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Messages - TJay1724

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91
General BVE/OpenBVE / Re: (For Developers) BVE and Route Annoucements
« on: April 25, 2011, 06:22:37 pm »
Lance thanks for the link, Queens Blvd Express, this will not work on rw files and yes I put all this together in a demo file which as soon as cam studio stops annoying me, I will post a vid for.

92
What's up folks? I can't lie, I do think it is a bit annoying and kind of insane for 1 route to have so many dependencies. I do understand that it's supposed to minimize having more than one of the same objects, but it actually has become kind of convoluted. Some people may not want to have all the routes. For example, JayJay's Z extention requires not only the full F, but all of the other required files and I do think that's kind of insane just to run an extention. I have all of the required files to run the F and I still get error messages and missing files, so I do understand the frustration of some of the people here. I'm not trying to blast anyone or belittle because you all do great work, but this dependency thing is kind of crazy.

93
General BVE/OpenBVE / Re: (For Developers) BVE and Route Annoucements
« on: April 24, 2011, 09:34:50 pm »
It should work Jose. If you have the stand clear of the closing doors please sound, could you send that to me?

94
General BVE/OpenBVE / Re: (For Developers) BVE and Route Annoucements
« on: April 24, 2011, 06:39:25 pm »
It's cool. I just thought I'd mention it for future reference. I switched to csv because it allows more features than rw and because at the time there was only BVE 2/4 and BVE 4 only supports csv.

95
General BVE/OpenBVE / (For Developers) BVE and Route Annoucements
« on: April 24, 2011, 02:24:07 pm »
What's up people? I've noticed that on all the routes here, the departure annoucements are being overrun by the sound of the doors closing. The reason for that is BVE as well as openBVE plays the departure sound 5 secs before the doors close. Now that is not realistic as in real life, the conductor will not close doors until the annoucement is fully completed and all passengers have boarded. (Except in NYC. We like to close doors on people  ;D ) Now for all new tech trains, R142, R143, R160 and so on, the departure annoucements are played as soon as the doors are OPENED. Now this CAN be done in both BVE 2/4 and openBVE for automated annoucements and manual annoucements. Here's how:

In both BVE 2/4 and openBVE, you have the .annouce command. This can be used anywhere along the route and we mainly use it to annouce the name of the station as we are arriving into the station. In the station namespace, there are 2 places for sound: arrival sound and departure sound. All of the routes here place their departure sounds in the departure namspace thus the overlapping, but if you place the departure sound in the ARRIVAL namespace, you will get that realistic automated annoucement as soon as the doors open. This is how its works:

Track.Sta Name; ArrivalTime; DepartureTime; PassAlarm; Doors; ForcedRedSignal; System; ARRIVALSOUND; StopDuration; PassengerRatio; DepartureSound; TimetableIndex

96
NYCTA Projects / Re: New NYCT Objects Pack
« on: April 23, 2011, 04:00:36 pm »
I want to post vids so everyone can see, but I can't for the life of me figure out how to use CamStudio properly. I can't figure out how to change the video resolution. It's too small by default.

97
NYCTA Projects / Re: New NYCT Objects Pack
« on: April 22, 2011, 01:59:06 pm »
At the moment, I have the signal clearing from red to yellow to green. But the change from yellow to green isn't instant like in the real subway, there is a slight half second delay I'm working out. There will be timers that go from yellow to green and from red straight to green as well. So far I have the single 3 aspect signal and the double 3 aspect signal. i.e. Green over yellow and vice versa.

98
NYCTA Projects / Re: New NYCT Objects Pack
« on: April 22, 2011, 01:20:24 pm »
Thanks for the info Pacific. I just want to let everyone know that I have successfully created timed signals for NYCT openBVE!!!! I'm currently tweaking the time delay. It works based on distance from the signal. For example: if the delay is set for 5 seconds, and the distance is set for 50 meters, the timer starts when the train is 50 meters away from the signal and will clear after the 5 second count. More info soon.  ;D

99
NYCTA Projects / Re: New NYCT Objects Pack
« on: April 21, 2011, 11:22:15 pm »
Lol. Yes it is Simon. I just can't figure out why some other developer's screenshots of their routes look so crisp, but I'm getting a blur. BTW, does anyone know the full commands of openBVE Route Viewer? I would like to know how to look below the rails and move the camera higher above the rails, like you can with Track Viewer.

100
NYCTA Projects / Re: New NYCT Objects Pack
« on: April 21, 2011, 09:41:59 pm »
Just a quick update. The development of the object pack is still ongoing and will be available soon. I've added a new track set for underground tunnel and station portions and a new underwater tube. Some tunnel walls and a column set based on JayJay and BStyles work. Just a reminder, this pack will be available for both BVE 2/4 and openBVE. I have also successfully created custom animated NYC signals for openBVE only. There will be underground and elevated signals and I am currently working on flashing signals as well as timed signals and animated speed posts like you would find on some signals in the system.

101
NYCTA Projects / Re: New NYCT Objects Pack
« on: March 29, 2011, 08:15:53 pm »
Do you mean having part of the object light with a mixing into dark ipac?

102
NYCTA Projects / New NYCT Objects Pack
« on: March 28, 2011, 11:42:17 pm »
What's up people? I'm currently working on and putting together an object pack that will be free for use by all developers. This pack will contain, updated underground and station rails, switchbeds for underground, cementbeds, ballast and el tracks. It will also include vintage objects such as elevated tracks and platforms and some buildings. This pack will include updated elevated tracks, platforms, tunnel walls, switches columns and anything else I can think of. Below are some screens. Some of which will be featured in JayJay's D Line and Culver Shuttle. Let me know what the community thinks. Object suggestions for this pack will be greatly appreciated. This pack will be available for BVE 2/4 and openBVE compatible png objects.

TJay
Screens: Cementbed, Modern Elevated with platform and side, New Switchbed, Underground Station and Tunnel Rail, Vintage Elevated with platform and side, Vintage Elevated under the trackbed.








103
NYCTA Projects / Re: Official Update Thread For The Southbound D Line
« on: March 28, 2011, 06:36:41 pm »
Hey JayJay. The 36th Street wall on the right in your screen was made by me YEARS ago when I was first starting out back in 02-04. All you have to do to make it a little darker is add a color command to the object file and make it darker. If you rather edit the bitmap itself, feel free to do so.  ;)

104
NYCTA Projects / Re: Official Update Thread For The Southbound D Line
« on: March 28, 2011, 05:31:52 pm »
No prob.  :)

105
NYCTA Projects / Re: Official Update Thread For The Southbound D Line
« on: March 28, 2011, 04:20:13 pm »
The brightness command only applies to making the train cab lighter or darker. Has nothing to do with the stations or objects. In order to make the station objects darker, he would have to add dark color commands i.e. setcolor, 40,40,40 for example to EACH and EVERY object used for that station.

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