Class 101 (And others) Project Thread.

General Trainz discussion and questions.
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Nexusdj
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Re: Class 101 project + Poll for what I should make next

Post by Nexusdj »

The cab part is where the brake handle is placed when setting up the cab , It's pushed on top of the spindle and the reverser handle also has to be inserted into a slot underneath the Gear controller handle on the right hand side .
If you look at the following photo you can see the gap at the side of the Gear controller and also the wooden holder for the brake and reverser handles half way up the windscreen pillar
(handles are missing probably stored somewhere more secure) :
http://preserved.railcar.co.uk/Images/1 ... -Moxon.jpg

This image shows the cab set up for use so the brake (Silver handle centre) and reverser (Brass coloured on left) handles are attached :
https://www.flickr.com/photos/kevin_r_b ... 2/sizes/l/

This cab has the brake handle still attached but the reverser has been removed :
https://www.flickr.com/photos/mr_sam/6665377657/

These images show a set of DMU brake and reverser handles (From a cravens DMU) :
https://thumbs.worthpoint.com/zoom/imag ... 1db95f.jpg

https://thumbs.worthpoint.com/zoom/imag ... 1db95f.jpg

A British Rail driving instructions manual for DMU's is available to look at on the locodocs website :
http://www.locodocs.co.uk/brmanuals/dmu ... ns1978.htm
High visibility pixels must be worn when on or about the line !!
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Re: Class 101 project + Poll for what I should make next

Post by stovepipe »

Might be worth seeing these BR Training instruction films from the 1950s/60s. They have a variety of DMUs but show some of the standard parts in good detail, including the underframe and driving controls in use.

DMU Diesel Train Driver Part 1 - Introduction To The Diesel Train
https://www.youtube.com/watch?v=t_3KLtQvHkA

DMU Diesel Train Driver Part 2, Driving The Train
https://www.youtube.com/watch?v=bS5xiM0LYtA

DMU Diesel Train Driver Part 3 - Dealing With Faults
https://www.youtube.com/watch?v=XCQKvEy6jVs

DMU Diesel Train Driver Part 4 - Operating Requirements
https://www.youtube.com/watch?v=3WlOOwbiw9M
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Re: Class 101 project + Poll for what I should make next

Post by paulsw2 »

JBVector wrote:Thank you, Paul. Those skins would be very helpful for the base layer, and then I would just need to add a PBR layer on top (I'm aiming for high levels of detail with these models, so PBR textures will be essential). That would make things so much easier. Please give me a PM when you have the time.
No problem at all, very happy to let you have all my textures if that helps.

Paul
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Re: Class 101 project + Poll for what I should make next

Post by JBVector »

[Deleted]
Last edited by JBVector on Tue May 17, 2022 1:38 am, edited 3 times in total.
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Re: Class 101 project + Poll for what I should make next

Post by james73 »

Looks good, though I'd say the side windows look a little low down if you compare it to this.

Image
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Re: Class 101 project + Poll for what I should make next

Post by JBVector »

You are correct! They need to be aligned with the front windows (top and bottom), so I'll get a precise fix when I get the official diagrams (hopefully within 10 days), as the current diagrams are a bit off, and this confirms that.

Next step is completing the DMU details, coaches, then figuring out how to tackle the textures.
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Re: Class 101 project + Poll for what I should make next

Post by Briggsy »

Blimey! That looks great already! Can't believe the speed you've got it to that stage :o
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Re: Class 101 project + Poll for what I should make next

Post by JBVector »

Thanks, Briggsy.
I'm going to be honest - I don't know that much about custom scripting. (I usually don't script my assets beyond anything basic, but I know how to script a basic cab) I know C# very well and some C++, and I've read through the trainz script-library, but It's still somewhat confusing. What's the best way to script running numbers, headcodes, and couplers? Do I need to script this all myself? Or does trainz already have a feature for this?
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Re: Class 101 project + Poll for what I should make next

Post by slenderman7676 »

Well for running numbers and couplers maybe try making use of Eldavo’s NumberIt and CoupleStar script libraries. Info can be found on his site at eldavos.co.uk under the “Scripting” page of the site.
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Re: Class 101 project + Poll for what I should make next

Post by greeni »

Script are out there, the correct ones are up to you there are some from paulhobbs, andi06, eldavo's, bloodnok acs scripts and many more, and some bits like tmz06003 scripts in the dmu's he remade from WEN's files he lets people use. plus many more.

eldavos http://www.eldavos.co.uk/scripting.htm
paulhobbs http://www.44090digitalmodels.co.uk/
andi06 https://www.jatws.org/andi06/superscript.pdf
bloodnoc https://forums.auran.com/trainz/archive ... 31513.html
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Re: Class 101 project + Poll for what I should make next

Post by JBVector »

[Deleted]
Last edited by JBVector on Tue May 17, 2022 1:38 am, edited 1 time in total.
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Re: Class 101 project + Poll for what I should make next

Post by stovepipe »

Looking good there.

It might be a good idea to make some parts as seperate meshes - headcode box, lights etc, so they can be added as required - depending on era/livery.

Superscript mostly works ok in TRS19 but is starting to become a bit flakey in some respects - lighting and bogie texture changes. Not sure if it will get fixed in future versions. Running numbers and rear lighting can be done using native features now, but don't have quite the same flexibility as superscript and others, but at least they will be supported by N3V going forward.
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Re: Class 101 project + Poll for what I should make next

Post by Briggsy »

stovepipe wrote:It might be a good idea to make some parts as seperate meshes - headcode box, lights etc, so they can be added as required - depending on era/livery.
Great idea this because the 101 did have a few modifications through the years as time progressed.

Great work on the working window wipers - much needed with our typical UK weather :lol:
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Re: Class 101 project + Poll for what I should make next

Post by JBVector »

Briggsy wrote:
stovepipe wrote:It might be a good idea to make some parts as seperate meshes - headcode box, lights etc, so they can be added as required - depending on era/livery.
Great idea this because the 101 did have a few modifications through the years as time progressed.

Great work on the working window wipers - much needed with our typical UK weather :lol:
I intend on making just one or two types of locomotives, from which you can change the livery, head codes, destination, and light configuration in-game. Unfortunately, that appears a long way away, as I still need to figure out how I'm going to script this, as it's becoming painfully clear that some level of custom scripting is required, and I can't even find documentation for certain scripting functions, which is frustrating.

For now I will just import these assets with basic functionality until I get the scripting problems resolved. The PBR textures are another major hurdle that I'll be focusing on now.
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Re: Class 101 project + Poll for what I should make next

Post by PFX »

The animation is excellent.

Not sure if it's any use looking at the Class 37s by srs as they use scripting that allows the user to change livery via a pop up? I'll admit script is something beyond my limited capabilities.

I opened 'the other sim' today for the first time in many, many months and realised there's a 101 in that. The model is very good and it could be that screenshots of that could be of use to you for reference? If so, let me know if there's anything you're needing. Unfortunately, the interior views are very limited.
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