PDA

View Full Version : Point of light shape file



mrmgp
06-20-2007, 07:33 PM
I've downloaded routes that feature static locomotives, and on the route I'm currently working on, I may throw in a static train or two waiting on a siding or at a crossing. Is there any way to create a point of light shape file that can be placed just in front of the locomotive headlights that will simulate a static parked locomotive with its headlights on?

inflammable
06-20-2007, 09:01 PM
Of course. I don't know the best way in all the 3d modeling programs, but I use Gmax.

Start out with a cube. Make all the sides the size of the light. For instance, using this info from John Peterson's U23b:

State (
Duration ( 0.0 )
LightColour ( fffedf93 )
Position ( -0.02 3.68 8.1 )
Azimuth ( 0 0 0 )
Transition ( 0 )
Radius ( 0.35 ) )

Take the Radius parameter. Since a radius is half the size of a circle, you should double that (0.7 ) as the length, width, and height of your cube.

Now with Gmax, I can select all the poly's, and detach them from one another. Then, I would select each side (both poly's) and move them to 0.
http://i150.photobucket.com/albums/s116/inflammable_millenium/Screenshot/lite2.jpg

That may help with what I am trying to say. With all the sides back to back, I would select all the vertices, and weld them to within 0.001m. That cleans up the shape, since two detached sides, back to back, would have 8 vertices instead of 4. But welding them will turn the 8 to 4.

Then, after centering the pivot point, I would reposition it to the position of the light in the ENG file, for instance, ( -0.02 3.68 8.1 ). Then, reset the pivot point back to 0,0,0. Why do all this? This will greatly simplify the placing of your light. It will mean it is best fits only 1 loco, but when you go to place it, you can copy the Position and Qdirection lines from your locomotive, and apply them to the light. Then it will line up perfectly, with minimal fuss (comparatively).

For the texture, steal the liteglow.ace from the global/textures folder. Again, using Gmax, after you apply it to the shape, if it doesn't automatically apply itself correctly (due to the simplicity of it), then select UVW Map, and select Face from the list under mapping. Be sure you set the material to be transparent on the Material Tools window. You'll also need to correctly label the shape to be bright all the time, which, I'm unsure how to do using just Gmax, but can easily be done using Shape File Manager. Not doing this step will cause the light to be dark at night.

http://i150.photobucket.com/albums/s116/inflammable_millenium/Screenshot/lite1.jpg

I made this light to help me place the lights in the ENG file, using Sview to show both shapes.

You could also make it larger than what the ENG file specifies, which would help it to be see from further away.

James

lelandfletcher
06-21-2007, 02:57 PM
Dear mrmqp,

There is another solution.

The easiest way to have the lights on in a loose consist is to change the AI engines file so that the lights are on all the time. I make a new file such as CP3010LightsAI out of the existing AI file. Then just change the Light section to:


Light (
comment( Head light top bright )
Type ( 0 )
Conditions (
Unit ( 3 )
)
FadeIn ( 0.5 )
FadeOut ( 0.5 )
Cycle ( 0 )
States ( 1

(TYPE and CONDITIONS are changed for every light you want on.)

The lights on this unit will be on all the time, even in a consist, which is why I recommend a seperate name from the regular AI.

Yours truly,
Leland

mrmgp
06-21-2007, 05:02 PM
But there are some places where I just want a static train, and don't want to mess with the activity editor. Sometimes I like to just run a route in explore mode, and this way I can still have "traffic" on lines my railroad crosses without having to always plug in consists through route editor.

lelandfletcher
06-22-2007, 12:45 PM
Dear mrmgp,

I mis-read your question. Please ignore my answer.

Yours truly,
Leland