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BVE => NYCTA Projects => Topic started by: error46146 on February 05, 2011, 10:59:42 pm

Title: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on February 05, 2011, 10:59:42 pm
This train has been released!

Download Link: http://www.bvestation.com/downloadinfo.php?id=22 (http://www.bvestation.com/downloadinfo.php?id=22)



Remember the R46 I made a while back?

Version 2.0 is on the way...here's what I got so far:

The R46 for OpenBVE, Version 2.0 (http://www.youtube.com/watch?v=3835FEDhIY4#)

Enjoy, and check back for updates!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rayvon on February 06, 2011, 11:18:28 am
nice, just a couple of quick observations for you:
1. At 8mph the motor sound actually jumps down a step so it isn't a continuous curve in pitch
2. The motor sounds like it starts a bit too soon too
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Orion V CNG #748 on February 06, 2011, 11:28:53 am
This sounds better than the first one and sounds like real life lol :D Also, quick question. Will this R46 include an exterior and newer panel?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Bombardier01800 on February 06, 2011, 12:38:51 pm
nice, just a couple of quick observations for you:
1. At 8mph the motor sound actually jumps down a step so it isn't a continuous curve in pitch
2. The motor sounds like it starts a bit too soon too
Lol the Opera train... It's still better than the first one. Good thing it's getting updated, because things are moving forward...
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: bve on February 06, 2011, 06:20:33 pm
This is Awsome! I love the new sounds
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: JayJay85 on February 06, 2011, 07:11:09 pm
This is Awsome! I love the new sounds

I love the new sounds
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: JayJay85 on February 06, 2011, 07:11:37 pm
Remember the R46 I made a while back?

Version 2.0 is on the way...here's what I got so far:

The R46 for OpenBVE, Version 2.0 (http://www.youtube.com/watch?v=3835FEDhIY4#)

Enjoy, and check back for updates!

do u need my R46 interior
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rayvon on February 06, 2011, 10:46:47 pm
nice, just a couple of quick observations for you:
1. At 8mph the motor sound actually jumps down a step so it isn't a continuous curve in pitch
2. The motor sounds like it starts a bit too soon too
Lol the Opera train... It's still better than the first one. Good thing it's getting updated, because things are moving forward...
The R62 has a stake in this so I want it to be perfect. lol jk
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: ipac on February 08, 2011, 12:08:53 am
Great new sounds, just like what ray said about that continuous pitch thing, otherwise its coming along pretty good.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on February 10, 2011, 04:42:24 pm
Thanks guys!

Jayjay I have an exterior from you but it is really old, if you have a new one then I'll gladly take it thanks

lol if i pull this off perfectly, you basically got your redbird,38,40,46 and 62 motors right there :P another bve revolution thanks to me

i'll see if i can go out and get some nicer recordings during winter break especially the noises of the 46 trucks and make it all nice and realistic the recordings im using now are over 5 years old

the R46 will include the same panel as before with some adjustments; if anyone is willing to get me a photorealistic cab they are more than welcome to.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: (SIR) North Shore Line on February 10, 2011, 05:54:59 pm
nice work error!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Andrew on February 10, 2011, 07:09:34 pm
if anyone is willing to get me a photorealistic cab they are more than welcome to.

Calling Mr. Railfan, Calling Mr. Railfan, Calling Mr. Railfan...LOL! But seriously he is the guy for the job, and Zerobeats as well. Can't forget about zerobeats!

BTW Nice Error, I like!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: JayJay85 on February 10, 2011, 11:31:23 pm
Thanks guys!

Jayjay I have an exterior from you but it is really old, if you have a new one then I'll gladly take it thanks

lol if i pull this off perfectly, you basically got your redbird,38,40,46 and 62 motors right there :P another bve revolution thanks to me

i'll see if i can go out and get some nicer recordings during winter break especially the noises of the 46 trucks and make it all nice and realistic the recordings im using now are over 5 years old

the R46 will include the same panel as before with some adjustments; if anyone is willing to get me a photorealistic cab they are more than welcome to.

i got the one that open and closed
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: JayJay85 on February 11, 2011, 07:00:18 am
This is the interior that will be used
(http://i172.photobucket.com/albums/w30/JayJay5007/QueensBlvdExt34.jpg)
(http://i172.photobucket.com/albums/w30/JayJay5007/QueensBlvdExt33.jpg)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Orion V CNG #748 on February 11, 2011, 03:26:27 pm
This is the interior that will be used
(http://i172.photobucket.com/albums/w30/JayJay5007/QueensBlvdExt34.jpg)
(http://i172.photobucket.com/albums/w30/JayJay5007/QueensBlvdExt33.jpg)
This is great work! Nice job Jayjay, any more screens especially the interior of the train? lol
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Pacific385 on February 11, 2011, 04:59:14 pm
Very Realistic
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: (J)-Broad St,Manhattan to Jamaica Center Parsons/Archer,Qnz. on February 23, 2011, 03:56:23 pm
so hows the R46 so far?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on March 05, 2011, 11:15:04 am
As of now all my BVE work is on hold until i figure out how to fix my laptop...please be patient..
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on April 30, 2011, 10:57:05 am
UPDATE: My laptop has been fixed (driver problems), forgot to update this thread lol but I have sent out the R46 to beta testers for their feedback (you guys know who you are)..after that and some final work and I'm hoping to have the 46 out by June.

The exterior view is also going along very nicely, you'll be quite impressed I'll tell you that much (you'll need a fast computer though :P
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Fox-179 on April 30, 2011, 01:19:03 pm
I like it the speeds are very realistic sound improvements.But 1 thing is the squealing that shouldn't kick in till the train is near 7mph going for a complete stop.You got it kicking in around 17-20mph.Other than that its very good.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Shawn1995 on April 30, 2011, 05:23:28 pm
WOOOOOOOOOOOOO!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on May 03, 2011, 02:38:51 pm
thanks <4>, i'll take those comments into mind.

for those who did not get the beta-test, I have made a video for you to see...the R46 operating on the Franklin Ave Shuttle (yes its the same one i posted on nyctf)

The R46 for OpenBVE version 2.0 (http://www.youtube.com/watch?v=VgWwvAde13U#)

As for additional beta-testing, sorry,i will not be handing out additional copies of the beta-test as I already have enough, thank you however for your interest.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Fox-179 on May 03, 2011, 03:41:02 pm
Here's another vid.
OpenBVE R-46 v2 speed test(59th to 42nd) (http://www.youtube.com/watch?v=hPnwbDkzaNk#)
I noticed the squealing kicks in a bit higher than 20mph more around 26-32mph.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Andres on May 25, 2011, 10:33:42 am
I Tested That R46 And This Is What I Have To Say.

Acceleration Sound Very Accurate

Switch Point Sounds (When it passes over switches) Very Accurate At Different Speeds

The Squeal When Braking Maybe Put It At 10MPH or Less When Braking

The Motor I Love It.

And The Doors Have The Good *Ding* When Closing.

And The Pressure Gauge And Speedometer Very Accurate.

I Give Your Train 10/10 Error46146 Nice job on that train.  :D :D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rayvon on May 25, 2011, 02:49:25 pm
don't know if you need them or not, but I got some R46 side pics
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on May 25, 2011, 05:00:35 pm
It's okay Rayvon, I got everything covered. ;-)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Andrew on May 28, 2011, 08:29:19 pm
Everything sounds great and terrific Bill, may I Beta Test? Please?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on May 28, 2011, 11:01:57 pm
I'd like to beta-test this train too  ;D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Orion V CNG #748 on May 29, 2011, 12:17:07 am
Scroll up. it says it will be released by june, so i doubt that he will want more testers.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Lance on May 29, 2011, 08:34:27 am
If anyone needs the font for the LCD display, you can download it here (http://fontstruct.com/download/492696).

You're welcome.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: GloomBlue on June 18, 2011, 03:34:40 pm
How come it is not out yet when it is June? :-\
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on June 18, 2011, 03:43:26 pm
How come it is not out yet when it is June? :-\

Yeah...
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: bve on June 18, 2011, 03:56:55 pm
How come it is not out yet when it is June? :-\

Did you consider that it could be released next week? Or the Last day in June?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on June 18, 2011, 04:36:37 pm
I'm sorry but that post was rather short-sighted when I said it'd be out by June (hence why I never make promises like this)

I actually haven't done any BVE work all month due to other activities that are much more important than BVE. To be honest I probably won't be doing much over the summer either, so again sorry if i got your hopes up.

I will keep you updated of course when I do make progress on the train.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on September 27, 2011, 12:14:16 pm
This train has been released!

Download Link: http://www.bvestation.com/downloadinfo.php?id=22 (http://www.bvestation.com/downloadinfo.php?id=22)




Hey guys I have been working on this exterior secretly for almost a year now and I am pretty confident that it will definitely be released and won't be another one of those  "failed" projects. It's almost done and I'm working with Error's R46 V2 train. There's some finishing touches that I gotta do on the exterior such as the animated rollsigns and LCD Display signs.

What better way to show something than a video?

R46 (http://www.youtube.com/watch?v=dqYrGcA3-n4#ws)

Everything you see here is pretty much the most up to date version I have so it may or may not be in the final product. If you have suggestions, comments, concerns feel free to post. Thank you!

P.S. I'm new to developing so please go easy on me!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rayvon on September 27, 2011, 01:01:18 pm
Wow, that's really good. The trucks still need a bit of work but great job!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: peacemak3r on September 27, 2011, 01:07:16 pm
Looks amazing! My only thing to say is for the front of the car, have the face model with headlights, you had a perfect template already around the end of the video.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on September 27, 2011, 02:07:06 pm
Awesome! I was really worried about the R46 that it would never be released, but I am glad there is finally a light at the end of the tunnel  ;D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Simon on September 27, 2011, 04:38:39 pm
Beautiful model, absolutely stunning! This is the definition of perfection and I can tell you put a lot of effort into it! One thing that worries me are the poly rates. This thing looks so good, that it might pose a hazard to people with lower quality computers.

You nailed everything on the model including the 3D poles. I think they only other NYCTA train to feature this is the R153 and that was a fictional train.

However, the bogeys look a bit off. The animated wheels and the turning axles look great, but you should fill up the empty space you see when the train is faced directly in front of you, because you can barely see the underbody at that angle on any NYCTA train.

The textures seem a bit dull though. The interior doesn't look as sharp or defined, but then again, most interior models aren't because of the way the simulator stretches things. That's something to look into if you can. JayJay's 46 renders look more defined, but I'm no expert, and it could be the video quality.

Last thing is the windows. The 62 in production utilizes some sort of window. I don't know if its through special effects or something, but it definitely stands out. Maybe you can collaborate on the windows. The front of the train looks really awkward without windows. Nothing biggie, just that it stands out. Could be a good thing or bad thing  ;).

Great job! I am looking forward to a future Rikabs production!  ;D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Pacific385 on September 27, 2011, 04:57:13 pm
Great Work!
Suggestions:
- Higher quality textures for the front and roof
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: kawasakir160 on September 27, 2011, 06:07:15 pm
excellent R46 train!!! good job and appreciate the hard work!!! and the music was appropriate to fit into the video, once again excellent job
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on September 27, 2011, 06:17:41 pm
The only thing that bothers me about that exterior is the undercarriage, if you could fill in all those huge gaps with photos, that would be great. Also, try to reduce the gap between the cars, the coupler space is a bit too big IMO. But it's probably just my imagination though...
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on September 27, 2011, 06:32:00 pm
That is simply amazing work! However, there are a few things that need some work:

1: The cab door on your model is inaccurate, it looks like this: (http://images.nycsubway.org/i80000/img_80266.jpg)
It is hard to see in the picture, but the entire window isn't actually opaque black. There is a smaller tinted rectangular window that is transparent inside that black window.

2: All the the cars in the train are labeled as car number 6022. You should make each car have it's own car number as in real life (remember that each 4 car set of R46s has car numbers in sequential order)

3: You should texture the inside of the cab, it looks weird seeing what would be the front of the train when looking through the cab window.

4: I also agree with other comments posted here, you should work a bit more on the connection between the trucks and carbody.

5: The doors should have those rubber edges modeled on them, that way it is more realistic when the doors are opened; you wouldn't be able to look into the gap between the inner and outer carbody walls that way.

6: The interior textures could use a bit of work, they are a bit blurry and I have this feeling that the color is slightly off.


But besides those things, I am absolutely astounded, that really is amazing work!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Simon on September 27, 2011, 06:49:23 pm
Also, try to reduce the gap between the cars, the coupler space is a bit too big IMO. But it's probably just my imagination though...

Nope, it's fine the way it is. It just looks really wide because all of those wires that are there as safety barriers aren't there, so it gives off an optical illusion. In reality, that's how wide the cars are between each other.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: MegaChulo95 on September 27, 2011, 07:06:38 pm
OMG It look sexy hey put a picture up for the cab ;D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: MegaChulo95 on September 27, 2011, 07:12:56 pm
you sould put it on Official NYCTA Development Center
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on September 27, 2011, 07:20:44 pm
OMG It look sexy hey put a picture up for the cab ;D

He did not make a cab. He is just making the exterior; it will go on Error46146's R46 V2. If you do not know how the cab of that R46 looks like, it is identical to the cab of the R46 on the downloads.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: BStyles on September 27, 2011, 07:50:29 pm
Topic moved to the Official NYCTA Development Center.

Stellar work on the exterior. I'm thinking that it could use some minor improvements (not better textures per se, but better lighting) but nothing too excessive that will detract from the work you did. Keep it up!

BStyles
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on September 27, 2011, 10:18:45 pm
Okay guys I'm going to start addressing the suggestions people have made with potential solutions. Feel free to respond back.

As for the trucks, yes they look very empty in the middle (as Simon said) but it is because:

1. Detailing the actual motor components would be large in number of polys decreasing the performance drastically. Here is a picture of the middle of the truck.
Another reason is because I am not expert in modelling that type of complexity. ;-)

(http://images.nycsubway.org/i95000/img_95155.jpg)

2. In real life you can't see those components anyways. Why? Because it's hidden in the shadows. Look at any real pictures of the R46 facing directly towards the front end and you can see the middle the truck is pitchblack.
Most modern train simulators with high-end graphics have real-time dynamic lighting which creates a realistic shadow effect.

Here's an example:

(http://cdn.steampowered.com/v/gfx/apps/65230/ss_d43b7ecf938a2412e513e883cad0d7b79eb0d00f.1920x1080.jpg?t=1314667904)

As you can see the middle of the trucks are darkened and you can barely make out what's there. Even the tracks are blended with the shadow from the train. Unfortunately I don't think Openbve does this which makes the trucks look unrealistic.

This is a sacrifice I made for making 3D trucks in Openbve.

I attached a screenshot to clear up any misinterpretations from the video.
(http://img268.imageshack.us/img268/9246/openbve2011092721345609.jpg)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on September 27, 2011, 10:24:27 pm
In that case i'd say just some sort of textured box placed inside the trucks would do just fine, just to get rid of that huge space in the truck area
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on September 27, 2011, 10:31:58 pm
Okay guys I'm going to start addressing the suggestions people have made with potential solutions. Feel free to respond back.

