No Provision to Flip Objects???

Len12 ,

Just a small observation by me in reading through your thread . You are going to find it a hard road receiving future help from members if you continue your thankless responses ?

Something to think about perhaps ? --- ,DLR
 
Read my post. I did thank the responses. Maybe you should read closer instead of making a vacuous observation. My criticism was directed to object manipulation which was called infantile.
 
Not got TS2009 here with me ATM, only the older ones.

However, I'll re-iterate: Common sense would lead most people to create a building standing vertically and not laying on its side.

Having said that, if you had rotated it 90 degrees on the Z axis and re-exported then the roll tag suggested earlier would have allowed it to be stood up instead of it rolling over on its side.

I'd recommend downloading the CCG (Content Creators Guide) and having a read, along with some of the tutorials available for Content Creators rather than just diving in and floundering about ;)

Mike.
 
Not got TS2009 here with me ATM, only the older ones.

However, I'll re-iterate: Common sense would lead most people to create a building standing vertically and not laying on its side.

Having said that, if you had rotated it 90 degrees on the Z axis and re-exported then the roll tag suggested earlier would have allowed it to be stood up instead of it rolling over on its side.

I'd recommend downloading the CCG (Content Creators Guide) and having a read, along with some of the tutorials available for Content Creators rather than just diving in and floundering about ;)

Mike.


I did this in fact. I created a plane, subdivided it with the picture of the object as a guide. Extruded it. When complete I turned it vertically (i.e., upright) before I did any exporting from Blender. I exported it using the wavefront obj format because the 3DS is not working on Blender. 3DC recognizes the format which imported perfectly fine. I then made sure it was vertical and exported to Trainz. Same issue. On its back. I think the page 78 you referred to only references moving objects which is known and again there is no feature for real world manipulation as you can in the preview window.

In fact TRS tutorials have nothing about these type of guidelines in terms of what is required for the position of the object unless someone can show me. My criticism remains because a feature which is in fact used in the preview window should logically also be used in the real world window. Take it as a request for a future version.

As you can appreciate reading the tutorials is not always the best way to understand. In fact, on this issue, you could have read all the tutorials and still not know if indeed the object could be manipulated as noted since in fact you can do so in the preview window.
 
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I then made sure it was vertical and exported to Trainz. Same issue. On its back.

Then that implies that the export didn't work in some way. Why go through 3DC anyway?

I think the page 78 you referred to only references moving objects which is known
Nope, it is for splines actually, you are guessing again. ;)

In fact TRS tutorials have nothing about these type of guidelines in terms of what is required for the position of the object unless someone can show me.
Which tutorials have you read?

My criticism remains because a feature which is in fact used in the preview window should logically also be used in the real world window.

I'd have to disagree, the preview window (and I'm assuming we are talking about the one in surveyor?) shows what it looks like, that's all.

As you can appreciate reading the tutorials is not always the best way to understand. In fact, on this issue, you could have read all the tutorials and still not know if indeed the object could be manipulated as noted since in fact you can do so in the preview window.

Which preview window? Is it the Surveyor one in question?

Mike.

I get the impression you are always going to assert you are right no matter what people say so I'm not too sure why I'm bothering really, but let's see where we end up shall we.
 
Then that implies that the export didn't work in some way. Why go through 3DC anyway?

Because it has an excellent materials and texturing feature and it exports perfectly to Trainz as it does for RS.
Nope, it is for splines actually, you are guessing again. ;)
Put your mouse over and copy because I don't see it instead of noting I'm "quessing". In fact since you said "it is for splines actually" here is what p. 78 says:
11.7.1 Object Management Functions
There are a huge number of objects
in TRS2006 that you can place onto
the terrain. There are two different
types of objects - objects and splines. We'll
explain spline objects later. For now we will
concentrate on single objects.
Open the Objects Menu by clicking on the
Objects Tab (F3). The default mode is Add
Objects
Begin by scrolling through the list of objects by
clicking on the left and right arrows of the object
list. The selected object shows as a rotating 3D
object in the viewer window.
Note: You can control what is shown in your list by selecting specific
Object Regions (such as USA) and Object Types (such as Trackside).
Add Object (A)
Check that you are in Add Object mode, or Click LMB on Add Object (A)
to select this mode. Click LMB on the terrain and the selected object is
placed wherever you click. You can repeat this several times quickly adding a
number of trees or buildings.
Tip: It is easy to click twice and get multiple copies of your object. Just
use Undo to delete the unwanted copies of the objects.
Nothing in there about what we're talking about.

Which tutorials have you read?
UTC CPP, TRS 2006 manual and the World Builder 2009 manual.



I'd have to disagree, the preview window (and I'm assuming we are talking about the one in surveyor?) shows what it looks like, that's all.
Yeah, you can manipulate the object on all axis in the preview window of Surveyor. Why not in the real world of Trainz? Again a very nice feature which RS has and Trainz does not. Then it doesn't matter how I make my mesh in terms of orientation and the anamolies of exporting issues. I could make it upside down and it be assured in RailSimulator I can simply turn it rightside up and place it in the real world.



Which preview window? Is it the Surveyor one in question?
Yes

I get the impression you are always going to assert you are right no matter what people say so I'm not too sure why I'm bothering really, but let's see where we end up shall we.
This is not about me wanting to be right. This is about a feature which is missing and would be appreciated in Trainz. Unfortunately a criticism of a product (which I paid for) seems to strike some posters manhood. But I can't speak to their insecurties.
 
Unfortunately a criticism of a product (which I paid for) seems to strike some posters manhood. But I can't speak to their insecurties.

