Creation Sharing Steam Era Gwr Route

Discussion in 'PC Editor Discussion' started by Daunfr59, Dec 14, 2023.

  1. Daunfr59

    Daunfr59 Active Member

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    First screenshot from my GWR route based on Calne Branch from Chippenham. Train standing at Down Platform Chippenham Station.(Apologies to GWR purists for the Jubilee).

    The signals and the platform itself were made in Blender for my TSC project and have been tweaked to suit
    Unreal 4.26 and TSW4. Currently adjusting the Up Platform to match the track layout.

    I am holding off smoothing and texturing the Landscape until I have laid the track and snapped the landscape to it.

    Unless Victory Works will consider converting some of their GWR loco models I may have to try and adapt the Jubilee to GWR (saint or Castle ?)
    Chippenham_Station_Down.png
     
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  2. eldomtom2

    eldomtom2 Well-Known Member

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    I would highly advise taking a look at the signal scripting and seeing if you can find some way for the signal to read both the position and speed of the player, or if not the speed then at least the position.
     
  3. Daunfr59

    Daunfr59 Active Member

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    Thanks for your advice although I am not quite clear which aspect of the signalling you think there may be a problem with.
    When I made the signals for TSC I made my own animations including all the linkages and the counterbalance weights. As long as these were named correctly the game would animate. It is difficult to get these animations into Unreal which uses skeletal meshes.

    For TSW4 I have used the West Somerset Railway signal models and introduced my own objects for the posts and some "special" arms (e.g the 5ft Distant in the background) so that I can have signals which look like the actual signals which were there in 1937.

    I am using the skeletons and animations from the TSW4 models and have not got into signal scripts as yet, although I may have to delve deeper when I come to signalling some of the more difficult parts - for example the backing signal with three route indicators at the other end of the down platform. There seems to be some sort of approach control in the signal options to detect speed of approach but I haven't looked at that yet.

    The photo was taken in a brief test scenario (start at A go to B) which I did mainly to test the platform clearances as the train came in and I have not yet set up accurate positions for the signal link and the platform stopping point.
    Also, there are currently no other signals on the down line beyond the one at the end of the platform so I have not yet extended the scenario for the train to travel beyond this point.
     
  4. oliverlacey2704

    oliverlacey2704 Member

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    Have you done any more to this?
     
  5. Daunfr59

    Daunfr59 Active Member

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    Thanks for your interest. I have been carrying on with the modification of the Up Platform in Blender and have almost finished. I think I will have to combine the platforms into one static mesh to set up a Station Object but will probably have to do that any way to get the passenger footbridge correct.

    The only other thing I have done is to bring in the Chippenham West Signal Box (which I made in Blender for TSC) and attach a couple of pictures - one in "play in editor" and a high level view showing the (basic !) interior. I hope to get a Signalman character inside the box for the game. SignalBox1.jpg SignalBox2.jpg
     
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  6. oliverlacey2704

    oliverlacey2704 Member

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    Great stuff, keep up the good work! I’ve always wanted to have a go at creating a route but I’m really a console player. I have TS classic on the PC but it’s an old system so it would probably blow up if I used the TSW editor. Maybe someday!
    Make sure you keep sharing what you’re doing it’s great to see!
     
  7. matt#4801

    matt#4801 Well-Known Member

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    This is shaping out to be great mate, look forward to see how it progresses.
     
  8. locobilly

    locobilly Well-Known Member

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    Nice, good luck with your work.
     
  9. Daunfr59

    Daunfr59 Active Member

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    Latest update having transferred the main station buildings and lamps from my TSC model into the editor. As this was one of my earliest Blender models I realised it was a bit sloppy and have spent some time correcting errors and rationalising the textures.

    Still struggling to get the station to work in the editor as a few passengers appear at the spawn point and vanish after a few seconds. Nobody gets on or off the train.

    Station is currently built around a child of Runcorn station from Liverpool Crewe DLC (hence the red benches and flower tubs) but I may try loading Runcorn station in directly (as an instance) and then try changing components if possible.

    ChippenhamDown.jpg
     
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  10. locobilly

    locobilly Well-Known Member

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    Keep up the good work.
     
  11. Daunfr59

    Daunfr59 Active Member

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    At Chippenham station there was a Turntable similar to the one used at Minehead on the West Somerset Railway and I wanted to put this in my route even it was only scenery rather than a working turntable. After much trial and error I finally figured out how to get the turntable into the route so that I could lay all of the Up side sidings trackwork.

    At first the turntable would work when operated by the player (on foot) but as soon as a scenario was loaded (even if it didn't involve the turntable the editor would crash.) If anyone is struggling to get a turntable in their own route I may be able to help.

    It now works correctly and the photo is from a test scenario where an AI train (Fowler 4F) approaches the turntable and turns before backing off in the opposite direction. the buildings in the background are the Station and the old Wiltshire Bacon Factory and other industrial buildings.(Now all demolished and replaced by Retail Park)

    Turntable.png
     
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