As for the trucks, yes they look very empty in the middle (as Simon said) but it is because:

1. Detailing the actual motor components would be large in number of polys decreasing the performance drastically. Here is a picture of the middle of the truck.
Another reason is because I am not expert in modelling that type of complexity. ;-)

(http://images.nycsubway.org/i95000/img_95155.jpg)

2. In real life you can't see those components anyways. Why? Because it's hidden in the shadows. Look at any real pictures of the R46 facing directly towards the front end and you can see the middle the truck is pitchblack.
Most modern train simulators with high-end graphics have real-time dynamic lighting which creates a realistic shadow effect.

Here's an example:

(http://cdn.steampowered.com/v/gfx/apps/65230/ss_d43b7ecf938a2412e513e883cad0d7b79eb0d00f.1920x1080.jpg?t=1314667904)

As you can see the middle of the trucks are darkened and you can barely make out what's there. Even the tracks are blended with the shadow from the train. Unfortunately I don't think Openbve does this which makes the trucks look unrealistic.

This is a sacrifice I made for making 3D trucks in Openbve.

I attached a screenshot to clear up any misinterpretations from the video.
(http://img268.imageshack.us/img268/9246/openbve2011092721345609.jpg)

You could at least put a picture of the front of the truck to cover up the gap, to at least hide the axle from being seen when looking straight at the front of the train...OR, like DJ Hammers said, just a box with 2D textures of motor components placed inside the truck to not have to build 3D polygons of the components, but still make it look fairly realistic.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Andrew on September 27, 2011, 10:54:18 pm
This looks fantastic! I'm speechless!  :)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on September 27, 2011, 11:23:45 pm
The textures I used in the video were slightly lower in  resolution to help reduce the lag I get when recording the video with Fraps. Here is what it looks like originally.

(http://img687.imageshack.us/img687/9540/objectviewer20110927224.jpg)

(http://img191.imageshack.us/img191/9540/objectviewer20110927224.jpg)[/URL]

As for the trucks I might try lowering the body so that it's closer with the trucks first. If it still doesn't look right then we'll try the methods people suggest.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on September 27, 2011, 11:32:23 pm
WOW that interior is so much better looking with the full res textures on it. AMAZING!

I would lower the R46 until the floor is exactly level with the platforms (in reality the floor of the subway car is never below the level of the platform). After getting it level with the platform i doubt there is much more that can be done in the height department....

You should make a vid showing the train and its trucks going around some sharp curves like around 9th avenue on the D Line, so we could really see those pivoting trucks that you obviously worked so very hard on work.

BTW are you going the make the center strip of lights and PA speakers jut out slightly from the ceiling like in real life?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on September 28, 2011, 12:14:13 am
Also, as I said in the comment I posted on your video, try making the ambient light more yellow. In my opinion, the ambient light is a bit too white, instead of yellow like in real life. But overall, this exterior is a masterpiece. :)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Gong Gahou on September 28, 2011, 01:17:53 am
I'm amazed! Beautiful piece of work! Although you make yourself sound like a beginner, what you whipped up is already no beginner's feat! :))

Only suggestion I can make out of the little time I have is to create a rough, black outline of the guts in the bogie so it won't be empty (my best suggestion and take in this situation). Also, make sure you create its pivoting axle too! Some black cylinder would do. After all, we wouldn't want to see floating trucks!  ;D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Simon on September 28, 2011, 04:25:53 pm
The train looks absolutely amazing. The textures are great and they should be kept that way! The only thing that I would change is the texture in the picture where the emergency exit doors are located. It looks significantly blurry. If you're having trouble with textures, I'm sure JayJay could lend you his.

Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on September 28, 2011, 05:05:06 pm
I think this is the most realistic NYCTA train exterior that was ever created, very nice job. I'm officially blown away   ;D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Shawn1995 on September 28, 2011, 05:36:39 pm
When I saw those weels I almost cried :')
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: LowerEastSide1117 on September 28, 2011, 07:49:59 pm
its a beautiful model. Cant wait to fun it. you did an excellent job.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: JayJay85 on September 28, 2011, 08:00:31 pm
you can used any of my textures from R46 and r44s.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Smooth23 on September 28, 2011, 09:22:58 pm
You should get interchangable rollsigns
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on September 28, 2011, 09:28:10 pm
You should get interchangable rollsigns

He said he WILL add changeable rollsigns on the first post of this thread
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Smooth23 on September 29, 2011, 12:00:34 am
You should get interchangable rollsigns

He said he WILL add changeable rollsigns on the first post of this thread
didn't see that
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: coneyislandDFNQ on September 29, 2011, 12:23:19 pm
Excellent work I have ever seen.

As for the gap that you see, why don't you code in something such as a black box? Create an object and throw that in there.

Everything else is excellent I don't think there should be any other changes because for the plain fact, most of us operate in the cab.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: metzfan on October 01, 2011, 07:11:20 pm
this is by far one of the best trains all i got to say is when it is coming out
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on October 01, 2011, 08:44:00 pm
Are you going to have beta testing for this? Just asking...
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: coneyislandDFNQ on October 02, 2011, 12:45:57 am
Are you going to have beta testing for this? Just asking...

If its almost finished whats the point of a BETA test?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on October 02, 2011, 12:52:50 am
I'd have to agree with Imanuel on that one. It is pointless to beta test something close to perfect. ;-)
But in all seriousness yeah there is no point in beta-testing an exterior. If there is something that needs to be fixed I will give updates like what SIR North Shore does with his R142.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on October 02, 2011, 12:59:32 am
Hmm, so if it's so close to finish that it does not even need testing anymore, I  can safely assume that it will be released pretty soon? Can't wait to experience the realism of this exterior ;D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on October 02, 2011, 01:03:44 am
We're basically waiting for the rollsigns and LCD Display in terms of the exterior with the help of Andrew. I think there's some stuff left to do on Error's part of the project as well so it's not just up to me.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: coneyislandDFNQ on October 02, 2011, 11:58:19 am
We're basically waiting for the rollsigns and LCD Display in terms of the exterior with the help of Andrew. I think there's some stuff left to do on Error's part of the project as well so it's not just up to me.

Rikabs you have an instant messenger if I can talk to you?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on October 02, 2011, 09:57:02 pm
My vision was to make the most aesthetically pleasing train ever created in the BVE world that one would be dazzled by the perfect combination of pixels ever created on their monitor.

Well this vision came true but came with a price and that is performance hit. At the start of developing my R46 exterior I knew little about polygons vs performance ratio. I knew that if you increase polygons, you will be decreasing the frames per second count and that is pretty much it.

So what I did was use my laptop as a test bench since it is relatively modern (2010-2011 era). Meaning if it is unplayable on my PC no way will it be playable on everyone else's. It turned out to be unplayable at first but I reduced quite a few polygons and it became playable.

Now I know what you're thinking. "If his PC, being relatively modern and all, can play it but what about us with older PC's?" Well your computer might suffer more but please go back to my vision. It wouldn't be possible in achieving my vision without sacrifices - and that is performance hit.

If you look at it my way is this. If I were to release something that is capable of a 2008 PC we would be stuck in the past. But I strive for the future.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on October 02, 2011, 10:10:49 pm
Yeah don't worry guys if you can't afford a new PC right now and you know you will be having trouble running this exterior I believe JayJay is making a dumbed down version of the R46 exterior.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on October 03, 2011, 06:10:32 pm
RiKlabs, I could build a PC made of parts all from 2008 or before and it would be able to run ANYTHING on this website at 1080P and 30FPS

It isn't about when the PC was bought, its about the specs of the PC. There are still PLENTY of computers I see a Best Buy and STaples that are still selling Celerons and integrated graphics.... thats not up-to-date tech at all
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on October 03, 2011, 06:50:29 pm
RiKlabs, I could build a PC made of parts all from 2008 or before and it would be able to run ANYTHING on this website at 1080P and 30FPS

It isn't about when the PC was bought, its about the specs of the PC. There are still PLENTY of computers I see a Best Buy and STaples that are still selling Celerons and integrated graphics.... thats not up-to-date tech at all

I'm pretty sure you can but I am willing to bet money that the parts you will be using to build that 2008 PC would be average to high-end during that time. I can also bet you that the Celerons they still sell at Best Buy will outperform any Celerons released in 2008. C'mon you're comparing apples to oranges which isn't fair.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: GloomBlue on October 21, 2011, 01:29:50 pm
Wow!! Nice one Rikabs! I don't really care about the little mistakes but it is very realistic. The reason why I did'nt say anything earlier because I was busy with different games. Anyways keep improving of all your project (Or if this is your only one). I wish I can have good building skills (No flattery). Thanks to other people for helping him! :D And people don't just say thanks and you would want it immediatly. Well I used to be like that but I changed my ways. Just be patient and wait for it to be released. I bet that not that much people would read this. Anyways Nice! ;D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: MegaChulo95 on October 23, 2011, 12:29:41 pm
Make a C R46 or R Train
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on October 23, 2011, 12:53:50 pm
Make a C R46 or R Train

You will be able to change the rollsign so it doesn't matter
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: 2 and 5 train master on October 23, 2011, 02:17:56 pm
ok when r u going to release the route
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on October 23, 2011, 02:19:11 pm
You mean the train? There is no specific release date as of now...
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: 2 and 5 train master on October 23, 2011, 02:19:44 pm
You mean the train? There is no specific release date as of now...
ok can i help beta test
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: metzfan on October 23, 2011, 02:23:13 pm
can u release a test train?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: 2 and 5 train master on October 23, 2011, 02:27:39 pm
can u release a test train?
please
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on October 23, 2011, 02:36:57 pm
Let him take his time. Patience is fundamental. Also, he doesn't have to release a test train.

Final thing: This train would be unplayable for some users, it would kill FPS for a lot of users, and for a few of us, it wouldn't even make our system sweat. I think Riklabs should be a bit more selective on who he might want to BETA test this train, because it is a waste of his time to send BETA copies to people who can't even use the train
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: 2 and 5 train master on October 23, 2011, 02:45:18 pm
i will like to beta test the train if he lets us beta test
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Slants4Lyfe on October 23, 2011, 04:21:30 pm
i will like to beta test the train if he lets us beta test

i guess you didnt read  YankeesPwnMets post...YOU can wait until its released to the public
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: 2 and 5 train master on October 23, 2011, 05:02:34 pm
i will like to beta test the train if he lets us beta test

i guess you didnt read  YankeesPwnMets post...YOU can wait until its released to the public
YES I COULD WAIT!!!!!!!!!
@Slants4Lyfe
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Slants4Lyfe on October 23, 2011, 05:05:04 pm
i will like to beta test the train if he lets us beta test

i guess you didnt read  YankeesPwnMets post...YOU can wait until its released to the public
YES I COULD WAIT!!!!!!!!!
@Slants4Lyfe

Quit it with the caps, i was making sure you understood for the 2nd time
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: 2 and 5 train master on October 23, 2011, 05:09:32 pm
i will like to beta test the train if he lets us beta test

i guess you didnt read  YankeesPwnMets post...YOU can wait until its released to the public
YES I COULD WAIT!!!!!!!!!
@Slants4Lyfe

Quit it with the caps, i was making sure you understood for the 2nd time
I understood the first time!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on October 23, 2011, 09:31:00 pm
i will like to beta test the train if he lets us beta test

i guess you didnt read  YankeesPwnMets post...YOU can wait until its released to the public
YES I COULD WAIT!!!!!!!!!
@Slants4Lyfe

Quit it with the caps, i was making sure you understood for the 2nd time
I understood the first time!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Oh just give it up Slants for some people their entire lives revolve around trains and BVE.

I am really not in the mood to repeat the standard rant right now.... lol
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on October 23, 2011, 11:47:52 pm
Please keep the thread clean guys we're getting off-topic.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on October 23, 2011, 11:49:16 pm
Yeah personally i'd much rather be reading update posts than rants from players.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: GloomBlue on October 24, 2011, 03:04:14 am
DJ Hammers has a true point. Can we just end this? >:(
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: bve on October 24, 2011, 03:10:24 pm
Another thread derails and bites the dust..lol
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: MegaChulo95 on October 24, 2011, 04:29:03 pm
IS the R46 going to have the real HVAC sound
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: 2 and 5 train master on October 24, 2011, 05:04:14 pm
i will like to beta test the train if he lets us beta test

i guess you didnt read  YankeesPwnMets post...YOU can wait until its released to the public
YES I COULD WAIT!!!!!!!!!
@Slants4Lyfe

Quit it with the caps, i was making sure you understood for the 2nd time
I understood the first time!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Oh just give it up Slants for some people their entire lives revolve around trains and BVE.

I am really not in the mood to repeat the standard rant right now.... lol
im sorry
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Fox-179 on October 24, 2011, 06:21:15 pm
IS the R46 going to have the real HVAC sound
Their HVAC's are relatively quiet I suppose you mean like compressor or idle sound.If not it won't be hard to include.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: MegaChulo95 on October 24, 2011, 06:24:14 pm
Yea i ment that
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on October 24, 2011, 07:51:14 pm
Okay here are some small updates I did over the past few weeks.

1. Added animated rollsigns and LCD displays with the help of Andrew. A video of it changing would soon follow later on.

2. Added the black rectangular box within the truck frame.
(http://img844.imageshack.us/img844/1724/objectviewer20111024184.jpg)

(http://img89.imageshack.us/img89/1724/objectviewer20111024184.jpg)

(http://img690.imageshack.us/img690/6347/openbve2011102418464647.jpg)

(http://img717.imageshack.us/img717/1627/openbve2011102418461110.jpg)

You can see the animated rollsign in use here. Notice that it's not the generic "A" anymore.

3. Fixed the entirely opaque window/door on the cab end of the car.

(http://img823.imageshack.us/img823/2184/objectviewer20111024182.jpg)

4. Added circuit-breaker textures in the cab replacing the monotone colored texture.

(http://img850.imageshack.us/img850/2184/objectviewer20111024182.jpg)

5. Adjusted the varying color/darkness of the side textures.

(http://img62.imageshack.us/img62/9002/openbve2011082517103001.jpg)
OLD

(http://img27.imageshack.us/img27/4273/objectviewer20111024183.jpg)
NEW
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on October 24, 2011, 08:01:09 pm
Excellent!! I love the curved roof on the front!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nightmare403 on October 24, 2011, 08:03:06 pm
cool keep up the good work i cant wait to get the new r46  ;D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on October 24, 2011, 08:06:57 pm
Damn that is some excellent work! I'm really looking forward to this being released!

Will the headlights be animated?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on October 24, 2011, 08:25:29 pm
That is awesome!  ;D Especially the trucks, a dramatic change from the first few previews   ;)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: 2 and 5 train master on October 24, 2011, 08:32:40 pm
nice cant wait to drive this train
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Simon on October 24, 2011, 08:47:24 pm
Will the headlights be animated?

Adding good looking headlights would be a nice bonus! Something similar to the class323 on the X City South would look good. Something not too out of the ordinary, and more like a signal corona.

The train looks amazing and I seriously cannot find another fault with it! Spot on!  :)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Gong Gahou on October 24, 2011, 08:52:38 pm
It's looking great! Keep up the good work. :)

There's one more thing you need to do in your truck before it's deemed accurate and precise: remove the tripcock on the left side of the R46 truck. Only IRT trucks have the tripcock on that side. IND/BMT trucks have it on the other side.
(http://img818.imageshack.us/img818/7032/truckf.png)

Another thing you should note. Since DJ Hammers said that your trucks will be used in his trains, there's three changes you need to make.

