Tutorial: 3DC to Railworks - Making a Wayside Signal

This signal tutorial will explain, in moderate detail, the steps that are needed to put a SafeTran V20 wayside signal into the simulator. The signal we will construct will be rudimentary; advanced construction techniques such as UV Wrapping, Environment and Bump Mapping, Extruding, etc., will not be covered in this tutorial.

Before beginning, it is assumed that you have a basic knowledge of image editing programs, the 3DCanvas/Crafter modeling program, .ACE image file converters, the Railworks Asset Editor, and the World Editor in Railworks. The texture file that will be used has been pre-made.

Click each photo to enlarge for further details about the image.

A discussion thread has been opened at Railworks America so that the community and those interested in signal building can bring forth ideas and solve issues concerning this tutorial.


Part 4: Multiple Heads

INFO: Before starting this tutorial, you need to aquire the default Kuju/RSC signal script - source files from Railsimulator.com. These are available on the Railworks Wiki, under the Signals section.

We have already completed the hard parts of signal construction in the previous three tutorials. Now, we will go one step further by building a signal that displays multiple aspects. These signals are used by railroads to convey extra information to train crews about the status of the tracks ahead.

1. Open up the original signal shape we have already made that contains the signal head and post. Select all parts of just the signal head by clicking on each part in the Properties and Information panel. Go to the "Edit" menu in the top taskbar, and select "Copy" from the drop-down menu.

2. Open a new scene in 3DC. From the "Edit" menu in the top taskbar, select "Paste". This should place a complete copy of the signal head in the same position on the grid as it was in the original file.

Before going any further, save the new scene with a unique name. This name needs to show that this is a three head signal. For example, "SMM_V20_H3".

4. Go to the Properties and Information and click on the Group name (the Folder) that contains all of our signal head parts. After you have done this, go to the "Position" tab (third tab over). In the Y-axis field, plug in a value that is six feet higher than the current signal head position. In this example, the original position was 14.75. Once you hit Enter, the head will move to this new position.

5. Now right click on the "Duplicate" button (right side Edit box, last button) to bring up the "Duplicate Options" box. In the Y-Axis field, type in "-6". Click on the "Duplicate" button and a new signal head will appear, six feet below the first head.

It is important to note here that no matter how many heads or configurations, Head 1 will always be on top, and other signal heads will be numbered downward in sequential order.

6. The new signal head (in this case it has appeared above the first one in the P&I box) must be renamed to differentiate it from the first one. Although it is shown as "1_1600_Red2" in this example, the group name must have "Head2" in the name. All other names in the group should get a "2" at the end of the name.

7. Once you have done your renaming the Head 2, select all parts of that head and then click the "Duplicate" button again. This will make signal head three at the bottom.

8. Again rename this signal, with all of the parts recieving a "3" after each name.

9. This would be a good time to save our work again.

10. The three signal heads and their hierarchy names.

11. Everything has been properly grouped and has a unique name, so now we can export the heads as an .IGS file. For a refresher on how to do this, please refer to section one of the tutorial.

12. Making the post is pretty much the same, in this case as duplication of the heads. Go back to the original signal we made and "Copy" just the arm assembly of the post. Afterwards, re-open our new three-headed signal.

13. Paste the arm in to the scene. It will show up under the second signal head, since that was the original head position.

14. In the P&I panel, type "90" into the Y-axis orientation field. This will turn the arm off to one side. It will be a little bit off from the signal center since the group axis is not located within the arm.

15. At this point, you need to group all of the parts of the arm together in the "1_0250_Close" group so that all of the parts will move together. Then, use the cursor to drag the arm into position under the signal head. You may need to rotate your view to position things just right.

16. Right click on the "Duplicate" button again, and put "6" into the Y-axis field. Close the Options box and then click on the "Duplicate" button.

17. Repeat the procedure again, only this time with "-6" in the Y-axis field.

18. Here, the arms are complete and all parts have been grouped into their proper LODs.

19. As we did for the original signal, we need a post. This is simply a copy of the original post and caps from the single headed signal. Since this is a gantry signal, this can be pretty simple.

In this case, we are going to forego the more complicated building such as ladders and attachments for the gantry. You can build these into your model using the same methods as was described in the second tutorial.

20. After moving everything into it's respective group, we remove the head (they were only there for positioning), and save the file as a seperate post file. This one should be named with a "gp3" on the end to identify it as a gantry post with three arms, even though the photo just shows "p3". After saving the file, export it as an .IGS file of the same name.

21. The Blueprinting process is the same as for the first signal we made.

Signal Head
- Animated Signal Blueprint

Signal Post
- No Blueprint needed. If one is desired anyway, it can be a simple Scenery Blueprint.

Signal Blueprint
- Name
- Description
- Post object is the main draw object for this asset, called on by it's .IGS file
- LUA script file
- The child name will be "3 Head Signal"
- Head object is the child asset, called by it's .XML blueprint

22. Preview the new signal in the asset editor, and if all checks out, export it to the game.

23. Pair it up in the game with an awesome looking signal gantry, and you are in business! (The aspect on the top left signal isn't shown because it's flashing red).


Part 3: Export and Asset Editor