BVEStation Forums
BVEStation => BVEStation Network News => Topic started by: Rayvon on June 13, 2011, 12:59:48 am
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An OpenBVE exclusive version of the Riverbank Park Shuttle using TJay's new Objects and Signals is now ready for download! You can get it here:
http://www.bvestation.com/downloadinfo.php?id=36 (http://www.bvestation.com/downloadinfo.php?id=36)
EDIT: I have added beacon commands to the route, making TJay's signals fully functional with OpenBVE! re-download the file and overwrite; if you installed everything correctly then it'll run perfectly.
NOTE: You must use a train with both ATS-SN and ATS-P enabled for the timers to properly function. The R62A is already set to go but other trains may not be.
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Nice work Rayvon!!! I tried it they work perfect.When the timers before implemented they would only clear based on time now these clear based on speed.Great job man! :D
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Excellent, lets get some videos with these new timers up :D
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somehow i am having problem with this route. Some of the object did not showup. Half of object did not appear. Also in the tunnel it was pitch Black.
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Excellent, lets get some videos with these new timers up :D
I could make a couple
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refer to the first post for an important update
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refer to the first post for an important update
Ray, are you planning on adding brightness commands? If you want I could do them real quick.
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refer to the first post for an important update
Ray, are you planning on adding brightness commands? If you want I could do them real quick.
I didn't add in brightness commands only because I thought it would slow the route down even more. I already have around 70 animated objects in there so I didn't want to push it by adding anything else
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If you add brightness commands, as far as I can tell, it doesn't affect anything.
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I'll try it out then, but I do remember having a lag when transitioning from light to dark. It could just be because of the train I used though.
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Brightness commands don't really lag the computer much. It is pretty much the same animation that OpenBVE does whenever you move the controller, a simple texture switch.
The fading from light to dark may fade a bit on weaker computers but I can't really confirm that as I have been getting a solid 60 FPS with this route.
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I was wondering if any of you guys tried using the brightness commands when passing by tunnel lights, as opposed to in and out of stations only. I think a few of the routes from the other countries do that. Makes an interesting lighting effect.
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I was wondering if any of you guys tried using the brightness commands when passing by tunnel lights, as opposed to in and out of stations only. I think a few of the routes from the other countries do that. Makes an interesting lighting effect.
I was thinking about that too. However, I think that'd have to be implemented into the objects or something. The reason why I say that is because when you modify a brightness command, the whole cab changes. I believe when you pass by a light in the tunnel, one side of the cab is brighter than the other, so that might be an issue. I'm just laying out ideas here, but that would be a nice thing to have.
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I've actually tried that before and Joseto is right, only a small section of the cab lights up, but if we did do that, we could set the brightness low so as no to fully brighten the cab. Also, that would require way too many commands, a total of 8 per 25m section.
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Something like this?: OpenBVE 2009 Tube Stock on the Victoria Line [NO SOUND] (http://www.youtube.com/watch?v=SFTlzeLpqG0#)
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yeah I believe you'd have to use the .lightdirection command. I don't remember the command name, but there was a command you can use to reference a set of code so you wouldn't have to re-type it all the time
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Exactly like that, however, the Light.Direction command can only be used once and at the beginning of the route to display which direction the outside light is coming from. The brightness command takes care of cab lighting. Currently there is no other way to simulate what was shown in the video.
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Nice, I really like the new objects. Would you like a special R179 for your route?
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Nice, I really like the new objects. Would you like a special R179 for your route?
thanks, it's an IRT route though
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It would probably be called the R178 lol in order for that fleet to be in service for that route
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Could always run the R152 or the R142 skin over.
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Ray,
Is this a repeater signal?
(http://s2.postimage.org/1dk7nyoo4/repeatersignal.jpg) (http://postimage.org/image/1dk7nyoo4/)
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Any signal mounted on the left side of the tunnel wall, facing you, is a repeater signal. Now that signal is registering a separate light than the regular signal; the automatic signal must be coded in a different block.
BStyles
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Any signal mounted on the left side of the tunnel wall, facing you, is a repeater signal. Now that signal is registering a separate light than the regular signal; the automatic signal must be coded in a different block.
BStyles
Thanks Ray.