1) Tripcocks: they need to be changed to match IRT standards (as mentioned before)
2) Springs - they are yellow on the IRT. You could also get brown springs - steel dust accumulates over time.
3) The entire yellow wooden beam needs a different texture. The wooden beams on the IRT are higher than the IRT/BMT ones, but the contact shoe level stays the same. There will be something under the wooden beam connecting the contact shoe to it, as circled here:
(http://img706.imageshack.us/img706/6088/truck2.png)

Those are the three main (and the most obvious) differences between the IRT trucks and the IND/BMT trucks.

I think I might just revive my project. You are starting to motivate me to create something like this.  :)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on October 24, 2011, 09:16:17 pm
Damn that is some excellent work! I'm really looking forward to this being released!

Will the headlights be animated?

If you mean like the one shown in this video: http://youtu.be/4dzh8df0suo (http://youtu.be/4dzh8df0suo) then I can't do it because I have no knowledge of coding plugins. If anyone knows and would like to help it would be appreciated.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on October 24, 2011, 09:19:45 pm
It's looking great! Keep up the good work. :)

There's one more thing you need to do in your truck before it's deemed accurate and precise: remove the tripcock on the left side of the R46 truck. Only IRT trucks have the tripcock on that side. IND/BMT trucks have it on the other side.
(http://img818.imageshack.us/img818/7032/truckf.png)


So from that picture what you circled is the tripcock that I need to remove?

As for DJHammer's R38 trucks I would keep those pointers in mind for the future when I actually start the work on it.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on October 24, 2011, 09:34:49 pm
Don't worry about anything related to my projects right now it would be better for the R46 to be released sooner than to spend time adapting it for my trains. Once the R46 is out I'd like to deal with all the other stuff.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Gong Gahou on October 24, 2011, 10:03:30 pm
So from that picture what you circled is the tripcock that I need to remove?
Oops, sorry for not making that clear. Yes, that thing protruding out that I boxed in red is what you need to remove. It should look like this:
(http://images.nycsubway.org/i31000/img_31738.jpg)

Don't worry about anything related to my projects right now it would be better for the R46 to be released sooner than to spend time adapting it for my trains. Once the R46 is out I'd like to deal with all the other stuff.
Of course. Like Rikabs said, they are pointers - just a few things that I wanted you both to keep in mind whenever you both are ready to create a truck for the R33. In no way did I mention anything about creating a new truck for the R33 at this point in time.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: coneyislandDFNQ on October 24, 2011, 11:36:11 pm
Try messaging RachelBerry47 he should know about the type of plugins for the headlights.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rayvon on October 26, 2011, 11:11:17 am
Try messaging RachelBerry47 he should know about the type of plugins for the headlights.
Its all one plugin, you just have to configure the headlights in.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: MegaChulo95 on October 30, 2011, 03:01:57 pm
Is the R46 going to have a 4 car set.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Andrew on October 30, 2011, 03:05:49 pm
Its all one plugin, you just have to configure the headlights in.

It's very simple:
[Object]
Position = x,x,x
States = filename.b3d or .csv (forward)
StateFunction=If[Cars<1|ReverserNotch>0,0,1]

[Object]
Position = x,x,x
States = filename.b3d or .csv (reverse)
StateFunction=If[Cars<1|ReverserNotch<0,0,1]
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on October 30, 2011, 06:39:54 pm
Its all one plugin, you just have to configure the headlights in.

It's very simple:
[Object]
Position = x,x,x
States = filename.b3d or .csv (forward)
StateFunction=If[Cars<1|ReverserNotch>0,0,1]

[Object]
Position = x,x,x
States = filename.b3d or .csv (reverse)
StateFunction=If[Cars<1|ReverserNotch<0,0,1]
To a novice user, that does not mean anything  :P
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on November 04, 2011, 09:07:23 pm
I don't know if this is useful or not, but check out this pic on NYCSubway.org: http://www.nycsubway.org/perl/show?128776 (http://www.nycsubway.org/perl/show?128776)

It's a top view of the controller of the R46.

In fact check out this page:

LINK (http://www.nycsubway.org/perl/showpix?bmNhcnR5cGU9MTElMjBhbmQlMjB0eXBlPSdJJ3wwfDR8MzJ8fHxueWVhciBkZXNjLG5tb24gZGVzYyxuZGF5IGRlc2M=)
IDK if anything on there is useful to you, but if you decide to use any pictures for textures, make sure you get permission.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: PelhamLocal on November 21, 2011, 03:03:45 pm
AMAZING :o I can't wait :D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on January 02, 2012, 03:26:07 pm
(http://img441.imageshack.us/img441/7921/r461.png)

(http://img23.imageshack.us/img23/7076/r462.png)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on January 02, 2012, 03:43:37 pm
Nice, looking great, as usual  :)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: dehrlich37 on January 02, 2012, 03:54:36 pm
I don't want to bug anybody, but what's the percentage of the exterior and when is going to be done? I'm just so excited and can't wait for this exterior. It's going to be awesome!!!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: dehrlich37 on January 02, 2012, 03:56:39 pm
I was actually in NYC last thursday, this was the only subway model I took while I was there. I was looking around, the exterior was just like the one on the last page of this thread. The sounds were the same but one R46 was just a little bit different.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: rstar on January 02, 2012, 04:37:32 pm
Error OMG I would like to see the cab ;D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Smooth23 on January 02, 2012, 04:46:42 pm
Wow that train is amazing  :o ;D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Ben on January 02, 2012, 05:32:27 pm
It's looking great! Keep up the good work. :)

There's one more thing you need to do in your truck before it's deemed accurate and precise: remove the tripcock on the left side of the R46 truck. Only IRT trucks have the tripcock on that side. IND/BMT trucks have it on the other side.
(http://img818.imageshack.us/img818/7032/truckf.png)

correct, but if the train reverses, it has the tripcock on the wrong side. So, in my opinion, it should be on both sides

Another thing you should note. Since DJ Hammers said that your trucks will be used in his trains, there's three changes you need to make.

1) Tripcocks: they need to be changed to match IRT standards (as mentioned before)
2) Springs - they are yellow on the IRT. You could also get brown springs - steel dust accumulates over time.
3) The entire yellow wooden beam needs a different texture. The wooden beams on the IRT are higher than the IRT/BMT ones, but the contact shoe level stays the same. There will be something under the wooden beam connecting the contact shoe to it, as circled here:
(http://img706.imageshack.us/img706/6088/truck2.png)

Those are the three main (and the most obvious) differences between the IRT trucks and the IND/BMT trucks.

I think I might just revive my project. You are starting to motivate me to create something like this.  :)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on January 02, 2012, 05:53:10 pm
Wow! That is some amazing work!

Will the door indicator lights be animated?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on January 02, 2012, 06:06:41 pm
PLEASE release her!!!!!!!!!!!!!!!!!!!!!!!!! so when do you think it will be ready for release, i really appreciate your dedication to BVE
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on January 02, 2012, 06:26:03 pm
PLEASE release her!!!!!!!!!!!!!!!!!!!!!!!!! so when do you think it will be ready for release, i really appreciate your dedication to BVE

It is quite close to completion, but just be patient, the developers and everyone else get annoyed when people can not be patient. Remember the famous saying: it will be done when it's done.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Fox-179 on January 02, 2012, 06:26:58 pm
Thats beautiful! I have many questions to ask about this train.
DjHamemers already asked one.
Will lighting be controlled(interior)?
Can there be spark effects added when the train goes over the switch?
These are just general questions because the London Underground Stock 1995 stock has those features with the sparks and lighting and also door indicator lighting up
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: BeeRyDavis on January 02, 2012, 06:43:08 pm
I take it this will be released before the R32. It looks nice. Hope to see these new trains soon.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on January 02, 2012, 07:11:36 pm
Thats beautiful! I have many questions to ask about this train.
DjHamemers already asked one.
Will lighting be controlled(interior)?
Can there be spark effects added when the train goes over the switch?
These are just general questions because the London Underground Stock 1995 stock has those features with the sparks and lighting and also door indicator lighting up
I was actually talking about the door indicator lights but yes interior lighting too would be a great touch.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on January 03, 2012, 12:01:07 am
I will try to have everything ready by the end of January. Rikabs is almost done with the exterior, and I will try to finish up the sounds ASAP. This has now taken priority over the R32 on my to-do list since it is so close to completion.

The cab will remain the same for now (sorry if you anyone thought otherwise) as I do not have any cab photos of the R46. I have however made a couple of tweaks to it (put in enabler, improved handling, etc) to update it to the way the R46's are now.

Third rail arcing (sparks) as far as I understand is embedded into the route, not the train..please feel free to inform me however if you know a way to put it in the train.

Door indicator light will definitely be there .. I will try to make the enablers work as well. Interior lighting cannot be controlled as there is no way (that I know) of doing this- however you can change the rollsign/side LCD sign though.

The great thing about the exterior view is that it rocks and sways just like a real R46 would too.. I'll put up a video soon for you guys
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on January 03, 2012, 12:19:20 am
Sounds great. Take your time, make this as awesome as possible. You already gave away your old Beta with JayJay85's exterior, so give us a surprise, by making it ten times better! ;D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Gong Gahou on January 03, 2012, 01:49:47 am
correct, but if the train reverses, it has the tripcock on the wrong side. So, in my opinion, it should be on both sides
Oh, good! You see that there is a contradiction. You are right, it will be on the wrong side, but I made no mistake about the fact that there's only one tripcock on each truck. So what does that mean? It means that, especially at terminals, there will be two sets of trip stops (the yellow T-shaped levers) for each track, and they will both cover the left and the right side of the track. That way, you'd avoid having two tripcocks on each truck, because that would mean two extra trip cocks for each car, which is unnecessary.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on January 03, 2012, 02:29:21 pm
Hey guys, sorry about my hiatus from the BVE community. I've been busy with school and stuff. Anyways just wanted to let you know that the project is going along great with the model pretty much done. (The tripcock discrepancy mentioned by Gong Gahou has been corrected.)
I just need to add the icing on the cake which includes the door indicator lights and headlights. I will first start working on the headlights but first I need some help. Do you guys know where I can get these light images similar to the one shown below? If there is a website that has a collection of these for OpenBVE use it would be nice.

(http://www.simforums.com/forums/uploads/20070823_224753_halo.png)

These images would make the glow effect on the headlights/taillights instead of a normal boring light source.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on January 03, 2012, 02:38:45 pm
To create a glow effect, create a PNG texture that uses alpha channels to provide an opacity feature. Look at the door indicator for the R38 cab, it uses this.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on January 03, 2012, 03:14:44 pm
Thanks for your input DJHammers - will do.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nelson3001 on January 03, 2012, 04:37:20 pm
I think I know someone with a cab key. Maybe I could get some pics and we'll have a photorealistic cab. If you cannot do that just try to get permission from Zerobeats and modify his R44 cab.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on January 03, 2012, 04:40:02 pm
I think I know someone with a cab key. Maybe I could get some pics and we'll have a photorealistic cab. If you cannot do that just try to get permission from Zerobeats and modify his R44 cab.

Modifying an R44 cab into an R46 cab is much easier said than done, because there are lots of big differences. But if anyone will be willing to give it a shot, I have to wish you luck for this one.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: bnjypov on January 03, 2012, 10:12:24 pm
This looks very nice but I have 2 suggestions:

1.  Why not put some ads in the interior?  IIRC R46's have the ads in front of the overhead lights but I don't see them in your interior
2.  As R46's go under SMS, they are getting black floors and NTT-style blue seats.  Will there be an post-SMS version as well?

To get the idea of post-SMS trains (not my video (http://telewizor.eu/video.html)) Inside R46 (A) Train With Blue Seats:From 190 Street to Dyckman Street-200 Street! (http://www.youtube.com/watch?v=dM005zWEFJ8#)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Simon on January 03, 2012, 11:53:16 pm
Good suggestions. I would love to see a SMS-ed model as well (maybe in a future release).

By the way, is there a way to color in the top inside the cab? You can see a portion of the roof, maybe color the underside the yellowish color that corresponds with the cab? Using alpha channels to simulate the glass effect would be cool too.

As for the interior lighting, check out the LU1995 and the other LU train. The trains featured a setting to turn on and off the lights.

It would be nice to have a photorealistic cab for this train to truly perfect it. What happened to that guy who was also working on the 46 but then disappeared. He had a nice cab. Maybe if you could contact him and see if you guys could work something out.

Once again great job Rikabs. This thing looks sexy as hell and I can't wait to drive it.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on January 03, 2012, 11:57:35 pm
1.  Why not put some ads in the interior?  IIRC R46's have the ads in front of the overhead lights but I don't see them in your interior

The ads are normally placed right ON the lights, so it would not be that hard. JayJay85's exterior has ads in those places
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on January 04, 2012, 08:48:38 am
A very small detail, but I think that the action of the brake shoes on the wheels should be animated as well.

This can be done by creating a small brake shoe object (I can get a texture) and animating it by setting  it to translate along the X and Y axis to make contact with the wheel if brake cylinder pressure is slightly above 0 (to take brake cylinder friction action in to effect).
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on January 04, 2012, 12:48:01 pm
The roof ads will be done eventually. I still need to go out and get more ad 'textures' anyway lol..

I know about that part of the cab (i was hoping you guys wouldn't see that lmao), that will be taken care of eventually.

As for photorealistic cab, I have no cab photos..if you guys have any, I would definitely appreciate it. As said before converting an R44 cab into an R46 cab wouldn't be an easy job, especially the controller since the R44 and R46 have totally different controllers.

Making an SMS version wouldn't be too hard, it's just simply changing the colors of the seats. I can do that after the initial release if you guys want.

Right now I get about 5fps with the exterior view on a dual-core AMD laptop with 4GB ram and an ATI 3200 card..if we included animated brake shoes god knows how low the FPS would be lol
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on January 04, 2012, 02:44:29 pm
The roof ads will be done eventually. I still need to go out and get more ad 'textures' anyway lol..

I know about that part of the cab (i was hoping you guys wouldn't see that lmao), that will be taken care of eventually.

As for photorealistic cab, I have no cab photos..if you guys have any, I would definitely appreciate it. As said before converting an R44 cab into an R46 cab wouldn't be an easy job, especially the controller since the R44 and R46 have totally different controllers.

Making an SMS version wouldn't be too hard, it's just simply changing the colors of the seats. I can do that after the initial release if you guys want.

Right now I get about 5fps with the exterior view on a dual-core AMD laptop with 4GB ram and an ATI 3200 card..if we included animated brake shoes god knows how low the FPS would be lol
It's very odd that FPS is that low. The .animated file should be looked at more closely,
it seems as if some of the functions used for animation may be more complicated and computationally intensive than need be.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: BeeRyDavis on January 04, 2012, 05:39:57 pm
I think nycsubway.org has cab photos of the R46. I remember seeing a few up there once.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: BeeRyDavis on January 04, 2012, 06:15:05 pm
http://www.nycsubway.org/perl/show?102198 (http://www.nycsubway.org/perl/show?102198)

I hope this helps. Here is a cab view
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Simon on January 04, 2012, 06:18:10 pm
Please leave an option for no ads on the lights. The 46 does look better like that.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: bnjypov on January 04, 2012, 08:17:46 pm

Making an SMS version wouldn't be too hard, it's just simply changing the colors of the seats. I can do that after the initial release if you guys want.

