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Where to find help on add-on creation?

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Martin Ziegler
graymac
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Post by davidh21 Sun Jan 29, 2012 9:32 am

Hi all , I was just wondering how you guys make objects , I have seen (and investigated) all CSV files but I don't know or understand how the CreateMeshBuilder works or where it is found . I have searched on Google for a week and I still don't understand , if you have an info please post a reply.
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Post by Dexter Sun Jan 29, 2012 11:28 am

Depends on what exactly would you need. There is a great object guide written by Graymac... go HERE and download "eejits guide to object building"... don't take it personally, it's just his style of humor. Very Happy
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Post by graymac Sun Jan 29, 2012 11:55 am

albino
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Post by Dexter Sun Jan 29, 2012 1:56 pm

graymac wrote: albino

I know you'd do that... Very Happy Very Happy albino albino
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Post by graymac Sun Jan 29, 2012 3:36 pm

Yes indeed!

I will post this (yet again):
This information is waiting for a home in the "Knowledge Base", perhaps it could go in a "sticky" until the KBase is ready???

Construction of all items for Open BVE:
http://trainsimframework.org/develop/index.html

Train Building (BVE4, also mostly applies to Open BVE):
http://www.roman-road.co.uk/temp/tutorial/index.html

Objects:
http://www.eezypeazy.co.uk/
(Look for Luigi Cartello's Guide, also Denis Lance's Route Tutorial is there plus other utilities)
http://www.iwrsim.graymacimage.com/downloads/eejitsguides.zip
http://www.iwrsim.graymacimage.com/downloads/eejitsfour.zip

Curve Offset Calculation
http://www.virtualrailroader.com/diverge-calc.html

http://www.norgrove.me.uk/permanent_way_notes.htm
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Post by Dexter Sun Jan 29, 2012 6:46 pm

Done, I have also modified the thread title, to attract correct attention. Very Happy
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Post by graymac Sun Jan 29, 2012 9:40 pm

Good man yerself, Derryck! Basketball
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Post by Dexter Mon Jan 30, 2012 4:08 am

Or is HE??? albino
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Post by davidh21 Sun Feb 05, 2012 1:56 am

Thanks for the help guys , I have just found a BiLevel mod from bve.e6.pl and its without either csv files or dat files so when i try to convert it into csv files using the converter that's found on mackoys sitte but when i tried to to view it its turn out like this? train.dat wasnt a success either as i just got white face as usual help is appreciated as usual ( link to photo : go /photo/my-images/585/98663323.jpg/ hosted on imageshack of course )
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Post by Martin Ziegler Sat Dec 30, 2017 11:39 am

allmost all links from graymac are offline.

Maybe we should post some up-to-date links here Smile
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Post by graymac Sat Dec 30, 2017 1:20 pm

allmost all links from graymac are offline.

The trainsimstuff.org link on my website is the only one I find not working this afternoon
Where to find help on add-on creation? Wp4c244962_06

Of the links posted in this thread in Jan 2012, the ones struck out are gone now.
Construction of all items for Open BVE:
http://trainsimframework.org/develop/index.html
Train Building (BVE4, also mostly applies to Open BVE):
http://www.roman-road.co.uk/temp/tutorial/index.html

Objects:
http://www.eezypeazy.co.uk/
(Look for Luigi Cartello's Guide, also Denis Lance's Route Tutorial is there plus other utilities)
http://www.iwrsim.graymacimage.com/downloads/eejitsguides.zip
http://www.iwrsim.graymacimage.com/downloads/eejitsfour.zip

Curve Offset Calculation
http://www.virtualrailroader.com/diverge-calc.html

http://www.norgrove.me.uk/permanent_way_notes.htm
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Post by Dexter Sat Dec 30, 2017 7:09 pm

http://brnobve.eu/?page_id=3339
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Post by graymac Sat Dec 30, 2017 7:35 pm

The original "eejit's guide" was intended to help newcomers as a simple introduction to object building using a text editor (MS "notepad") and the .b3d file format. It included sample textures and went through the steps necessary to create a fairly basic railway station scenic structure. Unfortunately, the files have been dropped from the CTS website some while ago and I have lost the originals.
It may be possible, if anyone has copies of these, to find hosting somewhere for them should anyone think they're worth saving. I dedicated them as "public domain" anyway, so there's no objection to third-party hosting by any member of the BVE community.
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Post by Quork Sat Dec 30, 2017 10:05 pm

I'll take a look on my old disks, I might have a copy of your Eejit's guide.
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Post by MattD6R Sat Dec 30, 2017 11:08 pm

Dexter wrote:http://brnobve.eu/?page_id=3339

I did proofread and suggest some corrections of this guide last year ( I sent you a PM) if that interests you as I didn't anything hear anything further from you.

