#Rail Enfusion Redux

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frosty rune
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Rail Enfusion Redux brings back many of the rail assets from Arma 2, while giving them a significant visual upgrade.

This thread is also for my new Railway Generator (which RER implements), meaning the rails can very easily be placed using splines.

The mod comes with 'new' and 'old' variants of each Arma 2 rail, and also adds a couple of additional assets like platforms, a signal or the bridge.
If you are a modder capable of using Blender and want to help me add more assets, let me know!

Rail Enfusion Redux: https://reforger.armaplatform.com/workshop/5DE612963E4B005A-RailEnfusionRedux
Railway Generator: https://reforger.armaplatform.com/workshop/5F0D245931200FD1-RailwayGenerator

solar dune
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sweet.

frosty rune
gleaming mantle
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Thank you

mild geyser
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Thats awesome Til !
Thank you very much

cyan nebula
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so what are the limits of the spline alignment

frosty rune
# cyan nebula so what are the limits of the spline alignment

The prefabs aren't technically aligned to the spline, they are aligned to each other according to the data read from the RER_PointsComponent. The generator goes through all of the rails, then selects the best next option (which is defined as the smallest angle to the next spline point).

cyan nebula
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ah gotcha, great work

frosty rune
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There is also an option for deviation from that alignment, this is to allow for vertical trajectory adjustment without vertically curved rails.

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The 'Virtual Parent' feature allows for the creation of rail splines starting at the end of an already existing rail.
This parent can be selected explicitly via name or automatically based on radius.
If a rail has multiple endpoints, like for example a turnout, it is possible to choose via the 'Connection Toggle' number.

robust spear
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"D

frosty rune
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Any complaints so far?

gleaming mantle
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None so far from me if I hit a snag I’ll let ya kno

frosty rune
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I was thinking about releasing a compatibility mod that adds the Railway Generator to Wolfs Building Pack as well.
However, I noticed that Wolfs rails for some reason don't have any LODs (so each one is always rendered with the full 15k-30k polygons).
So while the effort on my side would be pretty low, I won't be doing that until Wolfs rails are 'production ready'.

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Meaning, Wolfs rails will unfortunately continue to not support the Railway Generator for the time being.

haughty flower
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Hey i got a problem, for some reason i can't open my map in the editor when i try opening it with the rails addon clicked active. it crashes back to steam. I don't get an error message either, just going straight to desktop?

gleaming mantle
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You made sure the dependency is in your options and in your tools menu

haughty flower
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how do i make it a dependency (sorry im still a bit new)

frosty rune
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You need to first add it (and its dependency, the Railway Generator) as an "existing project" to the Workbench (in the initial project selection window), then you can enter its GUID to your projects dependencies.

haughty flower
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where do i find the GUID?

frosty rune
haughty flower
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still crashes, also now i lost my map wth?

frosty rune
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Are you sure this is related to this mod?

haughty flower
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yes, whenever i tried launching the game with the rail addons it crashes, when it was disabled it worked, now somehow when i addded them to dependencies my map is just gone?

gleaming mantle
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You need to go into your map addon file and clear the dependency theirs a slot that’s empty with ‘’ and they need deleted

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I thought I lost all my gear and that was the issue

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@haughty flower

frosty rune
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Yes, if you're having trouble with dependencies and can't even open the mod, you have to manually remove that GUID from the addon.gproject file.

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I have no idea why RER would cause said issue though. Are you able to open RER on its own?

haughty flower
haughty flower
frosty rune
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Never experienced this.
I won't be able to look further into it until the 28th, but let me know if you can find out anything else.

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Also, in case I won't be able to replicate the issue myself, it might be useful to have a backup copy of the project in a state where the error occurs.

gleaming mantle
haughty flower
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alr thanks anyway

gleaming mantle
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When I get home I’ll dm you pictures

gleaming mantle
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got him fixed up! hes working now

haughty flower
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Thnaks man you saved me salute

gleaming mantle
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glad i could help

ocean zinc
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I constructed some rails on a map with a polyline with a RER_RailGeneratorEntity as child. All seems fine until I try to load the map again and it crashes. When I remove the RER_RailGeneratorEntity from the layer with a text editor, I can load the map again without crashes.

frosty rune
ocean zinc
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I have two splines (one left and one right of the bridge)

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They aren't really that short

