With the CJP F7 as a base I've managed to get my locomotive running in TSW. Still heavily in development, both in Blender, Substance Painter and Unreal Engine. Must say it is really fun to make some progress in the editor and finally be able to see the loco in TSW It gives me motivation to continue working on the project (and many others) The livery on the loco is just placeholder while working on it. I have just reworked the uv's and need to paint everything from scratch in Substance Painter.
Nice and guess what it has the engine of CJP and Clinchfield F7 the EMD567. Keep in mind the game will treat Di3 as a F7 version in terms of achievements therefore you just need Di3 to get the 247 miles needed for F7 mileage run. Just like how the Austrian 1016/1116 and 1293 are seen by the game as a 182 derivative and the latter one as a RP Vectron derivative.
Very nice. Sadly progress or rather complete lack of in the route editor means part of the Nordland or Andalsnes line is only a very distant hope.
Looks great! I've barely been able to take a look at the editor yet, but I'm hoping to do something similar myself, with the old red Toronto subway cars (a.k.a. G-1 Gloucester, retired 1990.) I've quite a bit of experience in blender, and some in UE4, though I'm a little rusty. My modelling skills should be up to it; the main obstacle is going to be working out things like how the game links the cab controls to door animations, and how passenger loading is handled, etc. If I may ask, did you make a child actor from the F7 to start picking it apart? I hope DTG consider making a simplified loco example with blueprints, maybe even a tutorial. Otherwise it's going to be a heck-of-a-lot of reverse engineering. Keep up the good work, and keep us posted!
That is correct, made a child bp and removed its skeletal mesh and replaced it with mine. Had to scale down the cab a bit, and move door definitions etc. I'm taking some steps back and I'm currently making a sample wagon from scratch that I will share so that people can see how it is done by having all the necessary source files.
Looks fantastic. I myself am very familiar with the DSB MY version of the Nohab so this is brilliant to see!
Thank you! I just hope they didn't promise any release date for it !! I have a DSB MY livery ready - I'll post a screenshot of it soon.
Thanks for getting back to me, it was pretty cool seeing your loco on the livestream! You've inspired me to go ahead with my subway car project after all, by the way. (Technically the second one I've made, but the first was about 15 years ago, for Microsoft Train Simulator, believe it or not.) Still pushing vertices around in Blender, but I hope to have something worthy of sharing with everybody in a week or two, at least in terms of a W.I.P. screenshot!
Haven't done much in TSW4 editor lately. Been re-modelling a lot of details on the loco, corrected some mistakes and added more details. I'm in the early stages of adding cabs, so far no animations. If anyone have had sucsess with buffer animations I would like to hear from you. I have no problems adding the animations via bones in Blender, but they act weird in-game. I believe (from a lot of testing) that the problem has to do with something in Blender (and bones) rather than in the editor and blueprints.
Would you be kind enough to share which are the basic properties to rig a rollingstock? A bone for the body and 4 bones, one for each wheels, right? Tried that in Blender but it did not work .
Good question but the Nohab Di3 is actually a licence produced EMD F7 from Cajon Pass and Clinchfield for the European market
Not sure if you were able to work out the buffer animations, but in a week or two (or thereabouts) I'll be looking at them myself, to see if I can use just the bones and any collision meshes to use as as a target for the ends of the pantagraph-gates on the front of my subway car. I'll let you know what I encounter, if I can remember to (my memory is not the greatest at times.)