Elvas Tower: Door animations - Elvas Tower

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Door animations Rate Topic: -----

#1 User is offline   asullenger 

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Posted 05 May 2017 - 09:56 AM

Can someone tell me the right tags to use for cab doors on the engine if there is any?? I can make them work with the tags RTP wrote in his post

http://www.elvastowe...ore-animations/

But I have no control on right or left with those. Also is there different tags for the 3D cab doors to make them work. RTP's tags don't seem to work in the 3D cab.

Thanks,
Anthony

#2 User is offline   superheatedsteam 

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Posted 05 May 2017 - 04:27 PM

I don't know the naming convention for the external 3D model but for a 3D cab the 'tag' to use is:

RIGHTDOOR:0:0
LEFTDOOR:0:0

Note that there is an issue with the door animation where there is a delay in the door closing animation dependant on how long it was open for. I will post details in the 'Maybe it's a bug' forum.

Cheers,

Marek.

#3 User is offline   asullenger 

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Posted 05 May 2017 - 04:59 PM

COOL!!! Thanks Marek, much appreciated!!

#4 User is offline   asullenger 

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Posted 07 May 2017 - 01:31 PM

Ok Marek's tags for interior doors works, anyone know the exterior ones??

#5 User is offline   Csantucci 

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Posted 08 May 2017 - 05:05 AM

Exterior tags for right doors must start with DOOR_A, DOOR_B, DOOR_C, while tags for left doors must start with DOOR_D, DOOR_E, DOOR_F.

#6 User is offline   asullenger 

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Posted 08 May 2017 - 03:47 PM

Ahh ok, thanks Carlo. Guess I just wasn't going far enough up the alphabet,LOL.

Thanks, much appreciated :sign_thanks:

#7 User is offline   ErickC 

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Posted 19 July 2017 - 10:13 AM

View Postsuperheatedsteam, on 05 May 2017 - 04:27 PM, said:

I don't know the naming convention for the external 3D model but for a 3D cab the 'tag' to use is:

RIGHTDOOR:0:0
LEFTDOOR:0:0

Note that there is an issue with the door animation where there is a delay in the door closing animation dependant on how long it was open for. I will post details in the 'Maybe it's a bug' forum.

Cheers,

Marek.

I have a heavy suspicion that it's due to the total number of keys in the model versus the number the door actually uses. According to the docs, ORTS runs all animations at 1FPS, so if you used two frames to animate the door, and the cabview model uses 100 frames for something else, it won't consider the animation "complete" until 98-ish seconds after the door was opened.

That's my guess, it seems consistent with what I've been observing on my test model.

The logical solution, in my eyes, is to define all animations in the sim over a fixed length (say 100 frames) and have entries in the relevant engine or wagon files to determine the playback rate of each animation in seconds.

#8 User is offline   asullenger 

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Posted 19 July 2017 - 10:35 AM

Yep, do believe you are right Eric!!

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