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Maybe the points right of the bridge are too closely. I can check what happens when I space them more

frosty rune
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That shouldn't matter

ocean zinc
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I see, so I should break it up in shorter splines

frosty rune
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Not necessarily

ocean zinc
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What does cause the deep hierarchy?

frosty rune
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But you should try checking if this is the issue

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Okay, apparently there could be an issue with hierarchy

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I wrote some code to get around it originially, but apparently it's not fully working as intended

ocean zinc
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So I readded the rails just to the left spline and it doesn't crash

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Seems only something wrong the right one. I will play around a bit more

frosty rune
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I believe it is indeed hierarchy depth. I will look into fixing the issue in the generator, so it correctly avoids too deep hierarchy.

ocean zinc
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Alright, thank. Btw. any plans on adding a Adjust Height Map feature like roads have?

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I currently use a road generator in addition to your generator on the splines as a workaround, but it's far from perfect, since the road generator follows more closely to the splines.

frosty rune
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I don't think I will. You could put a separate spline for a road generator on top of the rails.

ocean zinc
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Fair enough

frosty rune
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@haughty flower maybe this was your issue too?

ocean zinc
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Ye, I can confirm that the crashes are gone 😄

haughty flower
haughty flower
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Looks like its still going pretty deep? i will test it one moment

frosty rune
haughty flower
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Yes, and now i can open it like everything is normal, Good job😎 salute

frosty rune
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They are still in hierarchies so they can be manually adjusted easier. Without the bug, I'd put them all in one hierarchy.

ocean zinc
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Never imagined I would play Railroads in Reforger 😆
Thanks for this mod!

ocean zinc
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Any plans on adding the tunnel portals from Bystrica?

frosty rune
ocean zinc
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Nvm, I check it out and realized that the asset used there is not actually a tunnel portal, but a castle gate. There's not tunnel portal asset.

solar dune
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Nice tool. I used it to lay very long pipes between tanks in an oil storage terminal, and also vines between trees in forest. Now I just need to find some way to fit an actual rail-road into the terrain in a plausible manner.

frosty rune
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And I've yet to see a terrain that can't fit a railroad in one way or another ^^

frosty rune
frosty rune
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It looks so cute when you stand next to it

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smol rail

frosty rune
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Decided against textures for the final LOD, in order to further reduce the performance footprint.

frosty rune
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Rail Enfusion Redux has been updated!
It now includes the mine railway seen above, and a corresponding generator.

frosty rune
ocean zinc
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Now we would just need ATS reforged 😅

frosty rune
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Making progress...

mild geyser
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Now this, is epic 👌

frosty rune
frosty rune
ocean zinc
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What about some with GHS pictograms? 😄

frosty rune
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Maybe I'll add them at some later point, good idea.

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I was also thinking about making an older variant that looks more weathered and less shiny. These look good, but don't fit on every map.

frosty rune
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For the final LODs, I am using a texture-less, color-adjusted PBRBasic material to save on memory. I think it looks pretty close!

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I am not using "proper" baked MLOD textures since this wouldn't allow me to iterate as quickly.

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I also don't really see much of a reason to do MLODs when the textures look uniform across geometry.

winter spire
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Bohemia themselves do flat color Last LOD for I think all their props, and only really utelize Mlods for Big structures.

frosty rune
winter spire
frosty rune
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old variant - any feedback?

gleaming mantle
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I like it

haughty flower
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looks good

frosty rune
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Rail Enfusion Redux 1.0.2 has been released!
The update not only includes the 2 wagons teased above, but also a locomotive and a flatbed wagon.
As seen on the picture, all of the wagons come in 5 colors, and also feature an additional old/rusted variant.

trim minnow
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It looks like Thomas the train lmfao, you should add some wear and tear to them, also trains aren’t usually that bright.

frosty rune
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I'm aware, currently there's nothing between "factory new" and rusted. It's definitely on the list of things I may do at some point if I feel like it.

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My focus for this update was mainly to get the models into the game and some basic colors for variety.

haughty flower
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Amazing work

brittle breach
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why are you using Matpbrbasics only, why not go the route with Mask maps with an MCR to make some color and such. and also adding on VFX map for dirt and rust

frosty rune
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As I said above, I wanted to keep it simple initially. More detail comes later.

frosty rune
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I could go with a more subtle effect like this, or something stronger like rust.
What do you guys think?

