Elvas Tower: 3d Cabs - Elvas Tower

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3d Cabs Observation and a Question Rate Topic: -----

#21 User is offline   asullenger 

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Posted 13 December 2014 - 04:44 PM

Just a quik question......
How hard would it be to add a few more animation tags to OR?

It seems like it would be so much more simple to make it work that way. You wouldn't have to depend on the 2D cab at all. JUst add the tags and animation code and add a line to the engine file for the head view information.........But then again, I have no ideal how hard it'd be to add to OR.

That's the way MS flight sims used to do it and you could make it do some purty cool stuff.

#22 User is offline   asullenger 

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Posted 13 December 2014 - 05:36 PM

Scratch that..... I was thinking about just the controls, for got about the gauges. There'd be a lot more to it than what I was thinking.

#23 User is offline   JTang 

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Posted 13 December 2014 - 09:58 PM

View Postcaptain_bazza, on 13 December 2014 - 04:34 PM, said:

My questions remain unanswered. You software developers *know* how the whole shebang 3d cab is setup from *your* perspective, but how the 3d modeller puts it all together so code and 3d components work together is somewhat of a mystery, because it's a major new feature.

In the old-style 2d cabview the control levers, switches, dial pointers and taps, were all 2d animation - think ''cartoon'', whereas the new 'all' 3d cabview will have 3d animated objects - all requiring their respective 3d animation setup by the modeller, who does it in the same manner as animating rods, driver wheels, pantographs and wipers. Of course the modeller must correctly setup pivot points for *every* moveable object.

Another very critical point - the 3d cab model will be built as a separate model, with its own heirachy, at the same physical location as the cab position on the 'external view' locomotive model.

Why am I emphasising this --- too many years of poorly documented protocols for MSTS. We should, must, learn from the mistakes and difficiencies found in past experiences.

Good documentation is one of the most important factors of the whole OR project.

Cheers and thanks

Bazza.



Use a speed dial as an example here:
1. It has a range of 0-200 km/h, which will be specified in the .cvf file
2. The first frame of the dial animation corresponds to speed 0, the last frame corresponds to speed 200
3. You can add as many frames as you like between the first and last

#24 User is offline   gpz 

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Posted 14 December 2014 - 01:40 AM

View Postasullenger, on 13 December 2014 - 04:44 PM, said:

Just a quik question......
How hard would it be to add a few more animation tags to OR?

It seems like it would be so much more simple to make it work that way. You wouldn't have to depend on the 2D cab at all. JUst add the tags and animation code and add a line to the engine file for the head view information.........But then again, I have no ideal how hard it'd be to add to OR.

That's the way MS flight sims used to do it and you could make it do some purty cool stuff.

I have a more or less working code where it is possible to define custom "control" tags from the "engine script". It is possible to update the value of this "control" by this script continuously, thus it can work as a measure instrument. Before committing this code the agreement must be made about the scripting API, and I wouldn't have wanted to do this before 1.0 release.

#25 User is offline   ATW 

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Posted 14 December 2014 - 03:11 PM

My question about 3D cabs sofar is how do multi displays play in this such as throttle displays not needing animation along with penalty, Alerter, wheel slips etc as I have not figured it out in my 3D cab making? Will door animations an other none cab instruments work well in 3D cabs as I am already aware wipers may work in the future?

#26 User is offline   asullenger 

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Posted 14 December 2014 - 03:40 PM

View Postgpz, on 14 December 2014 - 01:40 AM, said:

I wouldn't have wanted to do this before 1.0 release.


No rush from me :oldstry: Just knowin it might be coming is good enough for me. Because, apparently the way it's done now is way over my head, just can't seem to figure it out :thumbdown3:

#27 User is offline   JTang 

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Posted 16 December 2014 - 01:15 PM

Just committed the code to display digits in 3D, and animate wipers.

#28 User is offline   Csantucci 

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Posted 16 December 2014 - 01:19 PM

View PostJTang, on 16 December 2014 - 01:15 PM, said:

Just committed the code to display digits in 3D, and animate wipers.

Animated wipers too is great!

Pls. take into account that the main thread about 3D cabs is this one http://www.elvastowe.../24040-3d-cabs/ , within the developing features subforum.

#29 User is offline   ATW 

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Posted 17 December 2014 - 02:00 PM

Which experimental release number is this in as I tried animation of wipers in X2723, an is there a simple way of making animation as TSM just forces animation frames away from where you set them to be when it comes to rotation? Digital as in numbers or Multi displays?

#30 User is offline   Simon E 

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Posted 21 January 2015 - 01:11 AM

View PostJTang, on 16 December 2014 - 01:15 PM, said:

Just committed the code to display digits in 3D, and animate wipers.


Beautiful! Excellent!!

Great work!

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