ErickC, on 06 December 2023 - 01:36 AM, said:
Can the negative frame count be set at the part level so that, for example, a gate can animate up or down but the lights on the gate can flash continuously? I noticed that the signals on the newer TS routes do this (they all appear to be one shape) and was wondering what method was employed.
As Travis wrote, no. There just isn't that level of modularity in MSTS or OR. All shapes can have multiple animations, but just one frame rate per shape.
I find "lit" gate lights in the vertical position pretty annoying. It isn't possible to make them flash, but I made mine turn off and on with the gate lowering as a separate, child animation placing a "lit" mesh over the unlit light mesh. The exact placement and subsequent animation timing took a long time to get how I wanted it, but I'm happy with how it turned out.
On a side note... properly flashing gate lights would re-introduce an old conundrum. Because the signal lights are supposed to flash
like this, to properly have the gate lights in synchronization would require separate shapes for each side of the crossing. [The tip lights don't flash, but notice that when the middle lamp is lit on one gate, the near lamp is lit on the other. When viewed in front of the crossing, all of the "left" or "right" lamps should be lit at the same time, any direction.] This is the same conundrum I had when designing flashing light crossing signal shapes... whether to include the peep holes in the sides. Including the peepholes would mean that the opposite flashing of the light shapes' fronts and backs would be obvious, which would then also require separate shapes for each side of the crossing. I decided that would be more hassle than most users of my shapes would want to deal with or appreciate, so I decided to keep it simple with no peepholes.