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I might also make the colors darker, but that's a separate topic.

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Do these tankers look good? Or should I add more imperfections? What about reflectiveness?

slender solar
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I'd go for realism over variety. Tank cars are usually dark coloured, blacks, browns and greys.

frosty rune
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But my current question is more about wear&tear. Is this enough, or should there be more?

slender solar
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I think a little more rust, dirt and wear would look great

trim minnow
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Though in the future I’d recommend modeling destroyed fuel cars and possibly crumbled transport cars

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If you really want a more detailed look you could add markings and numbers on the rail cars as well.

frosty rune
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I guess I'm still trying to figure out where to go with them in terms of style. More or less clean, dirty or rusting? Matte or glossy? etc

trim minnow
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But saying these trains are in a war zone probably a little dirty, and matte would look pretty good

solar dune
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I just Googled "Brand new train", and the pictures of brand new trains look very bizarre. Even more shiny.

trim minnow
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^ this guy knows 🧠

solar dune
trim minnow
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This mod is gonna be pretty cool I’m def gonna use it for logistics and stuff

trim minnow
solar dune
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It's "stylized", but so Is this game. Just not so cartoonish

solar dune
quiet owl
# trim minnow

God no I don’t wanna see these any more than do I already😭

slender stream
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Could have one of the tankers come in a red/white color with the Pohona logo, that's the brand for fuel in vanilla. Could be a nice touch. meowcamera
(Also for feedback about the paint, maybe consider a more matte approach ? Like old worn out, bleaked out paint that's already chipping off. I assume they've been, and will be in service for quite a while. As long as it holds fluid I doubt anyone would spend money to give them a nice coat of paint and finish.)

frosty rune
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Rail Enfusion Redux 1.04 has been released.
This update slightly adjusts the train materials to be less bright and adds some imperfections.

trim minnow
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The colors are absolutely perfect

slender solar
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Gonna implement these on my next project

vestal arrow
# frosty rune old variant - any feedback?

I like the more realistic approach. Also more marking would be great for realism. Also would love to see some company brands from the armaverse:
https://armedassault.fandom.com/wiki/Special:Search?query=armaverse+company+brands&scope=internal&navigationSearch=true
or some from @burnt mango "verse":
https://forums.bohemia.net/forums/topic/172876-poolpunks-object-packs-work-in-progress-thread/?page=10

Armed Assault Wiki
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Maybe some variants with freight in it would also pay in for realism.

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As I seen on your pictures from the mod page the tracks in (in new variants) looks rusty on top. If the tracks would be "in use" the top side would look more "shiny" without so much rust.

trim minnow
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^ but it’s not a huge deal

ocean zinc
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The snapping feature is underrated and I was initially not even aware it was a thing. Should probably be mentioned somewhere in the descriptions.

ocean zinc
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Would you be interested in a tunnel portal asset? The shape and texturing is rather primitive, but it's a start.

haughty flower
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lok

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looks cool

frosty rune
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Not currently, but thanks for the offer

frosty rune
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WIP :)

frosty rune
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The sign textures are made from photos I took 1-2 weeks ago.

frosty rune
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I released a new update for Rail Enfusion Redux!
It includes the previously shown tank car signs and a second bridge variant.

dusky shore
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Be cool if there were steam engines in this mod

gleaming mantle
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Bruhhhh loven the rails

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TIL would ya ever consider making like a bridge variant kinda like Remagen bridge for bigger river bodies (def not trying to get ww2 stuff emoji_22 )

narrow finch
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@frosty rune Congratulations for getting on COMRAD!

frosty rune
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Rail Enfusion Redux has been updated to 1.0.7 - here's the changes:

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  1. I improved the rail materials, they look better now and are a lot less shiny.
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  1. @ocean zinc made these assets, which are now included in RER. Thanks!
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  1. I added a "terrain material" rail type.
    This variant should come in very handy when building overgrown rails, but e. g. when placed above asphalt or concrete, could also be used in urban settings. Generators are of course included!
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That's it for this update. Enjoy!

slender solar
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Very cool!

mild geyser
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That looks great !

haughty flower
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Hey @frosty rune, are you planning on making Tram rails?

frosty rune
haughty flower
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Okay, good work with the rails and trains and other stuff tho!

frosty rune
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I guess you could just lower rails into the terrain if you need tram rails

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Won't look perfect, but it does work

haughty flower
frosty rune
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What's this 🤔

vestal arrow
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Signal?

frosty rune
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Somewhat close, but no!

