View Full Version : Add-on Signals, one step at a time
Signalmaster
12-29-2007, 05:31 PM
Yes, one step at a time. The attached image is one of my searchlight signals created originally for MSTS, slightly modified and put through the 3D Canvas Pro RS export and finalized in the RS Asset Editor. But just as a static object.
Well, not quite. Obviously, I haven't learned how to attach the native graphic's texture. It probably needs to to be referenced somehow in the blueprint and XML Docs. HELP!
Then there's trying to create a working signal out of this. Until then, I can import objects and place "play signals" at least giving the appearance of a route based in the US.
If you look at the coordinates in the screen cap, this scene is clearly in the US, North Jersey to be exact with the Watchung 'Mtns' in the background.
Happy New Year!
Hank
MikeSimpson
12-29-2007, 06:02 PM
Hi Hank,
When you textured your signal in 3D Canvas, you would have had a texture, say Signal.bmp
After you exported your Signal from 3DC you would have produced the file Signal.igs
You should place the .igs file in a folder like
Source\Hank\MyModels\Scenery\Clutter
if you then place the Signal.bmp in
Source\Hank\MyModels\Scenery\Clutter\Textures
and run the ToAce utility, the Signal.bmp will be converted to Signal.ace
Then when you run the AssetBuilder the texture (which is referred inside the signal.igs file) will be placed in your Assets folder when you export the signal. You do not need to point to the texture files in the Assets Editor, this is done automatically.
Mike.
Signalmaster
12-29-2007, 07:15 PM
Hi Hank,
When you textured your signal in 3D Canvas, you would have had a texture, say Signal.bmp
After you exported your Signal from 3DC you would have produced the file Signal.igs
You should place the .igs file in a folder like
Source\Hank\MyModels\Scenery\Clutter
if you then place the Signal.bmp in
I see your examples. The texture panel doesn't need the same name as the graphic?
I go from TGA to ACE. Will it accept alpha layers?
If you import Kuju assets into 3DCP, like a signal, does it maintain the original hierarchy naming? I'm having a problem finding out how the signal scripts assign signal lights to the graphic.
Hank
Signalmaster
12-30-2007, 12:18 AM
Thank you, Mike. I managed to get the texture into the object
Regards,
Hank
Signalmaster
01-01-2008, 01:39 PM
Yes, one step at a time. The attached image is one of my searchlight signals created originally for MSTS, slightly modified and put through the 3D Canvas Pro RS export and finalized in the RS Asset Editor. But just as a static object.
EUREKA!!
Attached are images of the first custom signal model based on US prototype to respond to basic KRS signal scripting. It is somewhere along the line of the "distant signal" I modeled long ago for the then new MSTS. The signal is responding to switch position. It's a small step in the right direction. The RS signal script is still greek to me, but slowly the haze is lifting to the point I can see add-on signals for US prototypes not too far down the road.
Happy New Year!
Hank
sniper297
01-01-2008, 03:16 PM
You rock, Hank! :D Might not seem like much to some, but it brings to mind for me something I was reading about the development of Radar. Bunch of British "Boffins" (scientists) were gathered around an oscilloscope displaying a flat line. As an aircraft approached, the line developed a spike which grew to an inch high as the airplane passed overhead, then the spike shrunk back down to nothing as the plane flew away. No range, no bearing, no altitude, no speed, no direction, unknown number of targets, but from that humble beginning Radar was born. :cool: You wanna send me what you have so far I'll toss some in the PO&N to test the distant signal concept on the unsuspecting public. :eek: Couple more weeks the patch is supposed to fix the trailing point derailments, but for right now question is will your distant signal show a trailing point switch set against?
TrainMan_112
01-01-2008, 04:34 PM
EUREKA!!
Attached are images of the first custom signal model based on US prototype to respond to basic KRS signal scripting. It is somewhere along the line of the "distant signal" I modeled long ago for the then new MSTS. The signal is responding to switch position. It's a small step in the right direction. The RS signal script is still greek to me, but slowly the haze is lifting to the point I can see add-on signals for US prototypes not too far down the road.
Happy New Year!
Hank
Way to go man! Looks great! Nice to see some stuff being created that I'm familliar with.
Signalmaster
01-05-2008, 09:18 PM
They're getting closer........
Finally got the light texture to glow at night, but the overall shine is too much. Possibly not the right shader. I've never understood those things anyway.
Regards,
Hank
landnrailroader
01-16-2008, 08:51 PM
Looking great for this new beginning. Gee guys, if we have success with this thing, there may not be any need for MSTS-X. The demo that I downloaded has more bells and whistles than I thought possible in a sim and does not tax my PC nearly as much as MSTS does.
Signals are near and dear to my heart since I spend my days in retirement, "CADing" the plans for mostly CSX and some FEC work. I have a color card that shows the various aspects and their meanings and definitions, which I ought to scan and put in the library as reference. The scripts that Hank developed for MSTS have been great, and I hope that we can come up with something that behaves more like the real world in RS.
