The track rule scheme, as far as I looked at it, is fantastic . So many options. I have created the custom BP for the track and imported two mesh. At the moment I have taken the same 3Ds I used in TSC, with a pivot point at the start and a single section of 4m. In the editor I can see a "loft", but it is vertical and the 3D is incomplete ' I can imaging that the rules for 3Ds to be used as loft are not identical as in TSC. I'll go on and delve into it...
Take a look in the mesh folder for existing track. I do not believe tracks are made in that way (like in TSC) Make the meshes equivalent to the ones you see in content browser.
Thank you, I'll look into it. From the preview I think to know which is the main difference. Update: yes it is a question of rotation for both mashes. The ballast is ok now, but rails no where to be seen
For the moment I'm stuck with a footpath I'am missing something very simple or something very obscure...
My piece of rail (above) compared to one taken from a default route (below). Same length, same "shape" (slightly different width and height), perfectly simmetrical, same pivot position and orientation. What am'I missing?
I tried to assemble the same "narrow gauge" track which is part of the default assets. It does not work. The ballast is visible but not the rail. So there is something more then a ballast and a piece of rail to obtain a basic track.
Have you reached some progress on your track? I'm planning to building my own but I haven't any starting point for how set it before the export so... waiting for some news about this system
Nope. I spent too much time trying to teach my Lidar data to behave. If it is something like the "plugin directory" will be better to wait.
A basic cube with the same size of a piece of rail. Only the upper face is visible. Tried backface culling, normals in and out, pivot in different positions. The rotation is correct, at least... I could have built a spaceship for Mars in the same amount of time The strip is formed by two cubes one near the other but, even thou I have set the gauge in the BP, it does nothing.
I had to export a rail (the actual 3D from the editor into Blender) to see its properties and to make a working track. Don't worry DTG, I have no intention of using it in my routes. I'll find a way to use my usual shape .
Been there, done that, got my mesh to show in the editor... finally . The UV of the texture used for the rail needs to be alligned with absolute precision. Absolute. Now I can start improving the 3D, texture, etc.
Wow! That's a lot.... Ok, we need your tutorial now ('I'm joking I'll imagine you're busy to do that).... But, if I may ask, how long is the rail's and the ballast?
I'm still trying to work out what the requirements are for the track loft to work. Like you, I had some success in exporting a rail from an existing route (Training center in my case,) and modifying it, but after a certain point it just stops showing up. If I may ask, was it really the UVs of the texture (as in the texture in the material) that made a difference? Doesn't seem to be working for me I wonder if there are some bounds in the loft descriptor that my model is falling outside of, or...? (Honestly, I haven't a clue at this point.) ... Never mind! In my case, at least, the problem was that I was trying to use more than one material in my loft mesh! This is apparently a big no-no. Good to know. (I wouldn't rule out the possibility of bad UV's either, to be honest.)