Creation Sharing New Custom Track Creation

Discussion in 'PC Editor Discussion' started by pierrechi, Oct 4, 2023.

  1. Nacho Olmedo

    Nacho Olmedo New Member

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    Seeing your Ballast node system and the screenshoot from the Junction section, I finally can create junctions and made a stable ballast, really thanks for that.
    But I having this problem (the attached screenshoots), probably I need to change a parameter?

    All about electrification and wires is part of the OHLE files or I need to put something in the track descriptor?

    Thanks again for all the help.
     
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  2. pierrechi

    pierrechi Member

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    Nacho Olmedo have you added and configured a junction rail cap?

    upload_2024-11-27_19-55-26.png

    upload_2024-11-27_19-56-42.png

    Without Junction Rail Cap:
    upload_2024-11-27_20-1-29.png

    With Junction Rail Cap:
    upload_2024-11-27_20-2-10.png

    Edit: Oh and yes, OHLE is a complete different system I myself haven't looked into that much. But I'm glad I can help with the track itself. :)
     
    Last edited: Nov 27, 2024
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  3. Nacho Olmedo

    Nacho Olmedo New Member

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    I viewed all the stock meshes and create my own with the same sizes. But with all the crashes of the editor I descarted the 4 junction rail cap, I will try them again. Thanks!
     
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  4. WabbeLKonG

    WabbeLKonG Active Member

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    Hey there, did I miss an option to use different caps for the check and wing rails at junctions? The check rails I created have different geometry than the "normal" ones and it seems to me like the only option for "capping" them is to place a mesh in the "Wing Rail Cap" section of the loft descriptor asset, which, as the name suggests, also adds these meshes to the ends of the wing rails where I don't want them to be (It also seems kinda weird to me that wing and check rails need to have the same cap, as in real life, their profiles are very different). Have any of you found a solution for this yet? Thanks in advance! :D

    PS: Does anyone know an option to use a different mesh/Cross Section for wing rails? Or apply a different material to them? I'm thinking of something like this :) :
     
    Last edited: Nov 29, 2024
  5. pierrechi

    pierrechi Member

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    Hey WabbeLKonG,

    I ran into the same problem with the chack rail caps. I don't think there is a solution to that yet or at least I havent't found it yet. So I'm going without caps for now and use the procedural ends.

    For the rusty wing rails you can setup your material to blend different textures vertex color. In the junction section go to "Color Wing Rails" and for example set the green channel to zero. Since the original track I looked into for that used the green channel, I took that too.
    upload_2024-11-29_17-54-19.png
    This will set the vertex colors so you can blend the textures in the material.
    upload_2024-11-29_17-55-32.png

    In the material choose the "Vertex Color" Node, take the channel you set to zero on wing rails and blend whatever you need to.

    upload_2024-11-29_17-57-1.png

    I hope this helps. :)
     
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  6. WabbeLKonG

    WabbeLKonG Active Member

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    Incredibly helpful, thank you so much! :D

    by the way, if there's anyone else who also wondered how to use a different profile for wing rails, I achieved that in the meantime by just making them part of the Junction Rail Cap mesh (just in case this is any helpful :))
     
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  7. ipod#7137

    ipod#7137 New Member

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    Hi Guys. I hope you are doing well. Could you please provide some documentation to import a custom made track? I searched everywhere, and found nothing so far. I also tried to copy the values from an existing track, however the editor crashed so I am stuck at this point. Any kind of assistance is much appreciated. Thanks in advance
     
  8. Dmitri

    Dmitri New Member

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    pierrechi , could You please share your node tree for the ballast prism material? I have a weird shading issue there and kindly ask you for the assistance. I see your POM function works well instead of mine.

    Thanks.
     
  9. pierrechi

    pierrechi Member

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    Hey Dmitri , sorry for the late reply. I didn't see it before.

    What do you mean with ballast "prism" material? I shared a template ballast material on page 1. Maybe this helps?
     
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  10. Dmitri

    Dmitri New Member

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    Ah, I found it, thanks! Will try your settings today.

