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Messages - Pacific385

Pages: 1 ... 6 7 8 [9] 10 11 12 ... 45
122
Other Games / Re: What do you think of this?
« on: February 11, 2012, 06:11:12 pm »
I'll check it out later.

123
Other Games / What do you think of this?
« on: February 11, 2012, 03:23:11 pm »
I want to know what your opinions are here on the forum about this video. The way it was made, composition and anything else.

FSX - Houston Airport Traffic! [1080p HD]

124
Other Projects / Re: WMATA trains by Wmatafan with help from Pacific385
« on: February 11, 2012, 10:49:25 am »
We will be making wmata trains. Upon request of wmatafan (sorry if i got your name wrong) we will be seeking help. Any help will be appreciated.

Please Post.

Are you gonna make just the exterior of it? 'cause I've already made the WMATA Metro Train Pack for OpenBVE. All it's missing is it's extior. In case u need help, I'm the one to help. After all, I've already made my first successful Extior Pack with 2 3D Programs.
Maybe, I'm not sure if the project is still on though

125
BVE/OpenBVE Support / Re: Train.dat Motor Section
« on: February 03, 2012, 09:40:07 pm »
Use train editor.
I've tried it on many occasions, but how would I do it?

126
BVE/OpenBVE Support / Train.dat Motor Section
« on: February 03, 2012, 04:27:00 pm »
I've been working on coding the train.dat section on my R176. I've been getting some problems with it. I have a few siemens sounds and am wondering how to make the acceleration sync with the appropriate part of the sound.

(ex. Going from Neutral to P3 @ 15 MPH, the sound starts from the beginning, want to make it start from an appropriate point)

128
Other Projects / Re: All Trains by Pacific385
« on: January 30, 2012, 12:03:14 pm »
UPDATE: I've finished adding the cab in all the cars that would have one
- The "A" Car (Cab facing the front) is 100% done (w/o animations)
- The "B" Car is 100% done (w/o animations)
- The "A" Car (Cab facing the back) is 100% done (w/o animations)

Here's some pictures to look at:





A video of the 3rd rail gap (thanks to NYZ3R0DAY) and a Propulsion WIP:
Because of the Gap, trains can no longer accelerate when on the gap and it get noticeably dimmer.
OpenBVE - R176 3rd Rail Gap + Propulsion WIP

I have a question about ObjectViewer and OpenBVE:
When I Load ObjectViewer, I get:

However, It comes out like the following:


What causes it to look like that? I know that it isn't Z-Fighting since it's the only object coded there. Same thing happens with the transparent layer (0,0,0,100) where the cab door glass would be.


129
BVE/OpenBVE Support / Re: Texturing Cylinders
« on: January 29, 2012, 11:34:45 am »
It should be. Just play around with the coordinates.
You have to keep the numbers in proportion (ex. 6.4 becomes 1, 5.6 becomes .875, 4.8 becomes .75 and so on) Take the original number and divide it by 6.4 (or the greatest number there)

130
BVE/OpenBVE Support / Re: R40 slant
« on: January 28, 2012, 09:41:58 pm »
what do i open the b3d files with
Wordpad will do

131
BVE/OpenBVE Support / Re: Texturing Cylinders
« on: January 28, 2012, 09:22:15 pm »
It worked, thanks. One thing though, is it possible to have the image repeat only once?

132
Other Projects / Re: All Trains by Pacific385
« on: January 28, 2012, 04:56:29 pm »
Well, I would like to announce that I am resuming work and will stick to working on the R176 Project.
On the "A" Car (Cab Facing Front) work is about 85% done (w/Animations).
On the "A" Car (Cab Facing Back) work is 0% done (w/Animations).
On the "B" Car (No Cab) work is 0% done (w/Animations).

What will be added?
- Animated Interior Displays
- Animated Finds
- Animated Exterior Displays
- Curved Roof
- Animated Headlights
- Interior Lighting
- 3rd Rail Gap

Check this out:
OpenBVE - R176 "A" Car Preview

I might add some things on the contributor page, but it would be unlikely.

133
BVE/OpenBVE Support / Re: Texturing Cylinders
« on: January 28, 2012, 04:52:17 pm »
Cylinders cannot be textured, since there are no faces to reference. You can texture one shade onto it but it cannot be specific or it will be mapped over the entire object (or not at all). Your best bet is to build them by hand.

BStyles
Thanks

134
BVE/OpenBVE Support / Texturing Cylinders
« on: January 28, 2012, 03:49:57 pm »
Does anyone know how to texture a cylinder?
I've been using this coding:
[meshbuilder]
Cylinder 32,0.02,0.02,2
Color 224, 223, 219
Translate 0.00,2.10,-15.00

135
BVE/OpenBVE Support / Re: add more trains
« on: January 28, 2012, 12:50:26 pm »
I just carefully watched the video myself, he seemed to have just did it with editing.
Wrong. I used the MetroTransit (4) New Lots Rush Hour.csv route. The other trains were not a result of video editing but the route coding that came with the route. SIR added multiple intervals each seperated by semicolons.

Quote
route.runinterval 70;-80;-180
1) 70 Meters Ahead
2) 80 Meters Behind
3) 180 Meters Behind
(I'm not sure about the unit though)



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