Also the black NTT-style (http://szablony.freeware.info.pl/style.html) floors.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on January 05, 2012, 12:32:59 pm
R46 on the LIRR (http://www.youtube.com/watch?v=0hKjd8CyLl0#)

No more previews that's the last one..now to actually focus working on the train lol
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on January 05, 2012, 02:01:15 pm
No more previews that's the last one..now to actually focus working on the train lol

That doesn't look like 5 fps to me lol
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nelson3001 on January 05, 2012, 06:03:20 pm
Do you want me to get some cab pics of the R46, maybe i'll do it after school on the R. I'll make the arrangements for my friend (He has a cab key) to meet me and we'll get really good pics, maybe even change the roll signs lol
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on January 05, 2012, 06:30:37 pm
At 640x480 and you are still stuttering, it's probably a performance demanding train.

No problem for my PC here. If some features are causing lag, perhaps you can make a low quality version which is aimed at performance and a high quality version which is aimed for a higher end computer.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: rstar on January 05, 2012, 06:37:28 pm
Hey Error u need a computer that has a i7 chip and u would get about 60FPS
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on January 05, 2012, 06:40:42 pm
Hey Error u need a computer that has a i7 chip and u would get about 60FPS
I'm using my work computer now and it has a

Pentium E2200
GT 430
4GB RAM

and it runs any route here on BVEStation and any train with a solid 60... An i7 for openBVE is WAYYYY overkill. I have a i7 2600k and dual GTX 570s and I only use that for more demanding games.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on January 05, 2012, 07:04:00 pm
Yes, when I was on vacation, the laptop available to me had an ATI Mobility Radeon (I forgot which model), 4GB of RAM, and an Intel Core i3 I believe, and it always ran OpenBVE at 60 FPS, 50-60 FPS (Maximum) when recording with Fraps. (I recorded my (D) line and Franklin Avenue Shuttle videos on that laptop) I am also pretty sure that laptop was much better than necessary for that kind of framerate, OpenBVE is just a very easy game to get running properly on almost any computer. You do not need an Intel Core i7. 
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on January 05, 2012, 08:01:29 pm
Do you want me to get some cab pics of the R46, maybe i'll do it after school on the R. I'll make the arrangements for my friend (He has a cab key) to meet me and we'll get really good pics, maybe even change the roll signs lol

Nelson it would be great if you get those pics!
Who knows I might even make a 3D cab in the future. ;-)
So get them from as many angles as possible not just from the driver's point of view.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nelson3001 on January 05, 2012, 09:18:18 pm
Do you want me to get some cab pics of the R46, maybe i'll do it after school on the R. I'll make the arrangements for my friend (He has a cab key) to meet me and we'll get really good pics, maybe even change the roll signs lol

Nelson it would be great if you get those pics!
Who knows I might even make a 3D cab in the future. ;-)
So get them from as many angles as possible not just from the driver's point of view.
I'll take pics from the best angle possible so that you don't have to edit the textures at all and it'll be a piece of cake, especially a close up of the LCD Roll sign thing that says Luminator on it that changes the side roll signs and the switches and i'll take those with an 8 Megapixel camera and there's so much more to explain.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Ddatrainman on January 05, 2012, 09:26:25 pm
Looks really great, like it.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: coneyislandDFNQ on January 06, 2012, 01:21:25 am
The reason why the FPS is slow is due to the amount of polygons on the exterior, the more there are, the slower it runs, and people who have very old computers.....good luck lol
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: peacemak3r on January 06, 2012, 05:16:41 am
Hey Error u need a computer that has a i7 chip and u would get about 60FPS

i7 is definitely overkill as @YankeesPwnMets says.  I have had a Core2 Quad do fine and even a dual core do fine.  I currently dumped my desktop and am using a laptop with an i5 doing fine as well.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Gong Gahou on January 06, 2012, 11:20:05 am
On the other hand, my desktop has an i7 on it, so even if it is overkill I still use it for openBVE. My laptops are not good substitutes. I didn't try this old laptop with Intel Centrino Duo yet, but as with all my old laptops I doubt it'll perform well.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on January 06, 2012, 03:12:08 pm
Regarding performance, just to give you guys a comparison, the most high-poly modeled train on BVEStation right now is Pacific385's R175 which comes with a total of about 17,000 polys. Mine comes with about 30,000. The reason why mine is so high is because when converting the model to .b3d, Google Sketchup triangulates faces which basically means a single square quadrilateral planar surface becomes two triangles.

FIXED
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Gong Gahou on January 06, 2012, 03:44:17 pm
Does that only apply to square faces though? I was wondering if it applies to other four-sided polygons. Also, do you plan to reconnect the triangulated faces in the .b3d file?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on January 06, 2012, 04:17:24 pm
Does that only apply to square faces though? I was wondering if it applies to other four-sided polygons. Also, do you plan to reconnect the triangulated faces in the .b3d file?

It applies to all faces, squares was just an example. A pentagon would be divided into three faces, a hexagon into five and so on. As far as reconnecting the triangulated faces it would be just take so much time. There are like 28000 lines in the .b3d file. So far I have only managed to do simple four sided faces like seats.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on January 06, 2012, 04:27:06 pm
In addition the animations are a killer, especially the animated wheels and trucks..the train shown in the video had no wheels (R46 maglev anyone?) , hence why I was able to record it and even then it was still choppy at 16-17fps
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Ddatrainman on January 06, 2012, 05:13:03 pm
Try using Milkshape it reduces polygons when you import a file
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on January 06, 2012, 06:02:19 pm
Converting the images from BMP into PNG would also help somewhat, because PNG files offer a smaller file size.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Nature on January 06, 2012, 09:52:52 pm
I have not post in 50 years lol .. i guess im part of the 1% of the bvestation users that has a high end PC overclocked.. that can play any game like mafia 2 on the highest settings. with 32x csaa. with v sync on and a stable 60fps.. so i dont gotta worry about lag..


(http://i164.photobucket.com/albums/u28/BonnieAndClyde23/Untitled-53.jpg)

(http://i164.photobucket.com/albums/u28/BonnieAndClyde23/Untitled-54.jpg)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: dehrlich37 on January 09, 2012, 11:58:16 pm
How is the train going, haven't seen any new updates for a few days, I hope the train exterior is coming out great!!!  :D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on January 10, 2012, 12:50:03 am
I have not post in 50 years lol .. i guess im part of the 1% of the bvestation users that has a high end PC overclocked.. that can play any game like mafia 2 on the highest settings. with 32x csaa. with v sync on and a stable 60fps.. so i dont gotta worry about lag..


(http://i164.photobucket.com/albums/u28/BonnieAndClyde23/Untitled-53.jpg)

(http://i164.photobucket.com/albums/u28/BonnieAndClyde23/Untitled-54.jpg)
LOL i might a part of the 1% also but i was also a 99%er at one point but i believe they are trying their best to create a FPS friendly train thats fun for everyone
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: peacemak3r on January 10, 2012, 04:51:41 am
Those specs are somewhat out of date compared to the newer Mobo's that just came out and such.

I'd say this is a Mid-Upper Tier setup now-a-days rather then a High-Spec.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on January 10, 2012, 11:06:51 am
I have not post in 50 years lol .. i guess im part of the 1% of the bvestation users that has a high end PC overclocked.. that can play any game like mafia 2 on the highest settings. with 32x csaa. with v sync on and a stable 60fps.. so i dont gotta worry about lag..




..and you got a SSD too..how much did that cost you lol
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on January 10, 2012, 05:26:01 pm
Those specs are somewhat out of date compared to the newer Mobo's that just came out and such.

I'd say this is a Mid-Upper Tier setup now-a-days rather then a High-Spec.
The C2Q is a real surprise considering what else he has in the system. Other then that, it is a fairly decent system.

@error: With HDD costs skyrokecting because of the issue in Thailand, if you can get a good deal on a SSD, I'd suggest you get an SSD instead of an overpriced HDD. For me, I don't really care about shaving a couple of seconds from my startup time so my RAID 0 is enough for me.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Nature on January 10, 2012, 11:55:10 pm
Lol ya my monitor is small but i will be buying a 23inch i know my system is not up to a i7 today but it's good enough to play high quality games like crysis with the highest settings avalible i will be buying another ssd to put it as RAID 0 but trim is not supported well for now it's not. That was before i overclocked it a little more but this is the most i can get.
Also the ssd cost me about 145$ since it's OEM i had to buy a sata cable with it.
(http://i41.tinypic.com/207wzev.jpg)

Its not the best 2012 pc but its something that will kinda last for now

(http://i42.tinypic.com/v3fl.jpg)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: peacemak3r on January 11, 2012, 03:15:30 am
You should opt for a bottom mount, I find it much space saving the a top mount.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: BStyles on January 11, 2012, 10:55:49 pm
Air circulation is better if you're forcing heat downwards and out, which is why a top mounted works better than the more space saving bottom mounts. He has a rear fan which works like a muffler, so to speak.

Ugh, that CPU fan is atrocious. It's like the inside of your computer doesn't know how to decide. :P

BStyles
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on January 11, 2012, 11:29:12 pm
O_O DAMN that is a huge ass video card lmao

(http://img406.imageshack.us/img406/3944/img0003vgj.jpg)
check out my blue motherboard :P lmaoo

(http://img543.imageshack.us/img543/8538/isuck.png)
i guess i need a new computer lol.. sadly i made the mistake of getting a laptop, i can't upgrade this thing as everything's built in :(
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Ddatrainman on January 12, 2012, 12:07:01 am
Damn lol

I just simply swapped out my psu and put in a Radeon 6670.
(http://i1217.photobucket.com/albums/dd389/DeAndre_Walters/IMG_0401.jpg)
(http://i1217.photobucket.com/albums/dd389/DeAndre_Walters/assesment59.png)

This should be able to handle the R46 fine.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on January 12, 2012, 12:19:10 am
Would a Geforce GT420, Intel Core i7, and 8 GB of RAM also be good? Because those are my current specs, and the R175 is already a bit choppy for me, so now I am a bit worried.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Nature on January 12, 2012, 01:08:18 am
GT420 Should be good but on high quality routes it may lag so your video card is bottlenecking your cpu. I play openbve on 600m V Sync on with custom settings to make it even more high via nvidia control panel

(http://i164.photobucket.com/albums/u28/BonnieAndClyde23/dddd.png)
(http://i164.photobucket.com/albums/u28/BonnieAndClyde23/uuu.png)




Heres a video it skips a tiny bit since it's still fully loading but after that it's smooth
 recorded with fraps though of course with fraps it does lag a little plus im using the highest available settings so i dont lag with out fraps.

32x csaa (http://www.youtube.com/watch?v=e6_jqsqTpJY#)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on January 12, 2012, 05:14:51 pm
Would a Geforce GT420, Intel Core i7, and 8 GB of RAM also be good? Because those are my current specs, and the R175 is already a bit choppy for me, so now I am a bit worried.
A GT 420 would severely bottleneck your system.

I'd suggest a GTX 560ti, but at least get a GTX 460
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Allyn65 on January 17, 2012, 03:31:59 pm
what is Program call to make 3d video
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on January 17, 2012, 05:59:31 pm
what is Program call to make 3d video

Ehh, sorry, what? It's hard to understand that
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: bve on January 17, 2012, 06:23:37 pm
what is Program call to make 3d video

Ehh, sorry, what? It's hard to understand that

I think he's saying what's the program to use to make a 3D video.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: ARome on January 17, 2012, 07:07:00 pm
what is Program call to make 3d video
Translation for Subway Train Operator:
What is the program called, so I can make 3-D Videos
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on January 17, 2012, 07:14:44 pm
I didn't mean the grammar itself was hard to understand, but I do not get what he is asking. 3D Video program?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Allyn65 on January 17, 2012, 07:28:32 pm
What is the program called, so I can make 3-D Videos
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: ARome on January 17, 2012, 08:19:15 pm
I didn't mean the grammar itself was hard to understand, but I do not get what he is asking. 3D Video program?
Probably FRAPS for OpenBVE can help you out
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Allyn65 on January 17, 2012, 09:07:43 pm
thank u
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on February 06, 2012, 11:31:34 pm
(http://img543.imageshack.us/img543/3654/intads.png)

The train is nearing final completion & beta release..interior ads now on deck..
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on February 07, 2012, 12:03:13 am
What is the program called, so I can make 3-D Videos
If you mean 3D video like this:
anaglyph 3D video (http://www.youtube.com/watch?v=-RKI0mtedZw#)

IMHO 3D video is pointless because many of us probably don't own 3D capable monitors....
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: peacemak3r on February 07, 2012, 08:24:42 am
Great job, error!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on February 07, 2012, 01:08:31 pm
(http://img543.imageshack.us/img543/3654/intads.png)

The train is nearing final completion & beta release..interior ads now on deck..
excellent job error keep up the good work.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Simon on February 07, 2012, 08:30:07 pm
Train looks crazy good and there's no doubt that we're gonna have fun with it. Btw, the spacing between the interior and exterior is REALLY noticeable. Is there a way to make it so that it looks more natural?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on February 07, 2012, 10:59:40 pm
BTW were any improvements done to the exterior since the last picture update? would it be possible to add the "chains" Between cars
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Gong Gahou on February 08, 2012, 07:40:29 am
would it be possible to add the "chains" Between cars
It can be added, that's for sure, but it won't be able to work like it actually does in real life. When the train turns, the chains will "break".
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on February 08, 2012, 12:53:52 pm
would it be possible to add the "chains" Between cars
It can be added, that's for sure, but it won't be able to work like it actually does in real life. When the train turns, the chains will "break".
well ive done this in MSTS for the nyc rolling stock. If the train turns and they leave a gap make them so they are built on a curve so they overlay, that way when the train turns its maximum it still wont have a gap and on straignt track it still goes good. it looks kind of dumb prob to you expert train developers but it actually works. And knowing how to make 3d poles you could make the rope springs 3D but thats if people can wait for the best.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: coneyislandDFNQ on February 08, 2012, 11:49:17 pm
would it be possible to add the "chains" Between cars
It can be added, that's for sure, but it won't be able to work like it actually does in real life. When the train turns, the chains will "break".
well ive done this in MSTS for the nyc rolling stock. If the train turns and they leave a gap make them so they are built on a curve so they overlay, that way when the train turns its maximum it still wont have a gap and on straignt track it still goes good. it looks kind of dumb prob to you expert train developers but it actually works. And knowing how to make 3d poles you could make the rope springs 3D but thats if people can wait for the best.

