building (bay doors) to line up! It's like a big puzzle I can't seem to solve! :mad: The turntable is from the Sherman Hill Route. I used the same dimension turntable in Blender when I designed the roundhouse. You can see in this picture that the end bay doors line up but nothing else does. I don't make any sense to me.
    [​IMG]
    I've tried scaling down the roundhouse on the route to no success. While the roundhouse looks more in scale to it's surrounding area, the doors still don't line up. Does anybody know the secret to this puzzle?
    [​IMG]
    It would be a shame to waste this model due to it not fitting to the turntable tracks. Has anybody ran into this kind of problem before? Any possible solutions that I could try?
     
  2. Oystein

    Oystein Well-Known Member

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    This might be a 64 exit turntable? 360/64 gives an exit for every 5.625 degree.

    You could export the track from TS and import it into Blender, and adjust the model so it fits.
    Select the track in editor, press CTRL+C then CTRL+SHIFT+E. You should find the obj file in Railworks\Export.
     
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  3. VirginTrainsIsGreat

    VirginTrainsIsGreat Active Member

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    It might just be me but those doors look a bit thin to me. Maybe just check the door size in comparison to the US loading gauge.
     
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  4. mrscott2022

    mrscott2022 Active Member

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    This I never knew. Must try.
     
  5. Oystein

    Oystein Well-Known Member

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    Yes, it is a quite nice feature. Many use it when they are building stations so that the platforms line up with the tracks. You can also export terrain. Take a look in one of the dev docs in RailWorks\dev\Docs.
     
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  6. mrscott2022

    mrscott2022 Active Member

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    Very interesting. Great info to know!


    If and when I get the roundhouse figured out, I have the next project waiting in the wings. This is the Coxton coaling tower I made in Trainz. This is modeled from the original coaling tower that still stands today...all though is covered in weeds, brush. It sits there as a big relic of the past.
    [​IMG]
    I was feeling quite adventurous the day I made this model...lots of detail. My main question is what would I need to do to this model to make it interactive? Is it even possible?
     
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  7. Oystein

    Oystein Well-Known Member

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    You could try to use a "Transfer point blueprint"
    Not sure how well it works in TSC, but you could take a look at the files in Assets\Kuju\RailSimulator\RailNetwork\TransferPoint\ to get an idea on how to make it work. No documentation for it.
     
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  8. mrscott2022

    mrscott2022 Active Member

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    Looks like I got a lot of work ahead of me. Thanks for the info.
     
  9. mrscott2022

    mrscott2022 Active Member

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    So I was successful in get the tracks into Blender. That was easy enough. Something is telling me there is more to this then meets the eye. I still seem to have the same problem in Blender that I had in TSC. No matter how much I scale, it never matches up. I can't help but think about the 5.625 spacing for each track that you mentioned in your post. Is there a way to set up a circle (representing the turntable) up in Blender so it has that 5/625 spacing? If so, I can just re-build the roundhouse around that circle??? Correct? I'm starting to get one of those ice cream headaches...without the ice cream!
     
  10. Oystein

    Oystein Well-Known Member

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    I used the array modifier when I built a roundhouse. For me it was a bit simpler since I had the turntable in Blender. But as long as you know the size of the turntable it shouldn't be a problem. Add an empty plain axes to the scene, located at 0,0,0. Rotate this 5.625d. Use this as the object offset in the array modifier for the roundhouse module, which also must have the origin at 0,0,0.

    blender_CE4IJ14BJh.png
     
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  11. mrscott2022

    mrscott2022 Active Member

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    Ah, I knew there was a way. My mind wasn't thinking in that round perspective. Thanks again! Ice cream headache relieved.
     
  12. mrscott2022

    mrscott2022 Active Member

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    I still have one more question on this process. How do you come up with the shape of the original stall?
     
  13. mrscott2022

    mrscott2022 Active Member

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    Yeah, there is something I'm missing here. I understand the array modifier, but I'm not understanding how to make the original object... the first stall. I'm most likely overthinking the process somehow. I've been known to do this before.
     
  14. Oystein

    Oystein Well-Known Member

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    It is quite simple. Just make one module of the roundhouse (stall), with it's origin at 0,0,0.
    Green line represents Y-axis, red X.

    firefox_O67yc3DPg5.jpg
     
  15. mrscott2022

    mrscott2022 Active Member

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    Last night after looking at some array modifier video tutorials, I started to see what needs to be done. So later on today I shall commence with the re-building of the Coxton Yard Roundhouse. Oh and yes, I was over thinking the process. I knew it! :(
     
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  16. mrscott2022

    mrscott2022 Active Member

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    My quest has been completed...well, the hard part is done. The array modifier worked with few issues. The roundhouse now matches the tracks! Now to build... The first thing I've noticed is that my loop cuts in Blender are not working on this object and I can't figure out why. So this is the first problem I need to solve before going any further. I'll need those loop cuts to create the windows and bay doors.
    [​IMG]
    So basically I created a single bay wall and use the array modifier to set the right amount bay walls. I used the actual exported track guide to set the wall spacing. I then used face creation to add the walls and roof. While this worked for completing the roundhouse's basic shape, it's probably why my loop cuts aren't working.
     
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  17. Oystein

    Oystein Well-Known Member

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    Loop cuts only works on quads, so make sure to merge vertices and get rid of any loose ones (ngons) Clean up the model before you apply the modifier.
     

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