3d Cabs Observation and a Question
#21
Posted 13 December 2014 - 04:44 PM
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
Posted 13 December 2014 - 05:36 PM
#23
Posted 13 December 2014 - 09:58 PM
captain_bazza, on 13 December 2014 - 04:34 PM, said:
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
Posted 14 December 2014 - 01:40 AM
asullenger, on 13 December 2014 - 04:44 PM, said:
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
Posted 14 December 2014 - 03:11 PM
#26
Posted 14 December 2014 - 03:40 PM
#27
Posted 16 December 2014 - 01:15 PM
#28
Posted 16 December 2014 - 01:19 PM
JTang, on 16 December 2014 - 01:15 PM, said:
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
Posted 17 December 2014 - 02:00 PM
#30
Posted 21 January 2015 - 01:11 AM