simple question for serious route builders/trainzers the " rotate xz thingy"

RoysTrainz

Rembrandt van Trainz
simple question for serious route builders/trainzers the " rotate xz thingy"

I posted it in my thread as uusal but no one replied and cannot imgaine I am the only one with slopes on roads!
So???

Well, this is not the first time one complain about the lack of a rotate object xz in order to use static cars,trucks etc on a given slope. Its the year 2013 and still stone age modelling like so many other real modelling basic features still missing or not working.Trainz was made for built routes so no excuse on that one down under.
This is more than frustrating if you ask me.
Anyone with a trick to solve this let me know, most appreciated.
trainz+2013-02-27+07-06-22-83.jpg


amazing this is not a hot topic or did i miss a thread and solution on it i hope so would not mind being wrong...

thanks again for any serious reply.

Roy:eek:
 
Hi Roy.

You can add a line to the asset config.txt file.

rotate-yz-range -45,45

The numerical values show the angle in degrees in each direction. You can vary these according to need.

To tilt the edited asset in Surveyor hold Shift whilst using the Rotate button.

The problem is that the vehicle, or any other object, will only tilt (roll) on one axis. This will be either fore/aft, or side to side. You can’t have both movements and the direction is dependent on how the creator made the model.

Cheers
Casper
:)
 
Yes. Add the rotate-yz-range option in, place your object and roll it the way you want it. Then remove that setting from the object - it should stick. Meaning, you can redistribute your route/session and it'll still keep whatever rotation or rolls you set.

This trick works with any scenery object, and also works for objects with a Trackside setting, height limitation, etc.
 
Hi casper,
I am familiar with rot yz and xz and the roll instead of rotate we want and yes all the objects i want to add to a sloped area are created on the "wrong" axis like arraials gems. I hoped there was a prog that could "steal/kidnap the object and change the axis inly for the purpose of making it work an a sloped road.
How do you guys put trucks etc on a sloped road?Thanks for helping.
Roy
 
Rrsignal

All arraials objects have the yz rot in the config which allows the 2D rotation. I tried the xz but that one rolls the object sid to sid not sloped for the road purpose.

Roy
 
Even without xz rotating this road and the scenery look beautiful!

Obirek, thanks and if you like more picts. Look at my threads canadian rocky mountain 2011 or other thread or my website roystrainz.
I remember the thumb rule axis projection where the thumb is Z, the pointing finger is X andthe middle finger is the Y axes. What I need is the rotate around the I axes.
Roy
 
You could also modify the asset using Cyberstorms Drivable Superadaptor, and make the trucks drivable.

Also you could modify the static asset, making it into being a trackside asset, and place them on BNSF50 Invisatrack.
 
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Rotate y-z can be added to a local asset and the position will 'stick' on a distributed route provided the end user never tries to move the object at which point it will snap to default. There is no need to un-edit the local change.

There is no way - or at least no easy way - to make an object roll on the other axis. It needs the mesh rotated 90 degrees, usually by the original creator. IIRC Derelict Deane rotated all his Fruehauf trailers after the community requested the change.

Cascade's suggestions will work, but only on the local machine....
 
The biggest problem is that most spline roads (other than maybe FMA) are still flat planes which sit at the regulation 0.20m above the terrain, rather than hugging it!
 
Hi Roy

Ability to roll in both x and y planes has been asked for many times. It's not a "hot" issue only because everyone is tired of asking and being ignored by N3V in every new version of Trainz since TRS2004.

There is a scripting solution by brilliant Trainzer, Felix_g, but this has not been published yet as far as I know. A concern was that the next version of Trainz may break the script so it was kind of 'on hold' until things become clearer. As you can see from the predicament of the Chevy pickup truck, the script works..

~ Dino

xzandyzrotation.jpg
 
Good Morning All
There's two things that can be achieved for content that doesn't have the roll tag, and that rolls in the wrong direction.

First, rather than editing the existing asset, you can instead create your own without any issue. You don't need to redistribute any part of the asset, unless the asset is scripted...