Jerry Sullivan
aka landnrailroader
Signalmaster
01-17-2008, 05:08 PM
Signals are near and dear to my heart since I spend my days in retirement, "CADing" the plans for mostly CSX and some FEC work. I have a color card that shows the various aspects and their meanings and definitions, which I ought to scan and put in the library as reference. The scripts that Hank developed for MSTS have been great, and I hope that we can come up with something that behaves more like the real world in RS.
Jerry Sullivan
aka landnrailroader
Hi, Jerry
Thanks for the compliment on the signal scripts. In the RS terms, the signal scripts are an order of magnitude more complicated than MSTS. The graphics will be a cinch since I can readily convert signals on the shelf directly into the IGS format needed for RS.
Regards,
Hank
oakpalms
01-21-2008, 11:57 AM
Hank,
If you can convert signals from MSTS "directly into the IGS format" then what other items will that include as far as using MSTS made items, such as, trees, buildings, etc.?
Bob
Signalmaster
01-21-2008, 01:58 PM
Hank,
If you can convert signals from MSTS "directly into the IGS format" then what other items will that include as far as using MSTS made items, such as, trees, buildings, etc.?
Bob
Since I don't create many other types of static objects, I can't speak for all. But simple things like buildings and the like can be converted if you have something like 3DCanvas Pro which has a converter. I'm still having problems with getting proper transparencies to work.
I have no idea if rail vehicles can be converted easily.
Regards,
Hank
BN1970
01-21-2008, 02:26 PM
You are indeed the "God of Signals", Hank! Good to see you coming aboard on KRS. It seems to have potential, and with your excellent work it can only move forward! Keep up the good work, and I'll keep an eager eye on your progress.
Chaz
Signalmaster
01-22-2008, 12:25 PM
You are indeed the "God of Signals", Hank! Good to see you coming aboard on KRS. It seems to have potential, and with your excellent work it can only move forward! Keep up the good work, and I'll keep an eager eye on your progress.
Chaz
The central problem with the RS signal scripting is you have to instruct the signals to do everything from the block being occupied, what the next signal is displaying, what the signal before is displaying, what kind of train, what speed the track or switch is set for, what direction the train passing the signal is going, what direction the signal is protecting. And these are just a few of the things that need to be set for each and every signal. All in up to 3 different files, one signal specific, one local for the route and one global.
So much of this was done automatically in MSTS scripts.
Most likely, the first generation of signal upgrades will be sets with the default scripts maybe changed to show different aspects for different railroads.
Thank you for the compliments
Hank
PaulD
01-27-2008, 11:51 AM
The central problem with the RS signal scripting is you have to instruct the signals to do everything from the block being occupied, what the next signal is displaying, what the signal before is displaying, what kind of train, what speed the track or switch is set for, what direction the train passing the signal is going, what direction the signal is protecting. And these are just a few of the things that need to be set for each and every signal. All in up to 3 different files, one signal specific, one local for the route and one global.
So much of this was done automatically in MSTS scripts.
Most likely, the first generation of signal upgrades will be sets with the default scripts maybe changed to show different aspects for different railroads.
Thank you for the compliments
Hank
So is all this set up by you when you create a signal and it's associated scripting, or are all of us going to have to become script wizards just to add signalling to the routes we create???
Signalmaster
01-27-2008, 09:33 PM
So is all this set up by you when you create a signal and it's associated scripting, or are all of us going to have to become script wizards just to add signalling to the routes we create???
I know MSTS signal scripts inside and out, backwards and forwards, so much so I can write them in the dark. ;)
The first step would be to try to replace the default models with my own and work them with the default scrip. I have done that already. I can probably streamline the code somewhat, it's trying to find out what's necessary and what's not.
That the part that's going to take time.
Regards,
Hank
sniper297
01-27-2008, 09:46 PM
Writing instructions for dummies like me! :confused: Spent a few minutes when I first got the UK version trying to figure out the difference between UK 2Asp SigHd F4 and UK 2Asp SigHd F44 and UK 2Asp SigHd F444 and UK 2Asp SigHd F44 4T, gave it up and figured I'd let you worry about it. :o Same thing now that I have the US version, names are a bit too cryptic for me, no idea what goes where or what it's supposed to connect to. BTW, finished converting all three routes to be US compatible, US PO&N is in the file library now, US MSTS will probably be there tomorrow. :cool:
Signalmaster
02-01-2008, 09:27 PM
Hey, Jim!
Here's one of my early experiments for signals in your US version PON. It still needs some work.
Hank
sniper297
02-01-2008, 09:34 PM
Hee-hee, might want to take a break here;
http://forums.uktrainsim.com/viewtopic.php?f=215&t=79866
Specifically, "· Signalling now recognises when a train is split or joined within a block", if the patch is changing the signal logic you're gonna have a lot of work to do over again anyway. :rolleyes:
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