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Train, Rail and Roller Coaster System

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  • replied
    Just figured out how to bake together a track. (dev>MergeActors)
    i was at first surprised that the original pieces of track must still be there as a non rendered object
    + the new mesh must have no collision.=> fine.

    Now i'm wondering what is the most convenient way to have the baked copy of a complex tracke positioned in the proper position ?
    (same as the original parts from which it was baked)

    The "most convenient" process i found was to make a copy of all the elements (while rendered) then bake them together and chose the option "replace Source Actors"
    But even this way: the new created baked mesh was one world unit to the left and one world unit up compared to pieces of track,
    Still it's easy to reposition the track on the exact spot.

    Once done: i select all the pieces of track (the copies) involved in the baking and i set active "Disable Mesh Building"

    Is there a better way to do this ? in a way that the baked track would appear just exactly in the same spot as the merged actors ?
    I tried playing with option "Pivot point at zero" and selecting the 1st piece of track first but it did not helped in streamlining this baking process.

    Streamlining this process can be especially useful when you have to bake and adjust several times your final track.

    Any thoughts ?
    thanks.

    Leave a comment:


  • replied
    Thanks for the quick answer.
    Actually it was not obvious for me that i needed to make a right-click on the white line and press "add spline point"
    so for others wondering posting that here.
    https://i.imgur.com/WcBJZbA.png

    Attached Files

    Leave a comment:


  • replied
    @VR VISIO GROUP
    The terrain track has been updated since the tutorial video was made for launch (1 year ago).
    The red lines you see appearing are the line trace lines, when you move the track it will fire a line to see where the ground is underneath the point.
    The points, are spline points, so just drag a new spline point off your spline to add it to the track.
    Check out the terrain examples map to find a bunch of examples with multiple tracks and options.

    @pixelvspixel
    Thanks, glad you're liking it.
    Yep the objects are moving in the Unreal world as normal, so what ever collision they have will be used.
    If you open the maps with a third person character you can have them walk inside and they will move with the carriage. Same if you throw physics objects in there, they move with it.

    Leave a comment:


  • replied
    Hi
    I'm trying to make the BP_TerrainTrainTrack example. (Unity 4.18.3 or even 4.19 same effect)
    But i have strange effects (red gizmos appearing and then disappearing)
    Also the effect obtained is not the same as in the video explanation (there is no bold pink gizmo at all)

    https://i.imgur.com/0c6uxcA.png
    https://i.imgur.com/HeVJ3a2.png

    In settings i don't see the same options as in the video like "point count"
    https://i.imgur.com/sngxAhl.png

    Also when i drag away the anchor the rail seem to snap to the lowest part of the terrain but it coes not curve properly, just goes straight trough the floor
    https://i.imgur.com/yJj2q91.png

    Can i please ask for help
    Last edited by Ignibit S.A.; 03-28-2018, 10:02 AM.

    Leave a comment:


  • replied
    I just realized you added a cable car up date to the package, this looks amazing. I'm curious if you are able to have physics objects that can sit inside of train cars? I haven't seen any demonstrations of this. Would be a lot of fun to hook this together in VR. Thanks!

    Leave a comment:


  • replied
    I replied to MTaylor3d on Facebook, but for anyone else interested; Check out the coaster example map, it uses a pawn based train carriage. This allows the player to move with the train and control the camera to look around.
    This is obviously a simple example to demonstrate what can be done, but it's a good starting place for anyone wanting to 'lock' the player in as they move around.

    Leave a comment:


  • replied

    Hi, I wanted to make a VR rail shooter, and was trying to figure out the "proper" way to go about attaching the character to the cart(I'm a 3d artist, still trying to learn blueprints). I tried simply attaching the FirstPersonCharacter(or VRPawn) to the cart, but that doesn't seem to work. I had read on the UE4 Marketplace that, "you'd need to convert the base class of the carriage to be a pawn". If that is the best way to go about it, could you elaborate? Love this rail system by the way!

    Leave a comment:


  • replied
    Originally posted by PolygonJelly View Post
    No problem, happy to help.
    Looks like you have some custom tracks going on there. Would it be possible to send me some screen shots of the expanded track settings?
    Or if it's possible, could you send me the files?

    The support address support[at]polygonjelly[dot]com is easier than using the forums if you're sending files / want to keep your screen shots private.

    On the custom tracks; from the screen shots it looks like the mesh is stretched out a bit, is that intentional?

    Thanks,
    PJ
    Hi again,

    I actually managed to find the solution to my problem. The default Max Connection Distance was slightly too low. I bumped it up a bit and everything is working perfectly now.

    Thank you for help though. You've made a great application, look forward to using it to hopefully make something pretty cool.

