Station clocks Creating clocks to synchronize with simulation
#11
Posted 15 December 2016 - 12:07 PM
But don't think it is real "advantage".
#12
Posted 15 December 2016 - 12:41 PM
cjakeman, on 15 December 2016 - 11:23 AM, said:
Thanks,
The Attachment below contains the Docs for the Animated and the CSV file formats also the source code for AnimatedObjectParser.cs
This is from an older version of openBVE
openBVE_Animated.zip (594.66K)
Number of downloads: 526
There are two main OpenBVE sites.......
http://openbve-project.net/
and
https://sites.google...openbvesim/home
I cannot at this stage find the complete docs on the web, the above are stated to be out of date, but the seem to match the source code. I found it easy to read both the Docs and the code and I believe show great promise.OpenBVE states any of there code can be reused as long as it is made clear the reused code is NO LONGER part of openBVE.
Lindsay
#13
Posted 15 December 2016 - 12:46 PM
Lindsay
#14
Posted 16 December 2016 - 12:38 AM
"All openBVE Content released fall under the Creative Commons Attribution, Non-Profit, Share-Alike 3.0 Unported license"
Sadly the openbve website that carried the docs including the Forking doc is no longer with us.
Lindsay
#15
Posted 16 December 2016 - 07:11 AM
NF1-800, on 13 December 2016 - 04:04 PM, said:
A great idea I think! A standard is conceivable, which treats a shape as analogue clock with special names of the subobjects (similar to the subobject name "TRACKPIECE" at turntables). For example:
So no animation in the shape would be necessary, only the pivots have to be centrally aligned. No further files are needed in OR. The subobject names itself would declare a shape as a analoge clock.
#16
Posted 16 December 2016 - 07:19 AM
#17
Posted 16 December 2016 - 09:56 AM
#18
Posted 16 December 2016 - 11:37 AM
jonas, on 16 December 2016 - 07:19 AM, said:
The code provided does exactly that amongst other things, from the Docs............................
The ANIMATED object format is a container format allowing you to reference other objects and to apply animation to them. It also allows to just group other objects (including other ANIMATED objects) without animating them.
Animation is performed via the following primitives:
● State changes - basically allowing to switch between different objects at any time
● Translation - moving objects in three independent directions
● Rotation - rotating objects around three independent axes
● Texture shifts - allowing to shift the texture coordinates of objects in two independent directions
Lindsay
#19
Posted 16 December 2016 - 12:04 PM
Goku, on 15 December 2016 - 12:07 PM, said:
But don't think it is real "advantage".
It would be great to have an object format with built in animation, some one though would then have to write a program that could create such a shape format. Even at the moment we cannot get anyone to write an exporter for S files from Blender, so the creation of such a program to create S files will be VERY VERY unlikely. Can you not see the advantage to be able create animations (or anything else for that matter) from just using a text editor. While the OpenBVE Animation is primitive it is after all a "primitive" ie a basic function for use throughout a route for any object.
There are two parts for rendering an object on the screen, the actual rendering itself, the second part, or should we say the first part is the actual creation of the object itself. There would be little point in having an object format the is easy and quick to render but cannot be built by anyone as the is no tools to do it.
Bye the way you are doing an amazing job with your route editor, I am VERY impressed.
Ahhhhhhhhhhhhhhhh, very good, The Cat Empire is current playing 'Steal the light" in the background.............................
Lindsay
#20
Posted 16 December 2016 - 12:37 PM
Lindsayts, on 16 December 2016 - 12:04 PM, said:
Not true. A blender exporter for MSTS s. File has been around for almost a year
http://www.elvastowe...rt-plugin-v-34/
chris