You certainly seem to have some expertise in the area of insecurities, is it from intimate knowledge of one's self...or are you married?:hehe:
 
You certainly seem to have some expertise in the area of insecurities, is it from intimate knowledge of one's self...or are you married?:hehe:

I see you make up for them (i.e., insecurities - maybe size) by having big signature images.:hehe:
 
Now now fellas, back in your cages! :hehe:

I noticed that Mike10 was speaking of the '06 CCG, and you have read the UTC CCG, Len12? There may be a bit of a difference between the two, not sure since I haven't read the UTC one. :confused:

I think being able to flip and rotate stuff in Surveyor could come in handy now and then, though I see one big drawback to it. If content creators don't bother checking if up is really up on their content, things could really turn nasty for route builders having to rotate the items everytime they want to use them. IE you'd get a lot of rubbish content on the DLS that you'd have to sift through in order to get those nice few ones that are made with an eye for detail. That could be a right pain in the lower backside. :hehe:

I see you're using Blender, and from what I know you're piddling about in '09? Don't you have the exporter for Blender itself? You can find it at Sourceforge. Maybe that saves having to convert to another program first before converting to something Trainz can work with? :)

Well, just figured I'd post something constructive. See if it helps any. Y'all be nice now. ;)
 
Len12 , Your Reply to DLR 's only post in this thread -

Read my post. I did thank the responses. Maybe you should read closer instead of making a vacuous observation. My criticism was directed to object manipulation which was called infantile.

I reread your posts ---
First , I must commend you on your use of a Thesaurus !
Secondly , Intelligence , according to my ex-wife , was not the biggest of my shortcomings ( this can be discussed later ) !
Thirdly , I am very glad and happy that you have read my post , and that you have realized your error in how you have communicated with fellow members , and have changed your negative posting style !
Thank you for making the needed adjustments in your posts --- ,DLR :wave:
 
I think I agree with Tiger313
If content creators don't bother checking if up is really up on their content
then I don't see why I should bother using badly thought out objects.
If Trainz does not do what you want your trainsim to do, then go use the one that does.
We're all happy (in general) with what we have.
 
Hi,

I don't know where I first learned it - to long ago - but I always understood objects for Trainz to be built around the Z axis and up.
In top view it would mean this:
X axis equals right/left
Y axis equals "bottom of screen/top of screen"
Z axis equals "in your screen/out of your screen" (bottom to top - only seen when looking at one of the side views as it would lay on top of each other in top view)

I learned creating through gmax though, so I can't tell for sure if other programs uses the same setup - but I would imagine they do.

I got the impression when reading through this thread in the beginning that the program used didn't exactly had a given view on what was up/down and so on - which would help make things a little strange I would imagine. :)

Maybe this is helpful maybe not, but at least it is now written and posted in case it might help someone in the future that might find this thread in a search for help with a problem. :)

Best wishes

Linda
 
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Now now fellas, back in your cages! :hehe:

I noticed that Mike10 was speaking of the '06 CCG, and you have read the UTC CCG, Len12? There may be a bit of a difference between the two, not sure since I haven't read the UTC one. :confused:

I think being able to flip and rotate stuff in Surveyor could come in handy now and then, though I see one big drawback to it. If content creators don't bother checking if up is really up on their content, things could really turn nasty for route builders having to rotate the items everytime they want to use them. IE you'd get a lot of rubbish content on the DLS that you'd have to sift through in order to get those nice few ones that are made with an eye for detail. That could be a right pain in the lower backside. :hehe:

I see you're using Blender, and from what I know you're piddling about in '09? Don't you have the exporter for Blender itself? You can find it at Sourceforge. Maybe that saves having to convert to another program first before converting to something Trainz can work with? :)

Well, just figured I'd post something constructive. See if it helps any. Y'all be nice now. ;)

Thanks for that. I tried the exporter for Blender can't get it to work. But the UV mapping and materials use I find just a lot better in 3DC. Yes I'm using 09.

Objects tend to come in all ways. Pointed a different way, etc. We always have to move/rotate them to one degree or another. All that function qua RailSimulator serves is to amplify their manipulation to allow virtually unlimited positioning of them.

The basic issue was whether there was a set criteria for how objects are done in the external programs. There isn't with respect to how they are constructed.
 
I think I agree with Tiger313 then I don't see why I should bother using badly thought out objects.
If Trainz does not do what you want your trainsim to do, then go use the one that does.
We're all happy (in general) with what we have.

That`s not the real problem. As I indicated I made objects in Blender perfectly vertical, exported them to 3DC, again vertical, and they end up in Trainz horizontal. So, the real issue, is how flexible is the program your using to deal with problems like that. It`s not about being offended and saying go to that program then. I suspect that the various incarnations of Tainz and improvements were the result of user input. I`ve given some input as to flexibility. The feature is used in the preview window of Surveyor for heavens sake. You just point at the object and you can spin it all over. The step to actually having the same use in the 3D world can`t be so significant and hurtful to you that you become offended and angry. This is not about you. it`s about a program.
 
Len12 , Your Reply to DLR 's only post in this thread -



I reread your posts ---
First , I must commend you on your use of a Thesaurus !
Secondly , Intelligence , according to my ex-wife , was not the biggest of my shortcomings ( this can be discussed later ) !
Thirdly , I am very glad and happy that you have read my post , and that you have realized your error in how you have communicated with fellow members , and have changed your negative posting style !
Thank you for making the needed adjustments in your posts --- ,DLR :wave:

There was no error of my ways and negative posting style. But being called `ìnfantile` is I`m sure not something that would indear itself to your own sensibilities. One good turn deserves another.:p
 
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