    Cheers
    - Adam

    Leave a comment:


  • replied
    No problem, happy to help.
    Looks like you have some custom tracks going on there. Would it be possible to send me some screen shots of the expanded track settings?
    Or if it's possible, could you send me the files?

    The support address support[at]polygonjelly[dot]com is easier than using the forums if you're sending files / want to keep your screen shots private.

    On the custom tracks; from the screen shots it looks like the mesh is stretched out a bit, is that intentional?

    Thanks,
    PJ

    Leave a comment:


  • replied
    Originally posted by PolygonJelly View Post
    Hi Adammalvern,


    Sorry you're having an issue. Could you provide me with a bit more info on what's not working about it?


    The tracks handle the connections themselves, so when you drag the end of one track into the start or end of another it will make the connection and you should see the connection arrow vanish to indicate a connection has been made.

    When you drag the track away, the arrow should reappear to indicate that there is no connection.


    The connection tool isn't 100% necessary in a level, it's there more as a helper if you're doing a lot of track work. It will just refresh all track connections. Each track will refresh if it's moved, or the level is reloaded or if a track gets within connection distance.


    I've made an image that might help you out, it's at the bottom of this post.
    If that doesn't solve things for you let me know, and please provide as much info on the issue as you can.


    Thanks,

    PJ

    Click image for larger version

Name:	conn_info.png
Views:	20
Size:	172.7 KB
ID:	1432461

    Thank you for the detailed response, I really appreciate it.

    For whatever reason, I just cannot seem to make a connection between the tracks, even when it appears they are linked the orange and green arrows will not disappear. I made a duplicate of the first piece of track, as shown in the YouTube tutorial, so the pieces are definitely synced/level.

    I've inserted some screen caps of how the tracks are situated at the moment.

    Thanks again.

    Leave a comment:


  • replied
    Hi Adammalvern,


    Sorry you're having an issue. Could you provide me with a bit more info on what's not working about it?


    The tracks handle the connections themselves, so when you drag the end of one track into the start or end of another it will make the connection and you should see the connection arrow vanish to indicate a connection has been made.

    When you drag the track away, the arrow should reappear to indicate that there is no connection.


    The connection tool isn't 100% necessary in a level, it's there more as a helper if you're doing a lot of track work. It will just refresh all track connections. Each track will refresh if it's moved, or the level is reloaded or if a track gets within connection distance.


    I've made an image that might help you out, it's at the bottom of this post.
    If that doesn't solve things for you let me know, and please provide as much info on the issue as you can.


    Thanks,

    PJ

    Click image for larger version

Name:	conn_info.png
Views:	20
Size:	172.7 KB
ID:	1432461


    Leave a comment:


  • replied
    Hi there,

    I've been having a bit of an issue with the connection tool, when trying to connect two pieces of track. I have followed the YouTube tutorial and copied it step by step to no avail. Is there any chance the update might have slightly changed the tools functionality or application?

    Cheers.

    Leave a comment:


  • replied
    PolygonJelly


    Is it possible to "power up" inclines without adjusting the max speed? NEVERMIND! I can probably solve it by setting a speed trigger before the incline. Thanks!
    Last edited by clone45; 02-18-2018, 03:28 PM.

    Leave a comment:


  • replied
    Hi all,

    Sorry for the delay in responding I didn't get any email notifications or messages about the posts even with a topic subscription. Thanks to Bret for mailing me about the new posts.

    @SssynccC

    Thanks for letting me know, I'm not able to test this out right now, but I will first thing tomorrow and see what I can do. I'll update this thread as soon as I have a reply.


    @clone45
    Yep, your blueprint for starting and stopping the train look good.

    For the speed question; this isn't something that's currently available, but you can add it with a small bit of work.
    So the best option would be to change the calculate speed function. You can add a new variable which is the target speed, then you can set that to be 0, 60, ... then use a float lerp to move the current speed to that target speed value, setting the current speed as the output.
    Nice and easy and not too big a change.
    If you have any trouble with it, or need any help with the blueprints feel free to post here or fire a mail to the support address.

    @ghostnova91
    The character uses the normal Unreal gravity rules, so during a loop they would fall down if not secured to something.
    If it's a train carriage then you'd have a roof on there, so collision would keep the character inside, but if it's a roller coaster then you'll need to anchor the character in place.

    Thanks,
    PJ


    Leave a comment:


  • replied
    If a character (TPS) is inside of the train while it is going through the loop will he stay upright with feet on the floor the whole time? I'm interested in essentially having a playing level on the inside while the train runs through all kinds of obstacles, but I can't have the characters flying around inside on every loop or sharp drop.

    Leave a comment:

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