ORTS new shape format???
#281
Posted 23 February 2023 - 12:00 AM
For example, many third-party models have parts that are animated proportionally to the speed of the vehicle, but are labelled as "WHEELS". This screws up the axle/wheel count in the consist information in the extended HUD Consist Info section (SHIFT+ALT+F5). For example, on midneguy's brilliant CB&Q heavyweight coaches, there are animated "WHEELS" that represent axle-driven generators. When viewed in the Extended HUD, instead of the wheel count being "6-6" like it ordinarily would, it's "6-2-8".
Deviating from prior MSTS conventions would potentially allow better animations for things like articulated locomotives, idler axles within a rigid frame (no "BOGIE" required) and other things...
#282
Posted 23 February 2023 - 12:03 AM
We have jealousies, animated as wipers, cooling fans, animated as wheels/rods... All these looks ugly.
8-axle tankers needed to be configured as locomotives with 1watt power to have animated gear.
#283
Posted 23 February 2023 - 07:54 AM
gpz, on 22 February 2023 - 02:34 AM, said:
Will defining new new names cause duplication for existing tags. 3D cab views have more than external models.
http://www.elvastowe...post__p__280752
gpz, on 22 February 2023 - 02:34 AM, said:
I can see the advantages and disadvantages of both but if I had to pick one then it would be external. Would this allow overriding the LOD settings of any glTF model?
Cheers,
Marek.
#284
Posted 23 February 2023 - 10:04 AM
superheatedsteam, on 23 February 2023 - 07:54 AM, said:
I can think of something like that in the anyobject_LOD00.gltf for the root node an "extras" field could be defined, where the LOD configuration could be set, when to show the anyobject_LOD01.gltf, _LOD02:
"extras": { "OPENRAILS_screencoverage": [ 0.5, 0.2, 0.01 ] }
or
"extras": { "OPENRAILS_distancelevels": [ 200, 500, 1500 ] }
#285
Posted 23 February 2023 - 12:41 PM
#286
Posted 23 February 2023 - 01:29 PM
#287
Posted 23 February 2023 - 06:58 PM
gpz, on 22 February 2023 - 11:30 PM, said:
Peter, I converted all of the texture inputs to .png, including those w/ alphas and the resulting .gltf and .glb files failed in a viewer. When I removed all textures from the model both file types displayed correctly. Any idea what I'm doing wrong?
#288
Posted 23 February 2023 - 08:18 PM
#289
Posted 23 February 2023 - 08:51 PM
Genma Saotome, on 23 February 2023 - 12:41 PM, said:
That is what I am hoping for too. My Challenger test model proves that, in terms of making articulated locomotives a single-piece model, the bits and pieces are there, but we just need to "fill in the gaps" so to speak.
#290
Posted 23 February 2023 - 09:44 PM