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Let me give you another hint.

slender solar
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Hmm, power line?

frosty rune
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Correct!

frosty rune
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Old variant

haughty flower
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Love it

frosty rune
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I updated Rail Enfusion Redux to 1.0.8!
The new update adds the overhead lines shown above, together with generators for easy placement.

waxen timber
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been using you rails on my custom map Great work! thanks for making these

waxen timber
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new update broke this mod and generator mod hopefully this is an easy fix

waxen timber
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I hope that did not come across as aggressive. I realize it broke multiple mods. I think you’re doing absolutely awesome work

frosty rune
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Don't worry, you didn't! I will have a look at it soon.

woven orbit
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As fellow train enjoyer the progress on this mod makes me very happy. Maybe I do end up porting my train simulation code to AR for fun and giggles, It would at the very least look awesome even if not the full gameplay potential for player transportation is possible.

frosty rune
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OH GOD THE RAILS ARE YELLOW NOW

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(doesn't actually look that bad tbh)

waxen timber
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I think the majority of the errors I got where related to the rail generation

frosty rune
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Yeah, a bunch of API things were changed from IEntity to IEntitySource. I'm working on it.

waxen timber
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Good deal

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Yes, I was going to say the color actually doesn’t look that bad

frosty rune
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There were definitely some massive lighting changes. Personally everything looks a bit too yellow for me right now, but I'll probably get used to it.

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Reforger 1.1 hotfix it out!
If I find anything else that needs to be fixed, I might publish another update later, but these script changes should allow you to open up your terrains.

frosty rune
waxen timber
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Thank you that worked perfectly

stark bison
frosty rune
stark bison
waxen timber
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Do you know if there is a setting to get tracks and bridges for rail to show on 2d maps?

simple zenith
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Is there a train for this?

frosty rune
simple zenith
frosty rune
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No

simple zenith
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Okay

hidden vortex
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Arkensor mentioned he might be bringing HypeTrain to Reforger.

tender bay
frosty rune
tender bay
frosty rune
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IIRC I deleted the stone retainings since they were a bad example and didn't work properly

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Have a look at how the components of my rails are configured in relation to their geometry, maybe that'll help

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It's best to start with simple rails and work your way forward from that

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As for adding the generator to your project without my rails, just use the Rail Generator mod as a dependency. It's a separate mod for exactly that reason.

tender bay
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From what I understand you put a RER_points_component on each of your prefabs and the start position, endposition, rotation etc. points, you used a GE that you set as a child in order to have the right coordinates?

frosty rune
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That process is one way to do it yes

tender bay
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However, for the elevation I don't see how you did it, unless it's in your script?

frosty rune
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What do you mean by elevation?

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Defining a rail piece that goes upwards?

tender bay
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like this spline

frosty rune
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That's done in script

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You only need to define the individual pieces correctly (start rot, start pos, end pos, end rot in that order) and it will figure out how to follow the spline

tender bay
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Nice! thanks for the info I should be fine ^^

frosty rune
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As I said, start with a simple straight rail. Check if it works in the generator. Then move to a curve and so on.

tender bay
frosty rune
tender bay
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However it works well on flat

frosty rune
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Your rail points should be on the altitude of the actual rail top

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Like this

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I suspect that might be the issue

tender bay
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Yes but if I put for example at the sart and end point a 0.1, my rails suddenly fly

frosty rune
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Can you show me?

tender bay
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yep

frosty rune
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I can't really help you based on just that

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I guess if you can send me the rails together with prefabs (not the whole Zimnitrita mod please), I could try it myself

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By the way, these rail objects shouldn't need RplComponent and Hierarchy

tender bay
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i send you my folder

grand thicket
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im having a little difficulty connecting a road crossing between two generated railways. i can get one side to snap to a generated segment but not the other. am i missing something in the workflow?

frosty rune
grand thicket
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AH well then i was just being a silly goose that would make sense then. Thanks

frosty rune
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The mod appears to still be working.
If you notice anything I might have missed, let me know.

frosty rune
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I just updated RER to 1.0.11, improving several materials to look better under various lighting conditions.

vestal arrow
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Hi @frosty rune , when I use your Rail Generator Mod, do I have to load the mod every time and have to make it a dependency of my terrain or do I need it only for placing?

frosty rune
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You also can't really remove it if you're using RER since it's already a dependency of that

viral yoke
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How do i use this with spline? For me it just makes a straight line going in a different direction then the spline i made

viral yoke
flint skiff
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Just wanted to say great work @frosty rune I had no idea about your past works of glory 🙂. Seeing these rails got my creative juices flowing.

viral yoke
# frosty rune Can you post a screenshot?