Do remember most of our users really don't have a good CPU and by adding more 3D elements may cause the train to be not operable in openBVE I think we can do without that for now.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on February 09, 2012, 12:06:04 am
would it be possible to add the "chains" Between cars
It can be added, that's for sure, but it won't be able to work like it actually does in real life. When the train turns, the chains will "break".
well ive done this in MSTS for the nyc rolling stock. If the train turns and they leave a gap make them so they are built on a curve so they overlay, that way when the train turns its maximum it still wont have a gap and on straignt track it still goes good. it looks kind of dumb prob to you expert train developers but it actually works. And knowing how to make 3d poles you could make the rope springs 3D but thats if people can wait for the best.
Thats pretty cool, but it doesn't account for height differences between cars as they go up and down grades.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on February 09, 2012, 12:35:53 am
would it be possible to add the "chains" Between cars
It can be added, that's for sure, but it won't be able to work like it actually does in real life. When the train turns, the chains will "break".
well ive done this in MSTS for the nyc rolling stock. If the train turns and they leave a gap make them so they are built on a curve so they overlay, that way when the train turns its maximum it still wont have a gap and on straignt track it still goes good. it looks kind of dumb prob to you expert train developers but it actually works. And knowing how to make 3d poles you could make the rope springs 3D but thats if people can wait for the best.
Thats pretty cool, but it doesn't account for height differences between cars as they go up and down grades.
yeah ur right. SMH wish we could code moveable ropes with being FPS friendly. we can but we havent reached that point yet, but we will oneday  ;D . @ Imanuel
 3D would be a option to the developer. but eventually we will have to put it in as time goes on. Imagine what rail sims will be like in the next 10 years or so..... :o :o
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: ErrorMacro11 on February 10, 2012, 02:40:42 pm
will the R44 be based on this after the R46 is completed
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on February 10, 2012, 05:05:10 pm
will the R44 be based on this after the R46 is completed

That will be up to ZeroBeats. And it is not very likely that he will use Rikabs' exterior, since he already did so much hard work modifying JayJay's R46 exterior.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on February 17, 2012, 01:47:57 pm
For those who are wondering, the R46 project is still very well alive and now better than ever.. I plan on having some type of beta train out soon, sorry about the repeated delays. Rikabs & I have put lots and lots of work into the train and are continuing to do so even now, so please be patient; you won't be disappointed.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on February 17, 2012, 01:52:54 pm
Sounds great, but what about optimization? Did you guys make it so that it will be relatively easier than before on computers?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: GloomBlue on February 17, 2012, 03:32:36 pm
Since your working on it, I was wondering  will there be way more improvements then the last one, even though I never got the beta test last time?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: pitor160 on February 17, 2012, 03:47:31 pm
For those who are wondering, the R46 project is still very well alive and now better than ever.. I plan on having some type of beta train out soon, sorry about the repeated delays. Rikabs & I have put lots and lots of work into the train and are continuing to do so even now, so please be patient; you won't be disappointed.
Just asking early Bill, may I beta test.
Thank You,
Harold Pena(PitoR160)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on February 17, 2012, 06:24:05 pm
For those who are wondering, the R46 project is still very well alive and now better than ever.. I plan on having some type of beta train out soon, sorry about the repeated delays. Rikabs & I have put lots and lots of work into the train and are continuing to do so even now, so please be patient; you won't be disappointed.
Do you think you could post some screenshots of the up to date R46 for us to see?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on February 18, 2012, 12:15:59 am
Here you are:

(https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-snc7/431417_354291294591346_130759440277867_1186067_642962007_n.jpg)

We're not done yet though..
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on February 18, 2012, 12:22:44 am
WOW. I'm speechless.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: ARome on February 18, 2012, 12:23:51 am
For those who are wondering, the R46 project is still very well alive and now better than ever.. I plan on having some type of beta train out soon, sorry about the repeated delays. Rikabs & I have put lots and lots of work into the train and are continuing to do so even now, so please be patient; you won't be disappointed.
Just asking early Bill, may I beta test.
Thank You,
Harold Pena(PitoR160)
Stop asking to "beta test" just to get what you want smh
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on February 18, 2012, 12:32:07 am
Here you are:

(https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-snc7/431417_354291294591346_130759440277867_1186067_642962007_n.jpg)

We're not done yet though..

WHOA! That is one nice panel! ;D I like where this is going ;)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Mr Railfan on February 18, 2012, 12:56:56 am
Here you are:

(https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-snc7/431417_354291294591346_130759440277867_1186067_642962007_n.jpg)

We're not done yet though..
(http://i.imgur.com/1EjHR.gif)

looks great! i could help out with the door and the windshield wiper if u need
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on February 18, 2012, 01:15:32 am
WOW Great job, with a cab like that............the exterior must be beautiful. i saw the updates and they like to kill me in my seat LOL
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: rstar on February 18, 2012, 08:16:40 am
Will the R46 feature the full service braking when T/O put the handle up beacause I see it alot on the A and R
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: [CT1660] on February 18, 2012, 03:59:00 pm
Hey error/rikabs, let me know if you make up your mind to make use of the Oskari plugin, just hit me up on a PM and i'll be able to add it on for certain features. I'll also leave the provisions to bind a key to a specific action for future uses.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Fox-179 on February 18, 2012, 04:55:02 pm
Will the R46 feature the full service braking when T/O put the handle up beacause I see it alot on the A and R
Great question thats cool because the pic shown obviously the controller is in the up(full service) or and handle off position.

Great cab!!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on February 18, 2012, 05:36:06 pm
if your having problems aligning the roof texture like in the previous version, just copy a piece of roof, overlay it over the original line and airbrush a new line. then paste roof vents on it.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nelson3001 on February 19, 2012, 11:17:06 am
Here you are:
(https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-snc7/431417_354291294591346_130759440277867_1186067_642962007_n.jpg)
lol did you just magically transform into Mr. Railfan?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: BStyles on February 19, 2012, 02:00:26 pm
The perspective looks absolutely stunning. Nice work, Bill.

BStyles
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rayvon on February 19, 2012, 06:14:51 pm
Will the R46 feature the full service braking when T/O put the handle up beacause I see it alot on the A and R
no. That would involve adding in another brake position
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: [CT1660] on February 20, 2012, 07:23:30 pm
Interior lighting cannot be controlled as there is no way (that I know) of doing this.

Now it can!

(http://img210.imageshack.us/img210/2491/openbve2012021821323983.png)

(http://img341.imageshack.us/img341/2223/openbve2012021821324408.png)

(http://img27.imageshack.us/img27/1198/openbve2012021821324671.png)

(http://img819.imageshack.us/img819/2728/openbve2012022019163543.png)

(http://img31.imageshack.us/img31/4417/openbve2012022019164358.png)

(http://img853.imageshack.us/img853/2453/openbve2012022019164975.png)

(http://img190.imageshack.us/img190/6026/openbve2012022019165263.png)


Also, do you guys notice a slight difference?

(http://img140.imageshack.us/img140/3433/openbve2012022019184675.png)

(http://img717.imageshack.us/img717/8093/openbve2012022019185523.png)

(http://img252.imageshack.us/img252/3016/openbve2012022019190769.png)

If you guessed window glass, that's right!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Fox-179 on February 20, 2012, 07:38:12 pm
Looks GREAT and interior lighting was already a feature implemented on the LUL 1995 stock that train basically has the complete package.
It loses power(meaning brief moment of coasting) while under power when its a gap.
Interior lighting is controlled along with dest signs(separately)
Along with end/front lights and (not functional) when the doors open the exterior door indicator lights are on.

I hope the R-46 features these I noticed the interior door lights are on/off-GREAT
Controlled lighting/dest signs.
The only thing thats missing from the package is routes with features that the London Underground routes have such as arching(sparking) and 3rd rail power loss.

That R-46 looks beautiful though not important but may I suggest/recommend(doesn't have to be done by you it can be voluntary by anyone) but black floors SMS and a few blue seats and possibly with that version a Blue Diamond(Pitkin) cars compared to the original one below which(Jamaica)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on February 20, 2012, 07:50:08 pm
Interior lighting cannot be controlled as there is no way (that I know) of doing this.

Now it can!

(http://img210.imageshack.us/img210/2491/openbve2012021821323983.png)

(http://img341.imageshack.us/img341/2223/openbve2012021821324408.png)

(http://img27.imageshack.us/img27/1198/openbve2012021821324671.png)

(http://img819.imageshack.us/img819/2728/openbve2012022019163543.png)

(http://img31.imageshack.us/img31/4417/openbve2012022019164358.png)

(http://img853.imageshack.us/img853/2453/openbve2012022019164975.png)

(http://img190.imageshack.us/img190/6026/openbve2012022019165263.png)


Also, do you guys notice a slight difference?

(http://img140.imageshack.us/img140/3433/openbve2012022019184675.png)

(http://img717.imageshack.us/img717/8093/openbve2012022019185523.png)

(http://img252.imageshack.us/img252/3016/openbve2012022019190769.png)

If you guessed window glass, that's right!

That is AWESOME
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: [CT1660] on February 20, 2012, 07:51:25 pm
- @ Error46146 and Rikabs

On the .animated files, i have left an index on the beginning so you know what each pluginstate does.

Looks GREAT and interior lighting was already a feature implemented on the LUL 1995 stock that train basically has the complete package.
It loses power(meaning brief moment of coasting) while under power when its a gap.
Interior lighting is controlled along with dest signs(separately)
Along with end/front lights and (not functional) when the doors open the exterior door indicator lights are on.

I hope the R-46 features these I noticed the interior door lights are on/off-GREAT
Controlled lighting/dest signs.
The only thing thats missing from the package is routes with features that the London Underground routes have such as arching(sparking) and 3rd rail power loss.

That R-46 looks beautiful though not important but may I suggest/recommend(doesn't have to be done by you it can be voluntary by anyone) but black floors SMS and a few blue seats and possibly with that version a Blue Diamond(Pitkin) cars compared to the original one below which(Jamaica)

It already has all of those when i received it to add those touches from my end. The arching as far as i know, is something that is encoded into the route and not the train. For the tripcock, there is already a provision for an animated tripcock engagement, but i do not know if error or rikabs will make use of it.

Yes, this train has the Oskari plugin.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Fox-179 on February 20, 2012, 08:07:29 pm
The only thing thats missing from the package is routes with features that the London Underground routes have such as arching(sparking) and 3rd rail power loss.

It already has all of those when i received it to add those touches from my end. The arching as far as i know, is something that is encoded into the route and not the train.
[/quote]
Cool and thats what I stated about the package(R-46) is routes with the arching implemented.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on February 20, 2012, 08:11:36 pm
First off, AMAZING work! This train just keeps getting better and better. Hats off to the developers for this!

The only visible thing that I think can be improved is the window framing. On the real R46, the window frames are indented outwards (as a glass pane ~4 inches thick would be quite unreasonable).
Here is a picture that shows the indented window:
(http://s9.postimage.org/p6ml5cfhr/R46_realism.png)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: rstar on February 20, 2012, 08:28:00 pm
One more question Can you control the button on the side
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Fox-179 on February 20, 2012, 08:36:21 pm
Great observation!
Also are there heaters under the seats?(don't have to prove it by a pic) if not that would be a suggestion
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on February 20, 2012, 08:42:07 pm
Great observation!
Also are there heaters under the seats?(don't have to prove it by a pic) if not that would be a suggestion

Yes, there are heaters there, they can be seen in the picture DJ Hammers posted.

Also, I agree with DJ Hammers, about the window frame thing, the doors could possibly be improved a little bit too.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Fox-179 on February 20, 2012, 08:55:09 pm
Yes, there are heaters there, they can be seen in the picture DJ Hammers posted.
Thanks but I couldn't see them in the pics posted by NYZ3R0DAY and looking again I still can't(I hope you didn't think I was referring to Hammers photo about the window frame suggestion)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on February 20, 2012, 08:56:33 pm
Will the reverser be animated? Also, I know this is a bit of a stretch, but will the door enablers be animated in some fashion?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Fox-179 on February 20, 2012, 08:59:55 pm
Will the reverser be animated? Also, I know this is a bit of a stretch, but will the door enablers be animated in some fashion?
Too add on if the enablers does get animated may the horn and wipers switch be animated also.
Enablers,horn(pushed in/out)
Reverser,wipers(switched-l/r u/d)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on February 20, 2012, 09:03:24 pm
Yes, there are heaters there, they can be seen in the picture DJ Hammers posted.
Thanks but I couldn't see them in the pics posted by NYZ3R0DAY and looking again I still can't(I hope you didn't think I was referring to Hammers photo about the window frame suggestion)

Then yes, this exterior does have the heaters, if you look at some of the first few screenshots by Rikabs you can just see them a little bit:

The textures I used in the video were slightly lower in  resolution to help reduce the lag I get when recording the video with Fraps. Here is what it looks like originally.

(http://img687.imageshack.us/img687/9540/objectviewer20110927224.jpg)

(http://img191.imageshack.us/img191/9540/objectviewer20110927224.jpg)[/URL]

As for the trucks I might try lowering the body so that it's closer with the trucks first. If it still doesn't look right then we'll try the methods people suggest.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on February 20, 2012, 09:08:08 pm
With the 3d poles/trucks and all does it require a powerful computer? from your point of view, im not looking for specs just do you think it MIGHT run on a computer made in the past year?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on February 20, 2012, 09:25:54 pm
im not looking for specs
Well your question is very broad. Some computers made in the last year would run it at a perfect 60FPS, others may have trouble running flash games. You will have to be more specific to receive a quality answer.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on February 20, 2012, 09:37:52 pm
I mean like hmmmmm hold up ill pull up some specs..

   Microprocessor 2.1GHz VISION Technology from AMD with AMD Athlon II Dual-Core Processor for Notebook PCs P320 
Microprocessor Cache 1MB L2 Cache
Memory 3GB DDR3 System Memory (2 DIMM)
Memory Max 8GB
Video Graphics ATI Mobility Radeon HD 4250 Graphics 
Video Memory Up to 1405MB 
Hard Drive 250GB (7200RPM)
Multimedia Drive LightScribe SuperMulti 8X DVD▒R/RW with Double Layer Support 
Display 15.6" diagonal High-Definition HP BrightView LED Display (1366 x 768)
Fax/Modem High-speed 56k modem 
Network Card Integrated  Ethernet LAN 
Wireless Connectivity..............................is this really enough? I'm sure I'm in the weak category lol, i can run the lastest (D) fine
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on February 20, 2012, 09:44:44 pm
judging from the experiences of others testing the train with similar specs, I would expect you to have around 15 FPS on most routes.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on February 20, 2012, 09:48:08 pm
lol def not, i can run your R38 on the D at 31 fps seriously. oh i mis read, so you mean with the R46? i be the trucks are going to murder this computer  :o
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: [CT1660] on February 20, 2012, 09:50:23 pm
Yes, there are heaters there, they can be seen in the picture DJ Hammers posted.
Thanks but I couldn't see them in the pics posted by NYZ3R0DAY and looking again I still can't(I hope you didn't think I was referring to Hammers photo about the window frame suggestion)

(http://img813.imageshack.us/img813/5872/openbve2012022021485529.png)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Simon on February 20, 2012, 11:52:45 pm
My outtake on the window problem:

Yeah, the indenting should be included. It would not only get rid of the huge gap between the window frames, but would make it more visually appealing as well. You can make it so that the windows are thin by masking it with the indent. If you don't know what I just said, just refer to the picture. Would add a few extra faces, but it'll look better.

However, I don't see an easy solution with the doors though, because there isn't an effective way to mask the gap without detracting from the visual experience. The door looks nice along with the texture, it's just that the gap is REALLY noticeable. If you leave the gap in there, I wouldn't mind cause the train looks crazy.

By the way, the sticker on the cab door looks like a vandal tried to rip it off or something. If that was the effect that you intended to portray then it looks nice lol.
______

As for the animation process, are you guys going to make it so that it's similar to the 38. One key to switch the front rollsign/Letter on the LCD screen and another for the destinations. That's probably the most efficient way to do it in my opinion.

