Elvas Tower: Station clocks - Elvas Tower

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Station clocks Creating clocks to synchronize with simulation Rate Topic: -----

#16 User is offline   jonas 

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Posted 16 December 2016 - 07:19 AM

....of course additional code is needed in OR to identify and "move" the clock hands... :-)

#17 User is offline   cjakeman 

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Posted 16 December 2016 - 09:56 AM

View PostLindsayts, on 15 December 2016 - 12:41 PM, said:

The Attachment below contains the Docs for the Animated and the CSV file formats also the source code for AnimatedObjectParser.cs

Many thanks, Lindsay.

#18 User is offline   Lindsayts 

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Posted 16 December 2016 - 11:37 AM

View Postjonas, on 16 December 2016 - 07:19 AM, said:

....of course additional code is needed in OR to identify and "move" the clock hands... :-)



The code provided does exactly that amongst other things, from the Docs............................

The ANIMATED object format is a container format allowing you to reference other objects and to apply animation to them. It also allows to just group other objects (including other ANIMATED objects) without animating them.

Animation is performed via the following primitives:

● State changes - basically allowing to switch between different objects at any time

● Translation - moving objects in three independent directions

● Rotation - rotating objects around three independent axes

● Texture shifts - allowing to shift the texture coordinates of objects in two independent directions


Lindsay

#19 User is offline   Lindsayts 

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Posted 16 December 2016 - 12:04 PM

View PostGoku, on 15 December 2016 - 12:07 PM, said:

OpenBVE formats are primitive and only advantage of them is that you can create content, like animations, using text editor.
But don't think it is real "advantage".


It would be great to have an object format with built in animation, some one though would then have to write a program that could create such a shape format. Even at the moment we cannot get anyone to write an exporter for S files from Blender, so the creation of such a program to create S files will be VERY VERY unlikely. Can you not see the advantage to be able create animations (or anything else for that matter) from just using a text editor. While the OpenBVE Animation is primitive it is after all a "primitive" ie a basic function for use throughout a route for any object.

There are two parts for rendering an object on the screen, the actual rendering itself, the second part, or should we say the first part is the actual creation of the object itself. There would be little point in having an object format the is easy and quick to render but cannot be built by anyone as the is no tools to do it.

Bye the way you are doing an amazing job with your route editor, I am VERY impressed.

Ahhhhhhhhhhhhhhhh, very good, The Cat Empire is current playing 'Steal the light" in the background.............................

Lindsay

#20 User is offline   longiron 

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Posted 16 December 2016 - 12:37 PM

View PostLindsayts, on 16 December 2016 - 12:04 PM, said:

Even at the moment we cannot get anyone to write an exporter for S files from Blender


Not true. A blender exporter for MSTS s. File has been around for almost a year
http://www.elvastowe...rt-plugin-v-34/
chris

#21 User is offline   Lindsayts 

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Posted 17 December 2016 - 02:40 AM

View Postlongiron, on 16 December 2016 - 12:37 PM, said:

Not true. A blender exporter for MSTS s. File has been around for almost a year
http://www.elvastowe...rt-plugin-v-34/
chris


There's no indication that it will enable one to do animated S files, If it does how come so few apparentrly do not know it can.

I am NOT trying to be a pain in the neck here, I do believe though the inability to easily do general animations is a limitation, as previously stated OR does need to be easier to be able to create good content for it.

Lindsay

#22 User is offline   Jovet 

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Posted 19 December 2016 - 01:20 PM

View PostLindsayts, on 17 December 2016 - 02:40 AM, said:

I am NOT trying to be a pain in the neck here, I do believe though the inability to easily do general animations is a limitation, as previously stated OR does need to be easier to be able to create good content for it.

Margaret Thatcher once said, "Being powerful is like being a lady. If you have to tell people you are, you aren't. Which is probably true for our gender too . . . with apologies to those ladies reading this who are not included in that "our".

