2) change the cone latitude to 3 on the Open/Source right click menu for the cone.
3) Right click drag the centrepoint down until the object is the required height
4) Cut and paste the cone into the boiler group and rotate it 90 degrees around the x-axis. Then position the group correctly at the front of the Boiler.
5) remember to remove the back face and drag the door object into the boiler group.
6) add the texture
1) use the extrude object tool as before. This time, as the object is symmetrical I will only be building half of it. The centre line must be absolutely vertical (same X coordinate for points)
2) once the object is built, scale it to the correct size and shift rotate it to the correct orientation.
3) run the Mirror object operation on the object, mirroring along the Z-axis (when using world coordinates). This may take a couple of goes as you may have to flip the object first if the mirror happens on the wrong side of the object.
4) finally check the size is OK, drag the new object group into the boiler group and position correctly. Then once you are happy with this, drag the extrude object into the boiler group itself.
2) Select the lower face and use the flare extrude plugin (parameters 0.12, 0.12, 2, 1) for the lower curve (now remove the lower face as it is hidden)
3) Select the upper face and use the flare extrude plugin (parameters 0.05, 0.05, 2, 1) for the first upper curve
4) Select the upper face and use the flare extrude plugin (parameters 0.05, -0.08, 2, 1) for the second upper curv
5) Position this object in the boiler group.
6) scale a 7 or 8 sided cylinder to about 0.06 x 0.04 x 0.06 and remove the lower face
7) copy and paste this object back onto itself 3 times (to create 3 child groups)
8) for thest child groups, by changing either the x or z coordinates or both coordinates to about 0.09 and the rest to 0.0 you can arrange the objects into a square.
9) I then merged all the objects into a single object and centred the object, then positioned it as a child of the SV cover
10) The cover and valves were then dragged into the boiler group and textured (poetic licence brass colour - was probably green) The valve levers were build from a cube with all but the left and right faces removed (an operation that happens many times when building locos)
11) this cube is scaled to 0.000001, 0.05, 0.3 (or thereabouts) and optimised - this effectively welds the two faces of the flat object back to back, reducing the number of points.
12) the rear *edge* of this object can now be extruded by 0.3, right mouse dragged down slightly and the edge shrunk slightly by dragging over the Y panel of the edit control.
13) the rear edge is then extruded again by 0.15 and this time needs shifting up slightly. Make sure the faces on both sides of the object have been extended.
14) copy and paste the object onto itself and set the new group X coordinate to the appropriate width (width of valve tops), Y and Z are zero.
15) merge the two objects and position on the model (in the same group as the boiler)
Hint 1 - the Centre object operation helps make the positioning easier
(X coordinate relative to the boiler should be 0.0)
Hint 2 - When chosing a group to put an object into, make sure the
texture used is the same as all other objects in a group.
After 30+ groups and about 150 objects, I am still able to export this model with the optimised 6 LOD's because of this.
The handrails were made using the technique as above - it is quite long
winded, I'll definitely be doing a plugin to generate these at some point
soon. (I had also forgotten to chamfer the front two vertical edges of
the tank in the earlier parts) I have also been running her in the sim,
taking a close look at the details and tweaking the texture mappings etc.
Getting it looking right is definitely the most time consuming task. Here
she is looking very shiny - the SFM is the simplest option to do this with,
Canvas can be a bit fiddly to get right. Once again, group organisation
and naming is the key to success here.