Every looks great so far!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Simon on February 21, 2012, 12:05:30 am
Yep, these features will be nice to have. If the train looks this good already, might as well go all out.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on February 21, 2012, 01:28:23 am
I mean like hmmmmm hold up ill pull up some specs..

   Microprocessor 2.1GHz VISION Technology from AMD with AMD Athlon II Dual-Core Processor for Notebook PCs P320 
Microprocessor Cache 1MB L2 Cache
Memory 3GB DDR3 System Memory (2 DIMM)
Memory Max 8GB
Video Graphics ATI Mobility Radeon HD 4250 Graphics 
Video Memory Up to 1405MB 
Hard Drive 250GB (7200RPM)
Multimedia Drive LightScribe SuperMulti 8X DVD▒R/RW with Double Layer Support 
Display 15.6" diagonal High-Definition HP BrightView LED Display (1366 x 768)
Fax/Modem High-speed 56k modem 
Network Card Integrated  Ethernet LAN 
Wireless Connectivity..............................is this really enough? I'm sure I'm in the weak category lol, i can run the lastest (D) fine
I have the same laptop (but with a Phenom II N930 Quad and 6GB RAM) and I have trouble running the R175, which has a ton of polygons. This looks just as demanding, if not more so based off of my observations, the train will really destroy FPS on new routes like the D and F. With the older gen. A, C, D, B, etc you might get 15 or 20FPS.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: HijauKuda on February 21, 2012, 04:25:29 am
A big red flag pops up when PC specs include words like "Mobility" or "ATI" or "Radeon" or "Video Memory Up To...", and exclude graphic card specs.  Meaning CPU and RAM cycles are scavenged for video.  Bad news!  Without a dedicated graphics card, a PC will likely never get over 20 or 25 FPS, no matter how much RAM or HZ.  These systems work for MS-Office, browsing, and email, but suck when watching a DVD or BluRay, or for high intensity graphic applications and games.

PCs are available $500 to $1000 with dedicated graphic cards, both desktops and notebooks, that are much more capable.  Shop around, educate yourself, don't buy the typical PC displayed and hyped at your local big box store; they are really junk with the cheapest processors, no graphic card, and "home" versions of Windows.  "Ex used car salesmen, now PC salesmen" push the junk for a reason; low cost, high profit and commisions;  it's their gain when you (or your parents) are down $1000+ and stuck with a PC that doesn't perform.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on February 21, 2012, 10:40:06 am
Sounds like we got an nVidia fanboy here  :P

But in all seriousness, there is no problem with AMD Radeon GPUs. Mobile graphics are weaker yes, but they can still perform. A 4250 can't.

Another tip: Take a look around sites like Newegg. I saw a laptop that was sold out on Friday, but it had a i7, GT 525M, 8GB RAM and a 750GB HDD for $850 since it was on sale. Look around enough for a new computer and eventually you are going to find a computer that is several hundred bucks off. In my example, the XPS 15 on  Newegg was $270 off...
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: dehrlich37 on February 21, 2012, 10:59:12 am
Is this train exterior done yet? Instead of talking about other things like graphic cards, and other stuff like that?? Stay On Topic!!!!!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: peacemak3r on February 21, 2012, 11:18:44 am
Is this train exterior done yet? Instead of talking about other things like graphic cards, and other stuff like that?? Stay On Topic!!!!!

If it's not released, it's not done.

I commend you on trying to moderator this thread but let's leave that job to the moderators.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on February 21, 2012, 11:20:06 am
Okay guys I've added the door to the panel.
Also for those who wants to see full wide-screen view.

(http://img402.imageshack.us/img402/5923/panelv21.jpg)

The animations such as cineston, lights, brake guage, etc. are currently being done by Bill. All I did was make the background image/template.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on February 21, 2012, 02:09:27 pm
Sounds like we got an nVidia fanboy here  :P

But in all seriousness, there is no problem with AMD Radeon GPUs. Mobile graphics are weaker yes, but they can still perform. A 4250 can't.

Another tip: Take a look around sites like Newegg. I saw a laptop that was sold out on Friday, but it had a i7, GT 525M, 8GB RAM and a 750GB HDD for $850 since it was on sale. Look around enough for a new computer and eventually you are going to find a computer that is several hundred bucks off. In my example, the XPS 15 on  Newegg was $270 off...
Yeah I drive alot on the road so this computer will have to do until i get a new one, this one has important records for my business. but eventually i will buy a comp Just for BVE. but thanks for all the help, alot of questions have been answered.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on February 21, 2012, 02:16:45 pm
Okay guys I've added the door to the panel.
Also for those who wants to see full wide-screen view.

(http://img402.imageshack.us/img402/5923/panelv21.jpg)

The animations such as cineston, lights, brake guage, etc. are currently being done by Bill. All I did was make the background image/template.

That looks great! Now all it needs is a photorealistic (Possibly even working) wiper, and this panel will be almost all set!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on February 21, 2012, 02:23:17 pm
Is this train exterior done yet? Instead of talking about other things like graphic cards, and other stuff like that?? Stay On Topic!!!!!

Looks like someone forgot the "famous saying" again: It will be done when it is DONE.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: [CT1660] on February 21, 2012, 07:44:13 pm
Since you guys are talking about the train's basic requirements, Here is what i can tell you about the requirements, after testing this on 5 of my test systems i use for FPS testings.

MINIMUM SYSTEM REQUIREMENTS:
-3GHz Intel Pentium D/Pentium Extreme or equivalent
-256MB NVIDIA GeForce 8 series or higher
-512MB SYSTEM RAM

RECOMMENDED:
-2GHz Intel Core 2 Duo or equivalent
-512MB NVIDIA GeForce 200 series or higher
-1GB SYSTEM RAM

REQUIRED:
-OpenBVE v1.4.x
-Latest version of .NET

hope that answers your questions about its system requiremetns
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on February 21, 2012, 09:00:24 pm
Since you guys are talking about the train's basic requirements, Here is what i can tell you about the requirements, after testing this on 5 of my test systems i use for FPS testings.

MINIMUM SYSTEM REQUIREMENTS:
-3GHz Intel Pentium D/Pentium Extreme or equivalent
-256MB NVIDIA GeForce 8 series or higher
-512MB SYSTEM RAM

RECOMMENDED:
-2GHz Intel Core 2 Duo or equivalent
-512MB NVIDIA GeForce 200 series or higher
-1GB SYSTEM RAM

REQUIRED:
-OpenBVE v1.4.x
-Latest version of .NET

hope that answers your questions about its system requiremetns

Oh ok, thanks, that means my computer should be more than enough to run this exterior, that's good news for me  ;)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: bnjypov on February 21, 2012, 10:08:09 pm
This looks amazing!  My only suggestion is to work on the angle of the master controller a bit- it doesn't match with the rest of the cab.antena (http://programytv.republika.pl/antena.html)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: theflyingoreo on February 22, 2012, 04:58:18 am
Great work guys, looking forward to the finished product.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: [CT1660] on February 22, 2012, 08:58:47 am
These should keep you a bit busy for now  ;) ;D :)

OpenBVE: Riding an R46 Lefferts Blvd-Bound A from 207st to 190 st (http://www.youtube.com/watch?v=YFee7fiJn8Y#ws)

OpenBVE: Not In Service R46 Train Going To Coney Island Yard via The Q (http://www.youtube.com/watch?v=dE2WRiOS6-8#ws)

Now to resume work on the R16 i was working on and Mr Railfan's R30 interior...

Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nelson3001 on February 22, 2012, 10:20:47 am
My suggestion, have a photorealistic front bullet. The current bullet is below par to the train. Also, those lights right behind the cab in front of the door indicator lights should light up in purple like you see here
http://upload.wikimedia.org/wikipedia/commons/1/15/R46_E_train_at_West_Fourth_Street-Washington_Square_Station.jpg (http://upload.wikimedia.org/wikipedia/commons/1/15/R46_E_train_at_West_Fourth_Street-Washington_Square_Station.jpg)
Other than this is one of the best exteriors I've seen. Well done  :D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on February 22, 2012, 10:21:40 am
There is some static sound in the videos... is this a problem with the train or is it just because the video wasn't properly rendered or something?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Fox-179 on February 22, 2012, 11:14:27 am
Also, those lights right behind the cab in front of the door indicator lights should light up in purple like you see here
http://upload.wikimedia.org/wikipedia/commons/1/15/R46_E_train_at_West_Fourth_Street-Washington_Square_Station.jpg (http://upload.wikimedia.org/wikipedia/commons/1/15/R46_E_train_at_West_Fourth_Street-Washington_Square_Station.jpg)
Those blue/purple lights mean that the T/O and/or storm door is UNLOCKED theres a set of those lights on the end of the R44/46's.
So that (E) train operator's storm door is unlocked but it doesn't mean its open.Theres nothing wrong.Those lights have nothing to do with the door openings or closings when the lights go red.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nelson3001 on February 22, 2012, 01:42:35 pm
Every time I ride a 46 or 68 those lights are always on. Do you know what the orange lights mean?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Pacific385 on February 22, 2012, 01:45:56 pm
Every time I ride a 46 or 68 those lights are always on. Do you know what the orange lights mean?
If  I'm thinking about the same lights as you are (ones on the side of the car), it lights up when the doors are unlocked or open and it doesn't light, it's closed and locked.

BTW great work so far
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Fox-179 on February 22, 2012, 02:59:33 pm
Every time I ride a 46 or 68 those lights are always on. Do you know what the orange lights mean?
75 Footers (R-44,R-46,R-68/A)
Blue Lights at the end of the car.
On=Cab or storm door UNLOCKED
Off=Cab or storm door LOCKED

Orange/Yellow/Amber Lights on the center of the subway car.
On=Dead Motor
Off=Motor is not dead(which is good)

Reddish lights every subway car has
On=at least one door is not closed and secured in that car
Off=doors are closed and secured.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: [CT1660] on February 22, 2012, 10:51:54 pm
There is some static sound in the videos... is this a problem with the train or is it just because the video wasn't properly rendered or something?

it's because the way i re-encoded the video as i edit all my videos on iMovie. All my FRAPS recordings are re-encoded into .mp4 to use in iMovie.

Also, for some reason, the latest version of OpenBVE makes all my videos ridiculously louder..
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: pitor160 on February 23, 2012, 06:49:41 pm
Will this run on:

Notebook: Dell Inspiron 14R-N4010 (Inspiron 14 Series)
Processor: Intel Pentium
Graphics Adapter: Intel Graphics Media Accelerator (GMA) HD Graphics
Display: 14.0 inch, 16:9, 1366x768 pixels, glossy: yes
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on February 23, 2012, 06:53:24 pm
Will this run on:

Notebook: Dell Inspiron 14R-N4010 (Inspiron 14 Series)
Processor: Intel Pentium
Graphics Adapter: Intel Graphics Media Accelerator (GMA) HD Graphics
Display: 14.0 inch, 16:9, 1366x768 pixels, glossy: yes

Sorry but no, you do not have a real graphics card, you will get major lag on it. You would need a dedicated graphics card (Like Nvidia or ATI) if you want to run this (Or any game) smoothly
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on February 23, 2012, 08:36:56 pm
Downloading a first generation route like the N or R
http://www.b-v-e.info/banor_en.php?kat=1&nat=51#nycta-n (http://www.b-v-e.info/banor_en.php?kat=1&nat=51#nycta-n)

http://www.b-v-e.info/banor_en.php?kat=1&nat=51#nycta-r (http://www.b-v-e.info/banor_en.php?kat=1&nat=51#nycta-r)

should give you enough FPS to use the R46 (hopefully). The lack of detail might be able to allow you to run the train smoothly. However, let me stress that the first generation routes have absolutely nothing except track, simple textures and platforms. There isn't even a third rail on the tracks. However, if you want to run the train, this probably will be your only option other then getting a new laptop/desktop
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: peacemak3r on February 23, 2012, 08:43:25 pm
Sorry but no, you do not have a real graphics card, you will get major lag on it. You would need a dedicated graphics card (Like Nvidia or ATI) if you want to run this (Or any game) smoothly

Sorry but you are slightly incorrect.  My laptop runs Intel's HD Graphics whenever I use OpenBVE and it runs fine.

Though when I start up a better enhanced game, my secondary card starts up and takes Intel HD's place.  I don't know why it doesn't do that for OpenBVE but I'm fine with the performance.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on February 23, 2012, 08:55:57 pm
Downloading a first generation route like the N or R
http://www.b-v-e.info/banor_en.php?kat=1&nat=51#nycta-n (http://www.b-v-e.info/banor_en.php?kat=1&nat=51#nycta-n)

http://www.b-v-e.info/banor_en.php?kat=1&nat=51#nycta-r (http://www.b-v-e.info/banor_en.php?kat=1&nat=51#nycta-r)

should give you enough FPS to use the R46 (hopefully). The lack of detail might be able to allow you to run the train smoothly. However, let me stress that the first generation routes have absolutely nothing except track, simple textures and platforms. There isn't even a third rail on the tracks. However, if you want to run the train, this probably will be your only option other then getting a new laptop/desktop
YES!! YankeesPwnMets is right. i do it with Pacifics R175 and i get 37 FPS so it does work if you do that.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on February 23, 2012, 09:02:24 pm
openBVE isn't really a demanding game, and also not all games support nVidia Optimus (the process which switches GPUs) or whatever AMD calls their switching process.

@peacemaker: In addition, this train is guaranteed to take up a ton of FPS. You might be able to run a route smoothly with Intel HD Graphics, but to run a train like this with integrated GPUs, I don't really think that Intel GPUs will handle it.

Optimus is a real bitch sometimes, so it doesn't always turn on even if a demanding game is on. The nVidia card on my laptop doesn't turn on when I start GTA IV....
Just to note: Before you do any of this, take the D line, v2.0, and then use the R175 and go to exterior view. This probably will slow openBVE to a crawl because the integrated graphics are too slow for a demanding route and a demanding train.  Record the FPS down and close openBVE. Then, do the steps below, go back to openBVE, use the D line and R175. In exterior views, the FPS should improve dramatically, signalling that the nVidia card activated.

If any of you have an laptop with a nVidia GPU, hopefully this will also help you improve FPS in game.

Steps to bypass Optimus in openBVE:

Download latest drivers:
http://www.nvidia.com/Download/index.aspx?lang=en-us (http://www.nvidia.com/Download/index.aspx?lang=en-us)
When done, right click the desktop and click on nVidia Control Panel.
On the Side, click on Manage 3D Settings.
Click on Program Settings
Click Add and then select your openBVE exe
Where it says "Select preferred card", select
"High-performance NVIDIA processor"
Click Apply.

Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on February 23, 2012, 09:23:14 pm
Sorry but no, you do not have a real graphics card, you will get major lag on it. You would need a dedicated graphics card (Like Nvidia or ATI) if you want to run this (Or any game) smoothly

Sorry but you are slightly incorrect.  My laptop runs Intel's HD Graphics whenever I use OpenBVE and it runs fine.

Though when I start up a better enhanced game, my secondary card starts up and takes Intel HD's place.  I don't know why it doesn't do that for OpenBVE but I'm fine with the performance.

I was referring to the R46. There is no way his computer will be able to run the R46 smoothly.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: peacemak3r on February 23, 2012, 09:42:22 pm
I was referring to the R46. There is no way his computer will be able to run the R46 smoothly.

