Elvas Tower: Animation, tied to diesel's rotation - Elvas Tower

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Animation, tied to diesel's rotation shafts, sheaves, fans, compressors, etc. Rate Topic: -----

#31 User is offline   Weter 

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Posted 22 April 2025 - 01:03 PM

Hi Jonatan!

Quote

exhaust cover flaps

By the way - yes. Then we could have more controllable exhaust jet's pressure, compared to current state.

#32 User is offline   Jonatan 

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Posted 02 May 2025 - 08:17 AM

View PostWeter, on 22 April 2025 - 01:03 PM, said:

Hi Jonatan!

By the way - yes. Then we could have more controllable exhaust jet's pressure, compared to current state.


Not a exhaust jet pressure physics attribute. I mean one of these:
https://www.shutterstock.com/image-photo/tractor-exhaust-pipe-muffler-rain-600w-768939058.jpg

#33 User is offline   Weter 

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Posted 02 May 2025 - 11:09 AM

Indeed. Greater pressure - more muffler's opening.

#34 User is online   James Ross 

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Posted 14 October 2025 - 10:58 AM

View Postgpz, on 22 April 2025 - 05:17 AM, said:

In my opinion nothing is up with it, it is ready to be merged. I honestly don't understand the concern about specifically the animation implemented in gltf. If I'd be the reviewer, I'd focus more on the lighting/shader part, since that one is a much bigger change with a much bigger impact. (@mention ORMT here)

I think we have opposite concerns here, then; I can see maybe three distinct areas of work here:

  • Model rendering
  • Animation playback
  • Animation control by simulation

Points 1 and 2 are (I assume) entirely covered by the glTF specifications and, if we have a mistake here, people will see something behave differently to other glTF tools, which would clearly make it a bug in Open Rails that we are expected to fix.

However, point 3, which refers to things like how the animation sequence for doors in a train car model is controlled by the simulation when triggering opening/closing, is entirely our own thing, not defined by any specification and it is not exactly the same as MSTS (which uses frames instead of time IIRC).

I see this leading to two potential issues:

  • Which animations play by default, and which don't
  • Which animations are controlled by the simulation, and how exactly that works

In both cases, we may not be able to fix any problems with how these are defined, once we have released this and people have started making models. Some things could be fixed, relaxed, or extended, but only if we keep them sufficiently contained to start with.

That's why I would like us (the whole project) to carefully review how the animations are controlled for glTF but am a lot less worried about the model rendering and animation playback itself.

I hope that helps explain why there is a concern, even if you don't share it.

#35 User is offline   vapor3D 

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Posted 16 January 2026 - 10:51 AM

I don't know what I'm doing wrong. The part in the .s model is called “ORTS_ITEM1CONTINUOUS:0”

In the locomotive's .sd file, there is the line “ESD_ORTSCustomAnimationFPS ( 8 )”

But I can't get the fan to move as it should, that is, continuously...

Any ideas, please? Thank you very much!

#36 User is offline   vapor3D 

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Posted 16 January 2026 - 10:59 AM

Well, I've managed to get it to work, I say to myself.

First, the piece must be called “ORTSITEM1CONTINUOUS:0” (not underscore).

Second, the piece moves continuously when you press the Shift + , keys.

Thank you for all!

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