Graymac, I do have copies of most of your Eejit guides which I have included here as zipped folder:

1.Eejit's Guide
2.Eejits Guide Part 4
3.graymac’s TPWS & AWS for Eejits

Eejit Guide's (in 7z)

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Post by graymac Sun Dec 31, 2017 2:47 pm

Thanks Matt. If anyone wants to grab that right now or host it on their own site then be my guest. And I have a copy on my hard disk until the next computer meltdown!! geek geek geek
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Post by Quork Sun Dec 31, 2017 2:54 pm

Why won't you host it on CTS again?
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Post by graymac Sun Dec 31, 2017 3:39 pm

The CTS site is specifically intended for branded items made by me for OpenBVE. I never intended the site to be a "general store" or depository for other stuff. There's a lot of CTS material to host and I got rid of a lot of obsolete stuff last year to keep things tidy.
This is where "one stop" shops (such as the one Mr Ziegler runs) can be of help. Wide ranging user help sites such as this forum are better places to distribute help and advice material. You probably remember the free objects (mainly road vehicles) that were issued about three years or more ago - made mostly by me and Stephen ("Taffy") Cross. Those are hosted on the bvet website (see here  http://www.bve-terminus.org/freebies/ ).
I have no plans at present to host any items outside of the CTS product range. If I decided to do so it would have to be as a separate site. That will have to be considered another day.
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Post by Quork Sun Dec 31, 2017 3:58 pm

Alright, thanks for that explanation =)
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Post by ebennekom Tue Jan 02, 2018 11:46 am

From the eejits guide:

"lets build a roof. I live in a wet country, we like roofs" Laughing

Shouldn't the eejits guide be stickied somewhere?


Ehm... nevermind that Embarassed

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Post by graymac Tue Jan 02, 2018 1:57 pm

Well, you can't fault the logic of it . . . . . .  lol!
"The rain in Spain stays mainly in the plain", goes the old saying. But here in Ireland it p***es down!

Where to find help on add-on creation? Sample10
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Post by ebennekom Fri Jan 05, 2018 11:44 am

graymac wrote:Well, you can't fault the logic of it . . . . . .  lol!

That's absolutely true Smile

However over here it's not all that uncommon to have a roof on your house either. I guess that's to prevent birdshit from landing on your head while watching the telly (which can be a bit of a nuisance).

Seriously though the guide has proven invaluable. You are spot on when you wrote how you can get very far without properly understanding what you're doing, but you will do much better if you do understand. For instance, the explanation about the positioning of an image to a face, the coordinates. I've never noticed any other values being used than 1 or 0. So I've made a few test models for a locomotive (i'm new, still experimenting) who'd have a different image for each face. Works okay but I realized using a single image for multiple faces can be done too.

So I started a re-skinning job of the french CC7135 locomotive which came as an object in the marseille route. This locomotive has flat front and rear faces but to round of the edges 2 extra diagonally placed faces where added to the left and right of each end. In the original object those faces had a separate image applied to them but the image of the front I have includes those sides too.
Thus I tinkered about with the coordinates to force the front, the diagonals and the bufferbeam to use the exact same image, and it works Laughing

It's still far from perfect but this is what it looks like now:
Where to find help on add-on creation? RS-6VeD-Rp6sPWJ-JxEv5g

Note the rounded curve actually seeming rounded while still using the same image as the front

By contrast, here's an earlier thing I made. Here I totally relied on shadow in the front image to mimic the rounded curve effect. Clearly it doesn't work that well No

Where to find help on add-on creation? J4ayqQvRQ7_ZkN8SCBIoUQ 



TL;DR
For newcomers like me, the eejits guide is a MUST READ!

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Post by graymac Fri Jan 05, 2018 1:07 pm

So, happy it's been a help! And your 'screenies' look fine.
We all have to start somewhere. My first efforts were doing things like adding a different image to the side of a rail car, what they call "re-skinning" - and I didn't really understand what was going on. Of course, I picked it up as I went along. I learned the basics from Luigi Cartello's tutorial (still available: http://bve.altervista.org/download/BVEObjectGuide.zip  ). As I'm from a publishing background (don't give up the day job Smile ) I suppose it was inevitable that I would produce something like the "Eejits" pages. I wasn't sure whether many (or any) readers ever used it. But it was still out there, even though I no longer hosted it or even kept a copy. Thanks to Matt6DR for re-supplying it.

On the subject of smoother curves, have you tried "custom normals"? For more on this and other useful builders tips see here:
http://railsimroutes.net/blog/?p=882
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Post by ebennekom Fri Jan 05, 2018 2:03 pm

graymac wrote:On the subject of smoother curves, have you tried "custom normals"? For more on this and other useful builders tips see here:
http://railsimroutes.net/blog/?p=882

Ehrm... No. Honestly I don't really understand how to use them. But I've made a change to an object using the data in the example given, and the effect seems to be a really powerful one. (eventhough the way I used it is wrong scratch) Definitively something worth trying to figure out.

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Post by Quork Fri Jan 05, 2018 4:09 pm

The normals aren't that difficult. It needs getting your head wrapped around it once, but once you get it, it's really straightforward. Maybe try taking a glass (and afterwards some more complicated shape, like a tea pot) and holding a pencil to it in different spots like it would pop straight out of the surface. That's the normal vector of the object's surface in the spot you're touching. Maybe such a hands-on approach might help you?
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