:pleasantry:


#23 User is offline   jonas 

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Posted 08 January 2020 - 03:47 PM

Better late than never ... here below is a source code patch, which allows analog clocks in Open Rails to display the simulation time.

Clock-shapes must have certain names for the clock hands subobjects to run in Open Rails. There are hour-, minute- and two types of second hands.

Attached Image: Uhr02_OR_Jm_Bildvorlage.jpg

The additional file "Clocks.dat" in the "Openrails" directory lists those shapes which should be recognized as clocks (similar to the turntables). So it is even possible to declare any shape of an already existing route as a clock - for example church tower clocks.

More details and a small example route with running clocks here Attached File  ORClocks_200108.zip (1.94MB)
Number of downloads: 702.

#24 User is online   Csantucci 

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Posted 09 January 2020 - 07:18 AM

Hi jonas,
you haven't inserted in the pack the additional file ExtClocksFile.cs. Could you please do this?

#25 User is offline   jonas 

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Posted 09 January 2020 - 07:58 AM

View PostCsantucci, on 09 January 2020 - 07:18 AM, said:

Hi jonas,
you haven't inserted in the pack the additional file ExtClocksFile.cs. Could you please do this?


I'm sorry! I updated the download link in post #23. The file ExtClocksFile.cs is now included.

#26 User is offline   jonas 

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Posted 10 January 2020 - 05:48 AM

Hannes44 ask in Thread "OR NewYear MG"

View PostHannes44, on 09 January 2020 - 04:10 AM, said:

Just a short question as I'm quite confused, which version is which; is the OR-Clocks-patch included in the latest monogame version, if not, which experimental version do I need for this much welcome feature?
Unfortunately it is not yet included in any version of Open Rails.

@Carlo, is it possible for you to occasionally provide an exe-patch of the OR clocks here, based on my source-code patch in post #23?
Than even someone who does not work with source code could try the patch and the example route too.
Thanks!

#27 User is offline   jonas 

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Posted 10 January 2020 - 05:58 PM

Here is an executable patch Attached File  OR-Clocks-exe-patch_200110.zip (2.25MB)
Number of downloads: 626
for the current Open Rails Testing Version 1.3.1-113-g294f03b7.

The patch contains 7 files which must replace the files of the same name in the Open Rails Testing Version 1.3.1-113-g294f03b7 by copying them.

Correspoding Attached File  Route with two OR-Clocks.zip (1.87MB)
Number of downloads: 616

#28 User is offline   Hannes44 

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Posted 11 January 2020 - 12:42 PM

Installed exactly as you describe created animated clock with naming conventions - alas it doesn't work. When I switch on animation, the digits rotate wildly, animation switched off, they don't move from 12:00.

Thanks for your efforts anyway!

#29 User is offline   mbm_OR 

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Posted 11 January 2020 - 01:14 PM

Hi Jonas,

Works fine here.
It requires selecting the ORCloks activity and uncheck the LAA from Options/General.

Regards,
Mauricio

#30 User is offline   jonas 

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Posted 11 January 2020 - 01:28 PM

View PostHannes44, on 11 January 2020 - 12:42 PM, said:

Installed exactly as you describe created animated clock with naming conventions - alas it doesn't work. When I switch on animation, the digits rotate wildly, animation switched off, they don't move from 12:00.

Thanks for your efforts anyway!

If you want to add your own clocks to a route, it is necessary to enter your clock in the "clocks.dat" file of the route. You can find an example of this file in the "openrails" directory of my route "ORClocks".
Please do not forget to increase the index in the second line by 1 after inserting your clock into the file.

My clocks.dat file currently looks like this:

2
ClockItem( "Uhr01_OR_Jm.s" analog )
ClockItem( "Uhr02_OR_Jm.s" analog )


For example, if your clock is named "Hannes44-Clock" you should extend the clocks.dat file like this:

3
ClockItem( "Uhr01_OR_Jm.s" analog )
ClockItem( "Uhr02_OR_Jm.s" analog )
ClockItem( "Hannes44-Clock" analog )


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