3D Cabs
#1
Posted 05 April 2014 - 11:29 AM
Starting from release 2139 OR has a first release of 3D cab management, developed by JTang.
A bit more about this can be read on SVN, where also the link to a trainset with a 3D cab can be found.
This feature is finding great interest in my country. I tested it and had a quite positive feeling. The biggest drawback I found up to now is that view in superelevated curves seems not to be optimal.
Thanks JTang!
A bit more about this can be read on SVN, where also the link to a trainset with a 3D cab can be found.
This feature is finding great interest in my country. I tested it and had a quite positive feeling. The biggest drawback I found up to now is that view in superelevated curves seems not to be optimal.
Thanks JTang!
#2
Posted 05 April 2014 - 01:15 PM
In Spain Trainz Rutas there is a model of the RENFE 311 with 3D, photorealistic cabin.
http://www.spaintrai...ex.php?dlid=721
Only needs to animate the controls.
And does not need any special .cabs
Cheers.
RTP
http://www.spaintrai...ex.php?dlid=721
Only needs to animate the controls.
And does not need any special .cabs
Cheers.
RTP
#3
Posted 05 April 2014 - 10:57 PM
Thanks RTP. I assume the extension .cabs instead of .s is needed for ORTS to recognize it as a 3D cab and to connect animations with train operation, which was not possible until yesterday.
#4
Posted 05 April 2014 - 11:09 PM
Is there a guide to the naming conventions and animation requirements for the controls? I'd love to do a standard EMD type cab...
Robert
Robert
#5
Posted 06 April 2014 - 05:23 AM
RTP, on 05 April 2014 - 01:15 PM, said:
In Spain Trainz Rutas there is a model of the RENFE 311 with 3D, photorealistic cabin. Only needs to animate the controls. And does not need any special .cabs
As I see the code, it wouldn't be a big work to read the anim nodes from the main model. Just a decision is needed how we want to proceed. IMHO would be good to do it the same way as other train sims. How it is done in Railworks?
Great work, Jijun!
#6
Posted 06 April 2014 - 07:06 AM
This code is far from mature, thus please use it at your own risk, as things will be changed.
The key to evoke is changed to "Alt-1" as it is a convention to use "Alt" or "Ctrl" for experimental features.
Rules:
1. It must work with its corresponding .cvf file
2. Instruments are named with the same convention, i.e., FRONT_HLIGHT, SPEEDOMETER, etc
3. A cab can have multiple instances of the same instruments, for example multiple clocks, speedometers
4. Instruments are first sorted based on their appearance in the .cvf file, for example SPEEDOMETER:0 corresponds to the first speedometer in the .cvf file, SPEEDOMETER:1 corresponds to the second one
5. An instrument can have multiple subgroups to make the animation realistic, for example, TRAIN_BRAKE:0:0 and TRAIN_BRAKE:0:1 belong to the instrument TRAIN_BRAKE:0;
6. However, if the instrument is a digital device, the second number will be used to indicate the font size used, for example SPEEDOMETER:1:14 means the second speedometer (which is digital as defined in .cvf) will be rendered with 14pt font. This may be changed later after we figure out the best way to render 3D text. The important information for a digital device is its location, thus it can be defined as an object with a small single face in the 3D model.
7. Animation ranges should also be in agreement with the .cvf file
The key to evoke is changed to "Alt-1" as it is a convention to use "Alt" or "Ctrl" for experimental features.
Rules:
1. It must work with its corresponding .cvf file
2. Instruments are named with the same convention, i.e., FRONT_HLIGHT, SPEEDOMETER, etc
3. A cab can have multiple instances of the same instruments, for example multiple clocks, speedometers
4. Instruments are first sorted based on their appearance in the .cvf file, for example SPEEDOMETER:0 corresponds to the first speedometer in the .cvf file, SPEEDOMETER:1 corresponds to the second one
5. An instrument can have multiple subgroups to make the animation realistic, for example, TRAIN_BRAKE:0:0 and TRAIN_BRAKE:0:1 belong to the instrument TRAIN_BRAKE:0;
6. However, if the instrument is a digital device, the second number will be used to indicate the font size used, for example SPEEDOMETER:1:14 means the second speedometer (which is digital as defined in .cvf) will be rendered with 14pt font. This may be changed later after we figure out the best way to render 3D text. The important information for a digital device is its location, thus it can be defined as an object with a small single face in the 3D model.
7. Animation ranges should also be in agreement with the .cvf file
#7
Posted 06 April 2014 - 08:05 AM
#9
Posted 06 April 2014 - 09:46 AM
Jijun, thank you for the rules. I really hope that someone will experiment developing 3Dcabs, maybe starting from existing 3D trainset projects.
Another requirement that was found out by an Italian trainsimmer is that the 3D cab must be defined in the .eng file with a block like the following:
For the sake of cleanliness I would suggest that all 3Dcab related files reside in a specific subfolder, that could be called 3DCABVIEW or ORTS3DCABVIEW, or even better within subfolder openrails\ORTS3DCABVIEW. openrails subfolder is already used to host ORTS-customized .eng and .wag files ( see here http://www.elvastowe...msts-behaviour/ )
Another requirement that was found out by an Italian trainsimmer is that the 3D cab must be defined in the .eng file with a block like the following:
Inside ( PassengerCabinFile ( Cab.cabs ) PassengerCabinHeadPos ( -0.9 2.4 5.2 ) RotationLimit ( 40 60 0 ) StartDirection ( 12 0 0 ) Sound ("DF11Geng.sms" ) )
For the sake of cleanliness I would suggest that all 3Dcab related files reside in a specific subfolder, that could be called 3DCABVIEW or ORTS3DCABVIEW, or even better within subfolder openrails\ORTS3DCABVIEW. openrails subfolder is already used to host ORTS-customized .eng and .wag files ( see here http://www.elvastowe...msts-behaviour/ )
#10
Posted 06 April 2014 - 09:53 AM
gpz, on 06 April 2014 - 05:23 AM, said:
As I see the code, it wouldn't be a big work to read the anim nodes from the main model. Just a decision is needed how we want to proceed. IMHO would be good to do it the same way as other train sims. How it is done in Railworks?
Great work, Jijun!
Great work, Jijun!
In railworks, the cab view has different model in own file. That's why in cab view, the driven locomotive's outside model is not drawn.