3D Cabs
#16
Posted 07 April 2014 - 04:55 AM
The OR shows inside wiew hitting 5. If there is an interior in the engine will show that.
If it is animated, much better.
And hitting Alt-3 will show the next inside, if any. A coach or a caboose, or a freight...
And, of course, congratulations for this VERY BIG improvement.
Cheers.
RTP
#17
Posted 07 April 2014 - 05:08 AM
I think that will be interesting to have some more,
like PantographSpring-AB12
or PantographCylinder
or Window1234...
or...
Cheers.
RTP.
#18
Posted 07 April 2014 - 07:49 AM
RTP, on 07 April 2014 - 04:55 AM, said:
If it is animated, much better.
And hitting Alt-3 will show the next inside, if any. A coach or a caboose, or a freight...
Alt+1 is fine for now. Key 5 enters just to the actual car's interior, but there should be a dedicated hotkey to enter to cabview of lead locomotive from anywhere: Alt+1.
#19
Posted 07 April 2014 - 08:43 AM
Alt+1 jumps to the first engine and 5 to the next interior.
#20
Posted 07 April 2014 - 11:00 PM
- if the Inside () block is also, or only, related to a 3Dcab, its first line is
ORTS3Dcab()
I suppose that MSTS would not consider such a line (I have no time to check it now);
- the shape file maintains its standard .s file type, instead of .cabs; this way te same file can be taken for more than one use. Moreover I have the impression that MSTS would not like a PassengerCabinFile line with a file type different from .s.
#21
Posted 08 April 2014 - 08:45 AM
Do we have a key that can move from one inside view to another?
#22
Posted 08 April 2014 - 08:52 AM
At this time, is more and more unnecesary to maintain compatibility with MSTS.
Most of the new models are for OR only.
#23
Posted 08 April 2014 - 12:32 PM
JTang, on 08 April 2014 - 08:45 AM, said:
I have just tested it, and as I supposed, key
ORTS3DCab ()
inside the Inside () block does no harm to MSTS. This is no strange thing, because experience is that MSTS simply overlooks all keys it does not recognize.
JTang, on 08 April 2014 - 08:45 AM, said:
Up to now to move from one inside view to another (pertaining to a different wagon) keys Alt-3(numkey) and Alt-9(numkey) are used in ORTS, which are the same keys used to move from a wagon to another when in external cameras 2 or 3.
Up to the moment pressing key 5 more than once has no effect in ORTS. However, if one has more than one inside view in a wagon or engine, reworking key 5 management to enable it to move within the different inside views is a good idea, but would not be needed if Alt-1 is used for the 3DCabview and key 5 for the real passenger view.
I made also a test inserting two Inside() blocks within the .eng file, the first being the 3Dcabview (with the ORTS3DCab() line). MSTS overlooks the first block and considers only the second one, and no crash.
#24
Posted 08 April 2014 - 01:42 PM
#25
Posted 08 April 2014 - 10:55 PM
I tested it. It's all OK, apart from one problem. When being in the 3Dcab I tried pressing CTRL-E to change to the rear cab and got a crash.
#26
Posted 11 April 2014 - 10:59 AM
But, in the same shape there are a door and a window ( sorry, a mirror ) also animated that does not move. Why ?
I continue thinking that cab animations must work all the time, like wheels and rods and more.
Perhaps this add some CPU load, but will simplify things.
There will be no need for an special folder, with duplicates .ace
And animations will be visible from the outside like any other.
And a question:
How to animate a combined-control lever including throttle and dymanic brake.
Anyway, is a VERY BIG new feature.
Congratulations.
P.S. The tilting of the cad is badly exagerated.
#27
Posted 12 April 2014 - 03:48 PM
Csantucci, on 08 April 2014 - 10:55 PM, said:
I tested it. It's all OK, apart from one problem. When being in the 3Dcab I tried pressing CTRL-E to change to the rear cab and got a crash.
#28
Posted 12 April 2014 - 04:41 PM
#29
Posted 12 April 2014 - 08:11 PM
After looking carefully at the model, I observed the operation of the Headlight control and its animation in the shape file.
anim_node FRONT_HLIGHT:0:0
At this stage, is there any reason why the animation for the Headlight does not have two distinct stops to simulate LO and HI beams? Is it not supported yet?
Thank you!
#30
Posted 13 April 2014 - 04:14 AM
TriState (
Type ( FRONT_HLIGHT TRI_STATE )
etc.
Works fine.
And my combined control also works, after reading carefully .cvf and .eng descriptions.
I insist in my other topics.
Cheers.
RTP

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