    Also, you can use built-in POM material function in TSW Public editor now, it seems to be fixed some updates ago. But I will try your version instead of default one, as I don't like my actual results with it.
     
    Last edited: Apr 18, 2025
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  11. Dmitri

    Dmitri New Member

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    upload_2025-4-18_15-14-34.png

    My POM node generates weird effect both with my material and your sample. I already found a way to minimize, but not eliminate it. Also, it has a very short rendering distance. Any ideas how to increase it?
     
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  12. Dmitri

    Dmitri New Member

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    Here's my material with POM. It renders quite OK, but I want to eliminate this shadowing effect - shaded volume dissapperas at some distance from a camera:
    upload_2025-4-18_15-20-5.png

    This place precisely:
    upload_2025-4-18_15-20-30.png

    How to make that 'shading border' go to higher distances?
    At near distances my boulders look nice with a good-detailed fake edges.
    upload_2025-4-18_15-22-45.png
     
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  13. pierrechi

    pierrechi Member

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    Hey Dmitri , thanks for the tip that I can use builtin POM now. I didn't know that. But actually I haven't used the editor for a while now.

    Your shading problem looks like it can be solved by deactivating the ballast to cast a shadow. This can be done in the Loft Descriptor in the LOD Section. On all three LOD-Levels you can untick "Ballast Casts Shadow". I hope this helps.

    upload_2025-4-18_16-35-44.png

    Btw great tracks and materials you built there. :)
     
  14. Dmitri

    Dmitri New Member

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    Thanks!
    Seems it will work, but I want my ballast DO shadows... Otherwise it will cause inproper shading at morning and evening, not?
     
  15. pierrechi

    pierrechi Member

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    Usually POM-materials do have problems with shadows because the POM-effect transfers the texture behind the shadow (they are two seperate passes). The solution COULD be that you do a world position offset along the normal just in the shadow pass. There should be a material node called "shadow pass" or something. I can take a look later when I'm not busy.
     
  16. pierrechi

    pierrechi Member

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    Hey Dmitri , you could try this approach in your ballast material. (The "Add" Node is only necessary if you do other WPO-Stuff).

    upload_2025-4-19_0-19-25.png

    But you should check if this is really necessary at all. I tried different light situations with the ballast casting shadows and the ballast casting no shadows side by side. There was hardly a difference since in evening-situations the rails cast shadows on the ballast which does not need to cast a shadow itself or it doesn't make that big of a difference. Anyways I hope this helps.
     
  17. Dmitri

    Dmitri New Member

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    I resolved my issue just with adding a proper masking for boulders 'dents' and adjusting TOD 4 settings. Looks pretty cool now and doesn't have any shading issues. Thanks!
    [​IMG]
     
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  18. JacobR

    JacobR New Member

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    Hi all,

    I am very early on in my endeavours to build a route. I am trying to use the assets available in game to create a loft asset descriptor for a narrow gauge rail. As you can see from my screenshot, the rail gauge is where it needs to be, however, playing around with various settings, I am unable to get the clips to align with the rails, having tried to adjust the offset and to align the clips to the rail. Any help would be greatly appreciated. Trying to get an idea on how the settings all effect the models before creating my own assets individually one by one

    upload_2025-4-22_21-7-18.png
     
  19. enri.reali

    enri.reali Member

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    use snap to terrain!!!
     
  20. pierrechi

    pierrechi Member

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    Hey JacobR , are you using standard sleeper assets? Usually the sleepers are built with the clips in the same mesh. Only for points or crossings the sleepers and the clips are built seperately. So you should use a sleeper that is built for narrow gauge. :)
     
  21. pierrechi

    pierrechi Member

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    A question to DTG ... and since I don't know who of you is from the material-magic team I'll ask DTG JD who exactly I could ask this. :)

    are you willing to share the secret how to create the new trackshadows? I'm not asking particularely about the vector math but about the blueprint routing technique. How to specifically block directional light on certain parts of the material?
     
    Last edited: Apr 27, 2025 at 11:43 PM

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