Announcement

Collapse
No announcement yet.

Train, Rail and Roller Coaster System

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Hey got two more questions -

    1. How much do you anticipate this system to cost?
    2. Does this support trains that raise and lower on a rail? Example

    Leave a comment:


  • replied
    Originally posted by Jaydennh View Post
    Nice, is there a way to place splines so they are uniform in distance apart?
    The tracks and splines are all in engine / editor so you can drag / copy them out using standard grid snapping or any snapping plugin you might have installed. There's nothing in the system that would limit placement.
    You can also make child blueprints from the track class and store them as pre-built track sections for placement or spawning at runtime.


    Originally posted by GAME3D View Post
    is it possible to make Track switches? Let's say for a train station, as example.
    Yep, 100%, the system comes with some pre-built triggers, one of which is a junction trigger. You can see an example of the junction trigger in action at 12:35 in the video at the top of the thread.
    All triggers are easy to use and extend. So yes, you can build a fully working train network with this system.

    Hope that answers both your questions, if not, or if you have any follow up questions, let us know.

    Thanks,
    PJ Team

    Leave a comment:


  • replied
    is it possible to make Track switches? Let's say for a train station, as example.

    Leave a comment:


  • replied
    Nice, is there a way to place splines so they are uniform in distance apart?

    Leave a comment:


  • replied
    Originally posted by SE_JonF View Post
    Looks very interesting. Good luck with the submission process. =)
    Thanks!

    Originally posted by CharacterArtist128 View Post
    This is a fantastic system you have put together here!
    Keep building awsome stuff!
    Thanks, and right back at you, we have a couple of your products and they are excellent.


    Originally posted by Lynkk View Post
    Is it possible to connect different meshes together?
    For tracks; You can change the mesh on a piece of track to anything you want. So it's easy to join different meshes / tracks together.
    For trains; There are two main meshes; the body and the bogie. If you need to add extra mesh to the carriage, you can just parent to one of these. In our examples this is exactly what we did with the engine.

    Hope that answers your question, if not, please let us know.

    Thanks again to everyone for the views, questions and interest. We'll update the thread as soon as we hear back from Epic. In the mean time, please ask any questions you have.

    PJ Team

    Leave a comment:


  • replied
    Is it possible to connect different meshes together?

    Leave a comment:


  • replied
    This is a fantastic system you have put together here!
    Keep building awsome stuff!

    Leave a comment:


  • replied
    Looks very interesting. Good luck with the submission process. =)

    Leave a comment:


  • replied
    Originally posted by fender21 View Post
    Will this support multiplayer?
    Yep, it supports multiplayer.
    We don't have any replication enabled by default since that will be up to the end user based on their project. There are a lot of options in there, especially for the train, so having them all turned on by default would not be great for performance.

    If your project just calls for a network replicated train in the style of Counter Strike (train moves from point to point, doesn't stop, kills if you get in its way) then you'd only need to turn on replication for the bogies (which hold the info about what track it's currently on) and then the speed / velocity in the carriage.
    If on the other hand you're creating a much more elaborate project where the player jumps between two or more moving trains while the carriages lean around bends and jumps, then you'd need to turn on the same as above but also the current lean effect variables as well as child carriage info.

    So yes it supports multiplayer, but what features are used are up to you for your project. To help with this we documented every variable in every Blueprint, check out the link to the PDF in the first post.
    If you, or anyone are planning a MP enabled project please post here, PM or e-mail support[at]polygonjelly[dot]com and we'll help you get things setup as you need them, or answer any question you might have.

    Hope that answered your question, please shout if it didn't or if you have any follow up questions.

    Thanks,
    PJ Team

    Leave a comment:


  • replied
    Will this support multiplayer?

    Leave a comment:


  • replied
    Shut up and Take my money!

    Leave a comment:


  • replied
    Originally posted by HeadClot View Post
    Hey [MENTION=725769]PolygonJelly[/MENTION]

    Got a few Questions about this asset.

    1. Does this work between multiple levels?
    2. Does the terrain train track tool support elevated rail systems? (Bridges)
    3. Are there any plans to support tunnels?

    1. Does this work between multiple levels?
    Just tested it out and it does indeed work, please see the two screen shots below, I just tested with with the level streaming in the content examples, I built the tracks across three of the streaming levels. As the new pieces of track spawn in, you'll just need to call the make connection function so it picks up other tracks around it, same as if you were spawning new track at run time.


    2. Does the terrain train track tool support elevated rail systems? (Bridges)
    The terrain tool will use a line trace directly under the track, and then places the spline point / mesh at that location, so if it's a bridge mesh it hits, then the track will be placed on the mesh.
    * See note in answer three about bridges / tunnels.

    3. Are there any plans to support tunnels?
    Yes, very much so. There's a million more features I'd like to add to this system.

    The first of which I'd like to extend the terrain tool to that you can set the desired track height and then drag it across terrain and have it lay the tracks at the height and build the bridge mesh underneath down to the ground. Then the same for tunnels, have it lay the track and build the tunnel mesh around it.
    Currently the terrain tool is a simple one, it takes two points and adds the mesh between. If people are interested in this system and have an interest in having bridge and tunnel tools, I'd love to make them, I just needed to release this version to see if people want it.

    So that was a long answer, but in summary; yes, I've got plans to build advanced bridge and tunnel tools as well as expand on the terrain tool if people buy / use the system.

    Hope that answered your questions, if I missed anything or you have any follow up questions, let me know.

    Thanks,
    PJ Team
    Last edited by PolygonJelly; 03-12-2017, 04:11 AM.

    Leave a comment:


  • replied
    Originally posted by axell699 View Post
    This seems really cool. Could this be used to implement roller coasters for example? Does it support weird/upside down track placements?



    Added an example roller coaster map and simple roller coaster models.
    Map took < 7 minutes to make with the system (took longer to make the models than to build the map ). File have been submitted to Epic to be included with the initial release.

    Leave a comment:


  • replied
    Hey [MENTION=725769]PolygonJelly[/MENTION]

    Got a few Questions about this asset.

    1. Does this work between multiple levels?
    2. Does the terrain train track tool support elevated rail systems? (Bridges)
    3. Are there any plans to support tunnels?

    Leave a comment:


  • replied
    Originally posted by PolygonJelly View Post
    Hi duyth, while we don't have an example of this, it would be possible.
    Each track is its own independent actor, when it's spawned / constructed it checks for tracks near the start and end points, if one is close enough to another track end point, then a connection will be made.
    So you could have some pre built sections of track, spawn them as you need them at run time and then just call the function to check for connections.
    So yea, with a small bit of Blueprint work, you'd be be able to spawn tracks at run time and form connections between them.

    Let us know if you have any further questions.
    Sold! looking forward to seeing this pack

    Leave a comment:

Working...
X