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Author Topic: (RELEASED) Official Development thread for the R46 for OpenBVE  (Read 248119 times)

Offline Gong Gahou

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #315 on: June 15, 2012, 01:00:25 pm »
Nice to see the rollsigns roll to the very beginning after it reaches the end. It's like having an endless amount of the same mylar prints!

My only suggestion to the rollsign is to add one or more white panels to the beginning and the end of the sequence.

The exterior is absolutely fantastic. Well done.  :)
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Offline rstar

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #316 on: June 16, 2012, 12:12:44 am »
Damn with this R46 you guys shounld convert it to a SIRT R44.

Offline Dj Hammers

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #317 on: June 16, 2012, 12:28:54 am »
Damn with this R46 you guys shounld convert it to a SIRT R44.
Just wait...

Offline [CT1660]

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #318 on: June 17, 2012, 04:27:16 pm »
Damn with this R46 you guys shounld convert it to a SIRT R44.

You mean like this? (this is just for show and tell)



Anyways, back to the R46..



That rain you see is from the route itself.










Some teasers on the LCD signs, all readings from an official source with the list of programs for the R46 luminators.... (actual animation speed is slower than it appears on the GIF images):









« Last Edit: June 17, 2012, 04:31:56 pm by [CT1660] »

Offline rstar

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #319 on: June 17, 2012, 10:47:39 pm »
That R44 look nice. Nice job

Offline Failsafe

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #320 on: June 18, 2012, 11:18:42 am »
Nice Job Man, Keep Up The Good Work. Anything i can do to help?
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Offline Pegasusleos4

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #321 on: June 18, 2012, 01:36:39 pm »
Really nice job, it look close to the real one. Speechless, and can't wait  ;D :D :)

Offline SubwayTrainOperator5

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #322 on: June 18, 2012, 02:13:42 pm »
Just a question...Would it be possible to apply a shadow effect underneath the train so that it looks more realistic? Such as, a dark translucent block coded into the undercarriage area. After closely looking at the screenshots I realized that the components of the undercarriage are perfect, but it looks unrealistic because of the lack of a shadow.
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Offline peacemak3r

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #323 on: June 18, 2012, 02:48:53 pm »
Is there a way to code it so the BVE's rain doesn't go through the car's roof?

Offline [CT1660]

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #324 on: June 18, 2012, 04:15:30 pm »
Is there a way to code it so the BVE's rain doesn't go through the car's roof?

I believe the guy who is developing the new Birmingham Cross-City South route has a method of creating animated rain that doesn't go through the train. Still trying to figure out how he did that

Offline nelson3001

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #325 on: June 18, 2012, 07:31:23 pm »
I know it is highly unlikely but will the signs have all the 1245 possible codes that the real one has?

Offline [CT1660]

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #326 on: June 18, 2012, 07:57:29 pm »
I know it is highly unlikely but will the signs have all the 1245 possible codes that the real one has?

For the release version, the ones with the normal route readings will be set by default.

The other combinations will be available as an optional DLC (downloadable content) soon, where i will provide instructions on how to install the other readings.

Offline nelson3001

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #327 on: June 18, 2012, 08:12:38 pm »
Here's a doc with all the codes and numbers.
https://docs.google.com/document/d/1hFmt-vuZgn0qzYpv7L42Noy5xDmx_H2j_SlW511HmPY/edit
Due to the amount of codes it would take a while to scroll through all of them and even longer to load all of them. I'd like to see it a reality but previous trains have had problems with loading times of signs :-\. And these are animated.

Offline [CT1660]

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #328 on: June 18, 2012, 08:47:02 pm »
Here's a doc with all the codes and numbers.
https://docs.google.com/document/d/1hFmt-vuZgn0qzYpv7L42Noy5xDmx_H2j_SlW511HmPY/edit
Due to the amount of codes it would take a while to scroll through all of them and even longer to load all of them. I'd like to see it a reality but previous trains have had problems with loading times of signs :-\. And these are animated.

All one would need to do is add the ones they want to use on their own via provided instructions.

Offline nelson3001

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #329 on: June 18, 2012, 10:33:29 pm »
Here's a doc with all the codes and numbers.
https://docs.google.com/document/d/1hFmt-vuZgn0qzYpv7L42Noy5xDmx_H2j_SlW511HmPY/edit
Due to the amount of codes it would take a while to scroll through all of them and even longer to load all of them. I'd like to see it a reality but previous trains have had problems with loading times of signs :-\. And these are animated.

All one would need to do is add the ones they want to use on their own via provided instructions.
Oh I understand now. You're gonna put all of them in but have the person select which ones to install.