I was hoping to get a spline shape/polyline shape railway here. But i really can't figure out how to set this up to work, or how to use it... I have looked at the docu, but even if i can't get the rail prefabs to line up with the spline...
Is there someone who have a video on how to use the Rail generator?

frosty rune
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Unless you are trying to do something custom, just drag one of the RWG_ prefabs on the spline.

viral yoke
frosty rune
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They should also work on Polylines, it was probably a different issue

viral yoke
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@frosty rune But i see that i'm also have the issue where they are wavy and not straight

frosty rune
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They are wavy there because if they were straight, they wouldn't go in the right direction

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Of course you could make sure they start straight in that direction, and then they will stay straight

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If you want finer control over where the rails go, use more points

viral yoke
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Nevermind, these are the curved once

frosty rune
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I also recommend using the High generators, not Low, but that's unrelated

viral yoke
frosty rune
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All existing generators should have straight rails

viral yoke
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😅 Worse haha

frosty rune
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If curves are being used, it's because curves are needed to go in that direction

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Basically, the way the generator works is that it places the rail which points closest to the next point in the vector
Right before it "misses" / goes past the point, it will aim for the new point
If you play with it for a bit, and figure out how it works, I am sure you can get a good result

viral yoke
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Thank you very much! 😄 Not that i got it working as intended i will figure things out hehe

frosty rune
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No update required (to my knowledge)

last basin
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its only map assets, or train is rideable like in Dayz Hypetrain mod?

last basin
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looks very cool, rail network is missing in vanilla

civic pawn
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Amazing !

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i remember there was a mod allowing to ride trains in A3 tho

gleaming sage
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Any plans on allowing heightmap changes with the spline?

cosmic dock
frosty rune
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No plans

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Road generator is possible, yes, though there's no guarantee it will match the rail height

ocean zinc
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Road generator works pretty well, but you can always bake them and postprocess manually if not all works out.

gloomy orchid
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can anyone help me set up the rails? i dont really understand the google docs for it

gloomy orchid
frosty rune
# gloomy orchid The generator for rails

Do you want to set up the generator with your own custom rails or what?
RER and WBP come with already finished generator prefabs that don't require individual setup.

gloomy orchid
frosty rune
frosty rune
gloomy orchid
gloomy orchid
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Do I need wolfs building mod for the rails to work?

slender solar
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Nope

frosty rune
wheat radish
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How do I keep the tracks from bending every 20 feet?

frosty rune
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I think I made a mistake by calling it a generator for splines originally, seems to confuse people on how it works.
It's really for polylines, since it only aims for the next point regardless of the spline shape.
I only called it that because I wanted to set it apart from the known (and obviously very flawed) method of using a wall generator, and secondarily because you can also add road generators to splines which is good for elevation adjustment.
Or maybe people don't realize it assembles the rail from predefined pieces "the best it can" and not fluidly.

wheat radish
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I'll give it s shot tomorrow, thank you

frosty rune
vocal sand
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Is there railroad crossings in this?

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if not, are they planned to be?

frosty rune
vocal sand
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Ok

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Is there a mod for the crossing lights and signs?

misty helm
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Hello i'm experiencing a bug when I generate Catenay :

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Is there a fix for this ?

frosty rune
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For the record, I do allow RWG and RER to be used as dependencies for MANW submissions.

proven juniper
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hello, I'm new to map making. I need to use rails for my map and i was wondering why i can't make my rails follow the map depth curves?

frosty rune
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it's not going to follow the spline exactly if that's what you mean, it only roughly goes from point to point

proven juniper
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thank you for a swift reply first of all

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I'll put some pics so you can maybe understand me better

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1st one is road example, how it's nicely following the curve

frosty rune
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rail generator basically assembles the rail from existing pieces, it cannot fully smoothly follow the spline
it just tries its best to hit the next point by combining various rail pieces

proven juniper
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is there any solution for that or some way around?

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maybe shorter splines?

frosty rune