The R46 or OpenBVE, it doesn't matter.  All in all, he should be able to run the program at the very least with the R46.  Currently my laptop setup only has one problem which is changing from the cab view to exterior view on the R38 and ONLY the R38.  Every other file has been working flawlessly with Optimus turned on; including the R175/6.  Maybe it's just my setup.

@Yankees, currently I can careless if Optimus is on or not.  I sold my rig and pursued the laptop to help me in my job field.  Playing games on computers or consoles has died down for me, the toll of getting older and having stacks of responsibilities on me.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on February 23, 2012, 10:03:25 pm
Jw is this a different train from Rikabs R46? or is it the same train? ???
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on February 23, 2012, 10:10:04 pm
Jw is this a different train from Rikabs R46? or is it the same train? ???

It is currently the same train, Rikabs is making the exterior, but his exterior is for the R46 v2.1, which this thread is for.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on February 23, 2012, 10:19:46 pm
OK So its the same train so everything we see here will be included in the R46 thats in development?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on February 23, 2012, 10:31:21 pm
OK So its the same train so everything we see here will be included in the R46 thats in development?

Yes
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on February 23, 2012, 10:33:45 pm
alright
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: pitor160 on February 24, 2012, 08:30:43 pm
Would this train run fine with a Intel Pentium?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: coneyislandDFNQ on February 27, 2012, 11:40:41 am
Is this train exterior done yet? Instead of talking about other things like graphic cards, and other stuff like that?? Stay On Topic!!!!!

SMH

Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: AyooDess on February 27, 2012, 07:34:15 pm
Suggestion: You guys should add the connectors to the train, like in the image below.
(http://desmond.imageshack.us/Himg714/scaled.php?server=714&filename=dmxkxv.jpg&res=medium)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on February 27, 2012, 07:38:20 pm
Suggestion: You guys should add the connectors to the train, like in the image below.
(http://desmond.imageshack.us/Himg714/scaled.php?server=714&filename=dmxkxv.jpg&res=medium)
look at the previous posts, we already discussed that one  ;)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on February 27, 2012, 07:39:16 pm
Suggestion: You guys should add the connectors to the train, like in the image below.
(http://desmond.imageshack.us/Himg714/scaled.php?server=714&filename=dmxkxv.jpg&res=medium)

It was mentioned before, but it has big drawbacks, because it would look weird when the train is turning or going up or down slopes.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on February 27, 2012, 07:42:13 pm
It was mentioned before, but it has big drawbacks, because it would look weird when the train is turning or going up or down slopes.
[/quote] UNLESSSSS somebody comes up with contractable meshes. which wouldn't be hard on FPS. but lets not go back into this lol
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on February 29, 2012, 01:40:21 pm
Hi all,

I have been getting lots of e-mails about the "R46 exterior".. I just want to clarify that I am NOT releasing this newer version of the R46 exterior yet, if you ask me for it I will send you the old exterior view made by JayJay over a year ago. Don't get mad that what I sent you isn't what you see here in these photos. This version of the exterior view is not to be released until the train is completed and ready for the public.

Thank you, and carry on.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: BStyles on March 15, 2012, 08:59:22 am
It was mentioned before, but it has big drawbacks, because it would look weird when the train is turning or going up or down slopes.
Quote
UNLESSSSS somebody comes up with contractable meshes. which wouldn't be hard on FPS. but lets not go back into this lol

Let's settle this here. That is not possible for OpenBVE at the moment. When it is, then we will implement it.

BStyles
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on March 27, 2012, 11:13:58 pm
its been awhile since the last update on the r46, hows it going guys?   ;D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on March 28, 2012, 12:04:14 am
It's all good. Exterior is on pause for now. Working on the panel. So stay tuned.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on March 28, 2012, 12:18:13 am
It's all good. Exterior is on pause for now. Working on the panel. So stay tuned.
thanks  ;D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: [CT1660] on April 12, 2012, 12:23:00 pm
After a lot of trial and error, we now haveCHANGEABLE ANIMATED LCD signs!

OpenBVE: R46 animated changable LCD signs! (http://www.youtube.com/watch?v=sdzm4PIQvAA#)

Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: rstar on April 12, 2012, 02:39:44 pm
Good job on the LCD sign.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on April 12, 2012, 03:23:11 pm
Perfect!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on April 12, 2012, 03:45:08 pm
if you removed the Play icon on the video it looks like a real pic. ;) great work
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on April 12, 2012, 04:30:22 pm
if you removed the Play icon on the video it looks like a real pic. ;) great work

I actually did think at first that that was a real R46 in the thumbnail for about 2 seconds. Awesome work indeed
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: R62A 2067 on April 12, 2012, 04:40:08 pm
if you removed the Play icon on the video it looks like a real pic. ;) great work

I actually did think at first that that was a real R46 in the thumbnail for about 2 seconds. Awesome work indeed

same here, i thought it was a real r46 until i saw the red thing on the bottom saying
N\EMG
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Simon on April 13, 2012, 12:04:57 am
Amazing work! By the way, is it just me or is the window shaking slightly continuously?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: rstar on April 13, 2012, 02:14:29 am
I wish the next video is with the R46 cab.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: R62A 2067 on April 13, 2012, 11:57:26 am
About the cab, would this feature a 3D cab?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dr. Subway18 on April 13, 2012, 06:39:52 pm
About the cab, would this feature a 3D cab?
i believe the cab is going to be just a panel, but its gonna be kick-ass ;). its currently being worked on
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on April 13, 2012, 07:09:27 pm
About the cab, would this feature a 3D cab?

For now they only got as far as making a photorealistic panel, but I believe Rikabs said a while ago that he might make a 3D cab sometime in the future.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nightmare403 on April 13, 2012, 09:54:22 pm
After a lot of trial and error, we now haveCHANGEABLE ANIMATED LCD signs!

OpenBVE: R46 animated changable LCD signs! (http://www.youtube.com/watch?v=sdzm4PIQvAA#)

Ok sorry for going off topic but, how do u make changeable  animated lcd signs? nevermind i got it
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Rikabs on April 17, 2012, 09:57:19 pm
Alright BVEStation members this is what you've been waiting for. You admiring brahs? Well it could be more reason to 'mire now brahs. Its the R46 Panel Preview!

OpenBVE R46 V2.1 Panel Preview (http://www.youtube.com/watch?v=sYqIlg4E30k#ws)

Here are some of the things that I've worked on.

Enabler Light Animation
Door Indicator Light Animation
Digital Speedometer Numbers
Reverser Animation
Air Brake Light Animation
Night Time Versions on the Panel

Things that I need to work on:
Brake Pressure Gauge
Animated Wipers
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on April 17, 2012, 10:01:37 pm
As I said in the comment I posted on it, the controller could use work too. But it does look amazing!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: rstar on April 20, 2012, 06:15:17 pm
OMG i feel like im in the MTA already. Also I love cab. ;D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: rstar on May 31, 2012, 06:17:33 am
Will there be a BVE 4 version with the new cab? 
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Mr Railfan on May 31, 2012, 09:01:53 am
Will there be a BVE 4 version with the new cab?
I dont see how , the brightness commands and panel2.cfg is not supported by bve4.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on May 31, 2012, 02:23:31 pm
Will there be a BVE 4 version with the new cab?
I dont see how , the brightness commands and panel2.cfg is not supported by bve4.

Actually, brightness commands ARE supported by BVE4, and so is the Oskari plugin, but I do not think the Panel2.cfg is though.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on May 31, 2012, 03:23:23 pm
Actually Panel2.cfg is supported by BVE4. However, the R46 uses so many little OpenBVE-only features in its panel that porting it to BVE4 would entail pretty much redo'ing the entire panel.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: LexingtonAvExp on May 31, 2012, 03:54:43 pm
Is there any release date in site?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on May 31, 2012, 04:27:28 pm
No I am not developing for BVE4, and No there is no exact release date yet.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: [CT1660] on June 07, 2012, 10:08:54 pm
Let the foam begin.

OpenBVE: The R46 for OpenBVE - Scrolling Rollsigns (http://www.youtube.com/watch?v=03adKrsg4rM#ws)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on June 07, 2012, 10:18:46 pm
Looks good, but in real life the R46's do not have the (J), (M), (Z), or (L) rollsigns because they are 75 feet long and they are not allowed on those lines
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: [CT1660] on June 07, 2012, 10:41:11 pm
Looks good, but in real life the R46's do not have the (J), (M), (Z), or (L) rollsigns because they are 75 feet long and they are not allowed on those lines

Actually you're wrong on this one. The R44 and R46 both have full rollsign sets, which includes the J, L, M and Z readings. They also have a program for the mentioned lines. Although they won't use them for the BMT Eastern division, they have the program there.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nyctrman on June 07, 2012, 10:45:11 pm
R46 L Train (http://www.youtube.com/watch?v=zKjEGGrohVk#)
R46 L, R44 orange S, & R160 A train in Coney Island Yard (http://www.youtube.com/watch?v=V7Jav0HghsA#ws)
R160 A, R62 3, R46 L, R44 orange S in Coney Island Yard (http://www.youtube.com/watch?v=AI56PBydHcg#ws)
R46 (M) Train Leaving Broadway-Laffayete Street(Actually a R46 (C) Train) (http://www.youtube.com/watch?v=Wqxd0Uvu3ME#ws)
(http://images.nycsubway.org/i111000/img_111621.jpg)
(http://images.nycsubway.org/i79000/img_79743.jpg)
(http://images.nycsubway.org/i111000/img_111757.jpg)
So yea just saying lol
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Lance on June 08, 2012, 08:25:39 am
Adding on to this, the R46s have the Eastern Division bullets on the front rollsigns because all of the R4X cars uses (or has used) the same rollsigns. Sometime in the past, probably when the bullets were changed in the 70s/80s, the TA ordered the same rollsigns, regardless of whether the train could run on a particular line.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Failsafe on June 08, 2012, 09:44:04 am
Even though i have not been on the forum for months now, i must say Rikabs, you are doing a superb job.

I just want to give thanks to all the people who develop routes and trains for Openbve/Bve2/Bve4 because they really dont have to, they could be hanging out with there friends, but instead there working for the general public at no cost.

I think this is something alot of people on this forum (not all people) Forget when people develop trains and routes

Anyways, keep up the good work mate  ;)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nightmare403 on June 08, 2012, 05:12:08 pm
Let the foam begin.

OpenBVE: The R46 for OpenBVE - Scrolling Rollsigns (http://www.youtube.com/watch?v=03adKrsg4rM#ws)

i love it
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Gong Gahou 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.  :)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: rstar on June 16, 2012, 12:12:44 am
Damn with this R46 you guys shounld convert it to a SIRT R44.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on June 16, 2012, 12:28:54 am
Damn with this R46 you guys shounld convert it to a SIRT R44.
Just wait...
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: [CT1660] 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)

(http://img560.imageshack.us/img560/317/objectviewer20120616153.png)

Anyways, back to the R46..

(http://img831.imageshack.us/img831/6246/openbve2012061501191102.png)

That rain you see is from the route itself.

(http://img835.imageshack.us/img835/3136/openbve2012061322533669.png)

(http://img214.imageshack.us/img214/2450/openbve2012061501213493.png)

(http://img535.imageshack.us/img535/1899/openbve2012061322512286.png)

(http://img267.imageshack.us/img267/7650/openbve2012061322522659.png)


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):

(http://picasion.com/pic54/3406a66f8ab411a559ac3826465b5289.gif)

(http://picasion.com/pic54/418ba6aa62cccc998448bd7122067a0f.gif)

(http://picasion.com/pic54/aadb505513ebb9a6c49a7dfa86068751.gif)

(http://picasion.com/pic54/9dbd540fe0c3f204792b6304b81cb772.gif)

(http://picasion.com/pic54/0edd088bfa2a138fabb68c1fd0460994.gif)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: rstar on June 17, 2012, 10:47:39 pm
That R44 look nice. Nice job
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Failsafe on June 18, 2012, 11:18:42 am
Nice Job Man, Keep Up The Good Work. Anything i can do to help?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Pegasusleos4 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 :)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 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.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: peacemak3r 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?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: [CT1660] 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
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nelson3001 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?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: [CT1660] 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.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nelson3001 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.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: [CT1660] 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.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nelson3001 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.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Failsafe on June 19, 2012, 09:37:14 am
Hmm Hmmm, This Is Going To Be Better Than The Trainz Version For Sure!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Pegasusleos4 on June 19, 2012, 06:28:59 pm
nice, and can't wait  ;D :D :)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Pegasusleos4 on June 19, 2012, 09:09:20 pm
Is it in order to change the route destination we have to type in 1234, and the route code key we want; almost like in real life where you are getting the line up, where you have to punch in certain number in order to tell the tower control where this train is heading 2? Please clarify for me thanks :)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nelson3001 on June 19, 2012, 09:34:34 pm
Is it in order to change the route destination we have to type in 1234, and the route code key we want; almost like in real life where you are getting the line up, where you have to punch in certain number in order to tell the tower control where this train is heading 2? Please clarify for me thanks :)
I'm not sure what you mean but punching for the lineup is completely different than setting the Luminator electronic sign on the train. When you change the sign you have to press Dest A/B, then put in the passcode (212) and press Enter. Then put in the route code and press Enter again.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Pegasusleos4 on June 20, 2012, 09:10:27 am
I know it is not similar to punching in a line but it is the same idea. Thats what i am trying to say :)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on June 20, 2012, 10:01:46 am
That is unfortunately a software limitation, the trains and routes are in their own separate entities and therefore one cannot change the other; you will always have to manually go back to the home screen if you want to start a new route.

For now anyway...
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Failsafe on June 20, 2012, 12:37:47 pm
Can't wait till this see's a release, is there anything i can do to help out the project
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: [CT1660] on June 24, 2012, 07:25:52 am
Just a few updates:

Another LCD random readong:
(http://img441.imageshack.us/img441/4088/openbve2012062122171099.png)

Animated wiper on cab with rain effects:
(http://img850.imageshack.us/img850/7827/openbve2012062223135533.png)

Pressing 6 toggles the LAST STOP reading on the LCD's:
(http://img33.imageshack.us/img33/3152/openbve2012062120213392.png)

Getting tripped gives you this:
(http://img685.imageshack.us/img685/1654/openbve2012062120195171.png)

Progress has been sent to Rikabs and error46146 for any additional stuff.

Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: rstar on June 24, 2012, 10:22:43 am
nice
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Fox-179 on June 24, 2012, 03:01:56 pm
Amazing work guys!
I have a few questions concerning sounds:
Will the train squeak realistically when they are going a certain speed?(preferable when the R-46's sway the most*10-35mph*)
Regarding when the R-46's hit 35MPH+ they are being pushed and they start to vibrate a lot will that come into play?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on June 24, 2012, 07:17:07 pm
Will the train squeak realistically when they are going a certain speed?(preferable when the R-46's sway the most*10-35mph*)
I think that can be done by having the quality of the track being very poor and then coding it to use a different flange sound other than the default one. By making the secondary flange sound a squeaking sound, you should get what you need, but the idea also requires specialized route coding.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Fox-179 on June 24, 2012, 09:52:01 pm
Ok thats understandable thanks.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: 555555 on June 25, 2012, 07:10:31 pm
Hey guys I have been working on this exterior secretly for almost a year now and I am pretty confident that it will definitely be released and won't be another one of those  "failed" projects. It's almost done and I'm working with Error's R46 V2 train. There's some finishing touches that I gotta do on the exterior such as the animated rollsigns and LCD Display signs.

