Creation Sharing Rail Vehicle Creation Guide.

Discussion in 'PC Editor Discussion' started by greggryan2, Jan 9, 2024.

  1. greggryan2

    greggryan2 Active Member

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    Anychance anyone can help me with a rail vehicle creation guide.

    I have an issue where if I don't add any virtual hid sequence in the ABP everything is fine. Once I add a virtual hid sequence though my skeletal mesh seems to become supper big and bones get messed up.

    Should I be exporting my animations differently to how I export my skeletal mesh cause my animations look fine if individually just looking at them.
     
  2. bremen

    bremen Active Member

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    At least you were able to implement the bones and the animation :).
    I tried some time ago to add the basic bones (main body and axles) but nothing happened in TSW4.
     
  3. greggryan2

    greggryan2 Active Member

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    oh I haven't tried it in the game yet haha, just in editor so far.
     
  4. greggryan2

    greggryan2 Active Member

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    That issue I have though is this.

    upload_2024-1-9_21-10-54.png
    I have my RVV with the stuff and the couple with it's ABP.

    upload_2024-1-9_21-11-26.png
    In my RVM I have the couplers F and B with it's needed settings.

    upload_2024-1-9_21-12-49.png
    I've got two of them in the scene a formation with two of my cranes together.

    upload_2024-1-9_21-14-12.png
    As you can see their coupled however How do I do it so only one of the couplers are coupled ? Or one of the shows coupled.
     
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  5. spikeyorks

    spikeyorks Well-Known Member

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    I have to say that I'm in awe of you guys who can create these masterpieces.
    Well done for what you have achieved so far :D
     
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  6. greggryan2

    greggryan2 Active Member

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    Thank you. It's a shame there isn't a vehicle guide or anything that we can have cause it would help massively.

    Plus with editor released DTG have to come to terms were using same tools as them so in some way they have to be fair to us if there using something to ensure stuff is done in right way
     
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  7. Mini Bubbles

    Mini Bubbles New Member

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    How did you make that?? Genuinely want to try and make a basic model but there are no tutorials online
     
  8. Daunfr59

    Daunfr59 Well-Known Member

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    I was surprised to see this old thread reactivated, although what "greggryan2" said then is still probably true.

    The difficulty is how basic does the information need to be to help others like yourself. Also the level of difficulty increase with the type of vehicle you want to make. A simple wagon is probably the easiest (no cab, no controls, etc) whereas a large steam loco would be the most difficult as this has Cab , interactive controls , steam (particle effects and sounds) and complex movements of parts such as the coupling rods/motion.

    Here are some comments I posted on another thread which gives an out line of what you will need for a basic locomotive.

    1. Skeletal Mesh for Vehicle Exterior (Blender model). This will need bones for all animated parts (wheels, axles, brake rigging, doors, windows and so on.) To suit Unreal it also has to be a single object with vertex groups linked to the various bones.
    It will also need animations for the moving parts other than the wheels (e.g. Brakes on or off)

    2. Skeletal Mesh for Cab / Interior
    . Blender model similar to the above with bones for all working control levers.
    If your model is based on an existing DTG loco you may be able to use their cab.

    3. Rail Vehicle View (RVV)
    – this is a special TSW Blueprint which controls how the loco appears in the game. It links the two skeletal meshes (interior and exterior) and adds other features such as couplings, coupling hoses, driver position, steps up and down etc. etc. and the Animation Blueprint. It also refers to the RVM.
    This is a very complex blueprint and I suggest you make a child blueprint of a similar DTG one to get an idea of how it is put together.
    If you have made something very similar to an existing DTG loco and can use the existing cab you can substitute your exterior model for the DTG one in this child blueprint. I have done this and the loco works in the Editor.

    4. Rail Vehicle Model (RVM) – this is another special blueprint which controls the interactions of the loco in the game. There is no mesh attached to it so it is not visible itself but it references the RVV. It includes various blueprints for the controls in the cab and interacts with the Simugraph simulation. I believe the Simugraph inputs (reverser setting, throttle setting etc. are set up here.)

    Again, you can use an existing RVM and substitute your RVV. If the loco is similar it may work in the editor.

    5. Simugraph (Simulation Asset) – this is the asset which defines the behaviour of the locomotive in game.
    It is possible to make a custom Simugraph and get it working in the game as i did this for my own GWR Steam Locomotive.

    6.Animation Blueprint – this controls the rotation of the wheels and other animations (e.g brakes applying) to match the simulation. The Animation Blueprint is linked to a specific skeletons . You should use a Rail Vehicle Animation Instance and this will detect the Axles and wheels in your RVM and do the wheel movements automatically.

    7. Rail Vehicle Definition (RVD) this is a basic loco data asset which stores overall size, type of propulsion, whether it needs a tender, whether it can be controlled from another vehicle etc, etc..
    You need this to be able to create a train formation which includes your loco. This allows the game to place your loco on the track and be used in a scenario.

    It is possible to create a custom locomotive which works in game but, as there is little or no "official" support it is mostly done by a long process of trial and error but if you stick with it you will get there eventually.

    Hope this is some help.
    If you do have a go at making your own vehicle - Best of luck !
     
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