For an example (note, this is a 'traffic' asset), take a look at kuid:103475:29013

Now, if you need to rotate the asset, you can do this one of two ways. The easiest is simply to add in the 'orientation' tag (see here ) to the mesh-table. You can also use the 'position' tag to move the mesh. This should allow you to move where the centre point of the rotation is.

Regards
 
.....IIRC Derelict Deane rotated all his Fruehauf trailers after the community requested the change.....

That's true. And after I did it, I got complaints about how it 'broke' several existing layouts that had used the trailers in their original orientation. I should have foreseen that, but failed. This on-going problem of roll orientation and the conflicting demands of scenery assets versus traffic assets (not to mention the inconsistencies of road floating height) have put me off making vehicles.
 
@ Zec: adding a rotate y-z line to the config will work on a distributed route. Editting the mesh table is a purely local fix that will not reproduce on a distributed route....

@ Deane - I was going to add a comment about the response of the other 1/2 of the community! I only recently discovered a parked trailer on EK2 which slipped through Beta sitting busted through a wall!

Andy :)
 
@Deane
Should work for TS2009+ as far as I recall. I know the position tag worked in 09...

The mesh-asset tag will also work in it, which can give a slight performance advantage (as saves disc space, since only one copy of the mesh, textures, etc are on the computer).

@Dermmy
There's no guarantee that this will continue to work. I would put it down as a bug, albeit a fairly minor one, as the map isn't technically loading the asset correctly (it's not re-checking if the tag is present). However, it's possible that this bug could get 'fixed' in future if it is found to cause other issues as well... I certainly wouldn't rely on it when a proper method is available (and has been since TS2009).

Specifically, the method of creating a new asset under your own kuid, that references the original via the mesh-asset tag. At the same time, you can adjust the position, and the orientation. If you find a truck and trailer that you like, you could also 'pre-assemble' these in the new asset, so you only need to place the one object...

Regards
 
If I am following this correctly, I can take an asset of Deane's, reference it in the config of a 'new' asset which simply rotates it 180 and/or raises it a meter, call it 'mine' and re-distribute?

Surely not.....
 
Only as much as referencing a locomotive in a consist is calling it 'mine', or referencing a bogie in a locomotive, or a commodity in an industry, or the original asset in a route. You are using the exact same mechanism (referencing an asset via the kuid number) to do so.

You aren't redistributing the original content in any way, anyone who downloads the 'rotated' asset must have the original installed, otherwise it will not work. This is an essential part of Trainz (referencing a kuid to use an item), just it's giving you a few more features than were available in TRS2004.

As I've previously said, the only thing you'll have is a config.txt file and a thumbnail. The config.txt file then references the kuid of the original asset, the mesh, and then also has the orientation and position tags (as needed), plus any other tags that may be needed.

I've previously used this to create a modern Australian region/traffic set (see kuid:103475:60030 ). At the time I created this, I did not know about the orientation tag... So I created a mesh-library of some invisible meshes with attachment points, which rotate the cars to work with the traffic... However, the orientation tag does the same. All of these are done exactly as I've outlined, however they are 'traffic' (trackside, technically) assets rather than standard scenery... This actually allows cars that weren't previously suitable for traffic (but could be 'rolled' in the right direction as scenery) to be rotated, and hence used as scenery assets!

Again though, at no point have I redistributed anything from the original asset, except the name of the '.im' file(s) and the kuid number...

Regards
 
Wow!

I can think of quite a few uses for this. There are several trackside assets I've always wanted 'tweeked a bit' position-wise. I understand exactly what you are saying about re-distribution and the 'mine' concept, but I still think it's gonna be a can of worms when it catches on....

:)
 
That's OK for manipulating existing assets, but we still desperately need a rotate-xz tag to go with the rotate-yz tag, or better still, allow all scenery assets to be rotatable in all axes as a default ability. It can't be that hard. Why has it been ignored for so long?
 
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