What better way to show something than a video?

R46 (http://www.youtube.com/watch?v=dqYrGcA3-n4#ws)

Everything you see here is pretty much the most up to date version I have so it may or may not be in the final product. If you have suggestions, comments, concerns feel free to post. Thank you!

P.S. I'm new to developing so please go easy on me!

I Want A download Link PLZ
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SubwayTrainOperator5 on June 25, 2012, 07:35:03 pm
Hey guys I have been working on this exterior secretly for almost a year now and I am pretty confident that it will definitely be released and won't be another one of those  "failed" projects. It's almost done and I'm working with Error's R46 V2 train. There's some finishing touches that I gotta do on the exterior such as the animated rollsigns and LCD Display signs.

What better way to show something than a video?

R46 (http://www.youtube.com/watch?v=dqYrGcA3-n4#ws)

Everything you see here is pretty much the most up to date version I have so it may or may not be in the final product. If you have suggestions, comments, concerns feel free to post. Thank you!

P.S. I'm new to developing so please go easy on me!

I Want A download Link PLZ

It is not released yet
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on June 25, 2012, 07:37:09 pm
I Want A download Link PLZ
The developers do not have the time to be distributing preliminary releases, just wait for the train to come out (which should be very soon).


In other news, here is a video I just made now that showcases the R46 and the F Line v4.5:
R46 and F Line v4.5 for openBVE Preview (http://www.youtube.com/watch?v=NKuR8_VJLPM#ws)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: 555555 on June 26, 2012, 09:26:23 am
Hey guys I have been working on this exterior secretly for almost a year now and I am pretty confident that it will definitely be released and won't be another one of those  "failed" projects. It's almost done and I'm working with Error's R46 V2 train. There's some finishing touches that I gotta do on the exterior such as the animated rollsigns and LCD Display signs.

What better way to show something than a video?

R46 (http://www.youtube.com/watch?v=dqYrGcA3-n4#ws)

Everything you see here is pretty much the most up to date version I have so it may or may not be in the final product. If you have suggestions, comments, concerns feel free to post. Thank you!

P.S. I'm new to developing so please go easy on me!

I Want A download Link PLZ

It is not released yet
Do It Quick!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
55555 The Bve Nerd
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Fox-179 on June 26, 2012, 10:27:58 am
Do It Quick!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
55555 The Bve Nerd
Please be patient like the rest of the members we have been waiting for it will payoff like releases ALL do.Don't worry it will be released sooner than we think.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Failsafe on June 26, 2012, 11:54:43 am
Im sure it will be released soon, you just have to be patient  ;D
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nelson3001 on June 26, 2012, 01:54:47 pm
This panel is practically perfect, though I'd appreciate if you took some time to perfect that controller. I'd rather wait if you can make it better.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: error46146 on June 26, 2012, 02:07:34 pm
Relax guys, i'll try to have something out tomorrow. Promise.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: r160bve on June 26, 2012, 03:07:54 pm
lol Bill. Take your time, no need to rush for these impatient people.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: 555555 on June 26, 2012, 04:06:06 pm
lol Bill. Take your time, no need to rush for these impatient people.

OKAY
55555 The Bve Nerd
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: PelhamLocal on July 10, 2012, 10:33:21 pm
LOL, anyways love the train, one question though is the low-quality version going to have animated trucks as well, thnx
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: [CT1660] on July 15, 2012, 02:24:57 am
Don't forget, you WILL need OpenBVE 1.4.x or newer for the train to work as intended!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nelson3001 on July 16, 2012, 11:24:46 pm
This is the error I got when I tried to run this train on the NYCT-A(BETA).csv route.
(http://s18.postimage.org/tyfyjzat5/Untitled1122.png) (http://postimage.org/)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Fan Railer on July 17, 2012, 12:32:13 am
This is the error I got when I tried to run this train on the NYCT-A(BETA).csv route.
(http://s18.postimage.org/tyfyjzat5/Untitled1122.png) (http://postimage.org/)
I hate that message, because i still haven't found the "error log" file to find out what is actually wrong.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: [CT1660] on July 17, 2012, 12:50:14 am
Is this the original download or the patched version that error uploaded later? the original download had a flaw that caused that error, and bill uploaded a patched version that fixed the errors.

I hate that message, because i still haven't found the "error log" file to find out what is actually wrong.

The error log is usually in this directory unless you have userdata on the install folder.

(http://img140.imageshack.us/img140/8038/roaming.png)

Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Gong Gahou on July 17, 2012, 03:36:00 am
Alternatively, if you have the latest openBVE by odakyufan, you can now access your userdata in your openBVE folder, shortening your directory by a whole lot (shown by red box).
(http://i1063.photobucket.com/albums/t504/pjiang6211/log.jpg)

It's going to be hard/strange reading the log straight from Notepad. I mean, it's possible to read the errors on there, but I suggest copying everything on there and pasting it in Microsoft Word to see the errors better.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nelson3001 on July 17, 2012, 03:44:14 pm
But how do we fix it?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on July 17, 2012, 05:30:46 pm
But how do we fix it?
First, try reinstalling the R46. There have been some bugfixes done since the initial release.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nelson3001 on July 18, 2012, 11:45:13 pm
I edited some of the textures to my personal preferences. I'm just sharing my work. Enjoy (Right Click and open image in a new tab/window to view larger)
(http://s15.postimage.org/dyxrjw3ev/Panel_V21.jpg) (http://postimage.org/image/dyxrjw3ev/)
(http://s9.postimage.org/6t6ltuirj/Throttle1_1.png) (http://postimage.org/)
(http://s16.postimage.org/96fq7b1t1/Throttle1_2.png) (http://postimage.org/)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Dj Hammers on July 19, 2012, 01:00:46 am
I edited some of the textures to my personal preferences. I'm just sharing my work. Enjoy (Right Click and open image in a new tab/window to view larger)
(http://s15.postimage.org/dyxrjw3ev/Panel_V21.jpg) (http://postimage.org/image/dyxrjw3ev/)
(http://s9.postimage.org/6t6ltuirj/Throttle1_1.png) (http://postimage.org/)
(http://s16.postimage.org/96fq7b1t1/Throttle1_2.png) (http://postimage.org/)

That is some great work right there, I would suggest that it would be integrated into the main project.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Brighton Express on July 19, 2012, 01:05:24 am
Those new textures look great nelson. And DJ beat me to it. I think they would look great in the main project.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: nelson3001 on July 19, 2012, 04:48:43 pm
So take them. I just thought that from a real human perspective the ball at the end of the controller is vertical and when turned does not act like the original one. So I just did my magic with MS Paint and got this end result.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: djkickxd on July 22, 2012, 08:18:50 pm
I downloaded the R46 and everything runs fine. The interior, the route. Everything is smooth. The only problem I get is when I get try to press F2,F3,F4 for an exterior view, OPENBVE freezes and then crashes. I have the latest OPENBVE. Is there something else I need to download?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on July 22, 2012, 11:51:02 pm
Mind if you go to the start menu, search up Event Viewer, click on Custom Viewers, the Administrative View. Look for the top entries relating to openBVE and tell me the Event ID of those event(s)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: djkickxd on July 23, 2012, 07:33:14 am
Two errors:
Error   7/23/2012 7:30:53 AM   Application Error   1000   (100)
Error   7/23/2012 7:30:51 AM   .NET Runtime   1026   None

So ID 1000 and 1026.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on July 23, 2012, 09:37:30 am
Exactly what I expected. Now, do you mind telling me:

A. Your OS and bit version (ie. 32/64 bit)
B. When you click on the two errors, click on the General Tab on the bottom and copy the details for both events
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: djkickxd on July 23, 2012, 12:22:18 pm
I'm on windows 7 64bit

I'm not at my computer right now because I'm at work but I'll post those up as soon as I get home in about 7 hours..
Thanks and I'll talk to you soon
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Brighton Express on July 23, 2012, 01:08:55 pm
I know the train was not developed for mac, but I am going to see if I can install it on my computer when I get back. I know that the (D) is compatible on mac, so I will try to post a picture if I get it to work.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on July 23, 2012, 01:30:59 pm
The cab view works with Mac. Exterior doesn't.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Brighton Express on July 23, 2012, 01:36:29 pm
The cab view works with Mac. Exterior doesn't.

Not surprised. I will still get the pictures though.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: djkickxd on July 23, 2012, 09:15:21 pm
Error 1000

Faulting application name: OpenBve.exe, version: 1.4.2.0, time stamp: 0x4fed5890
Faulting module name: ig4icd32.dll, version: 8.15.10.2266, time stamp: 0x4d0ab53c
Exception code: 0xc0000005
Fault offset: 0x007038a2
Faulting process id: 0xe00
Faulting application start time: 0x01cd6868d4634e55
Faulting application path: C:\Users\DJ KICK\Desktop\OPENBVE\OpenBve.exe
Faulting module path: C:\windows\system32\ig4icd32.dll
Report Id: 1edba156-d46b-11e1-a4c3-e8039a35cad8

Error 1026

Application: OpenBve.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.AccessViolationException
Stack:
   at Tao.OpenGl.Gl.glBegin(Int32)
   at OpenBve.Renderer.RenderBackground(Background, Double, Double, Double, Single, Single)
   at OpenBve.Renderer.RenderBackground(Double, Double, Double, Double)
   at OpenBve.Renderer.RenderScene(Double)
   at OpenBve.MainLoop.StartLoop()
   at OpenBve.MainLoop.StartLoopEx(MainDialogResult)
   at OpenBve.Program.Main(System.String[])
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on July 24, 2012, 12:56:01 am
Ok, since a Category 4 hurricane has hit Hong Kong and I can feel the effects miles away where I am, I'm stuck in the hotel room with nothing to do. Might as well help you lol


ig4icd32.dll is an openGL component to Intel's graphics drivers... have you tried updating drivers and updating the .NET framework?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: djkickxd on July 24, 2012, 07:27:40 pm
Haha sucks.

Yes I did.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on July 25, 2012, 07:41:08 am
Interesting. I actually have a slightly different problem then yours, but I just realized that for some reason the exterior refuses to load with the F  line, yet loads fine with most other routes. Have you tried loading the exterior with different routes?
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: djkickxd on July 25, 2012, 12:44:28 pm
I tried loading on different routes. Other trains work interior and exterior. Just the r46 giving me a headache. Any idea what's wrong?

What kind of problem do you have.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Brighton Express on July 25, 2012, 03:32:27 pm
I tried loading on different routes. Other trains work interior and exterior. Just the r46 giving me a headache. Any idea what's wrong?

What kind of problem do you have.

If the cab works fine, it is that your computer can not handle the exterior or interior. error is going to release a less-poly one soon.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: djkickxd on July 25, 2012, 06:40:09 pm
Its fine with other 3d cabs such as the london trains. Just the R46. I'll be patient but thanks for your help everyone. Appreciate the quick response!

Love the interior and sounds though! Would love to play around with the exterior though haha.
Thanks again
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Brighton Express on July 28, 2012, 10:59:58 pm
Its fine with other 3d cabs such as the london trains. Just the R46. I'll be patient but thanks for your help everyone. Appreciate the quick response!

Love the interior and sounds though! Would love to play around with the exterior though haha.
Thanks again

Least I could do.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: [CT1660] on January 26, 2014, 06:40:40 pm
Until error46146 uploads the updated version of the R46, you can download an updated R46 release candidate:

http://shadow93.info/CT1660/openBVE_DLC_files/R46%202014.7z (http://shadow93.info/CT1660/openBVE_DLC_files/R46%202014.7z)

Changelog:
-New, polygon-friendly trucks
-Fixed controller knob position issue
-Addresses issues when running as a 4-car set.
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: YankeesPwnMets on January 26, 2014, 06:49:30 pm
Nice work. I gained a few FPS in game compared to the old version
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: CoronaYards on March 10, 2014, 08:55:00 pm
Thanks for the updated R46
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Psycho William on July 01, 2014, 08:51:38 am
(http://i.imgur.com/wZSqM4d.png)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Psycho William on July 16, 2014, 07:22:53 am
(http://i.imgur.com/FBvzWoe.png)

(http://i.imgur.com/xFLZ745.png)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: PelhamLocal on July 16, 2014, 12:55:54 pm
Beautiful! Can't wait!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Psycho William on July 16, 2014, 04:48:19 pm
(http://i.imgur.com/V3RTSXE.png)
(http://i.imgur.com/xuTEwfg.png)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: PelhamLocal on July 16, 2014, 09:15:13 pm
Fresh!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Psycho William on July 20, 2014, 01:30:58 am
(http://i.imgur.com/NTCRTpz.png)
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: PelhamLocal on July 20, 2014, 01:44:52 am
Groovy 8) XD
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: Manuel18 on July 24, 2014, 01:10:15 pm
Not this again...

Someone needs to explain me what the heck is doing my French TGV Paris Sud Est Orange motorman in the R16 and R46!!

Why then did you dont ask for my permision anyway?.... The only ones who give permision are the Brazillian ones of OpenBVE Modernizašoes.

Where are the motorman credits And why my name isn't on Motorman credits ?

Facebook Album
https://www.facebook.com/media/set/?set=a.174024966117206.1073741852.133286196857750&type=3 (https://www.facebook.com/media/set/?set=a.174024966117206.1073741852.133286196857750&type=3)

Uploaded "September6th  2013"
https://scontent-a-atl.xx.fbcdn.net/hphotos-xpa1/t1.0-9/1185048_174025592783810_251349283_n.jpg (https://scontent-a-atl.xx.fbcdn.net/hphotos-xpa1/t1.0-9/1185048_174025592783810_251349283_n.jpg)
--------- LICENSE NOTE -------
-----------------------------------------
Manuel Mejias

Web: http://www.trenesvenezolanos.blogspot.com (http://www.trenesvenezolanos.blogspot.com)
E-M: nedforsspeed@hotmail.com
Job: ReadMe Author, Train 3D, and Train Dat, Cabview, Sounds on the most.

Bougie

Web: http://www.bvefrance.fr (http://www.bvefrance.fr)
E-M: Unknow
Job: KVB and TVM Plugin and Sounds ".dll"

If you have not been mentioned, please contact nedforsspeed@hotmail.com as soon as possible.
All files ę their propertiers and must not be reproduced OR EDITED without permission.
We cannot beheld responsible for any problems that may arise from your PC.
-----------------------------------------
In Honor to Clem Tiller
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: piesuperpac on October 17, 2017, 11:50:22 am
I updated the old R46 and the pre-GOH versions.  This package includes 2017, 1989, 1979 and 1975 versions with improved interiors, exteriors, panels, physics, sounds and other detailing. Enjoy!

http://www.mediafire.com/file/7vjxhsirr5optlp/R46.rar
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: SP1900 on October 17, 2017, 02:00:59 pm
I don't see much difference between the 2017 version and the 2014 one. Other than that I love them!!!
Title: Re: (RELEASED) Official Development thread for the R46 for OpenBVE
Post by: r160bve on November 22, 2017, 08:55:48 pm
Keep up the amazing work guys!  8)