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making signals object.

Unread postPosted: Wed Mar 04, 2020 3:14 pm
by raptorengineer
has any one make track side working signals using blender?

Re: making signals object.

Unread postPosted: Mon Mar 09, 2020 1:20 am
by ForceGhost
What is it that you want them to object to?

Seriously though, I've done a few in 3DCrafter, long ago. They are in the RCAP package. They would be much easier to produce in Blender, following the same naming conventions as the 3DCrafter versions. The scripting is where I fall off the wagon though.

Re: making signals object.

Unread postPosted: Mon Mar 09, 2020 1:11 pm
by raptorengineer
i can make the signal base object in blender. but the light changing animation i dunno if that blender base animation that you make or script base. or both.

Re: making signals object.

Unread postPosted: Mon Mar 09, 2020 11:30 pm
by ForceGhost
If you are not doing semaphore, then there are no animations. Then signal lenses themselves are a fixed object that is called on by the script to either be "on" (showing) or "off" (not showing) in the game. It has been a long time, so I can't even begin to remember what the name of the signal lenses are.

You may benefit from this. It is old and written for 3DCrafter, but you could adapt it.

http://thegradecrossing.blogspot.com/20 ... 2.html?m=1

Re: making signals object.

Unread postPosted: Tue Mar 10, 2020 12:30 pm
by raptorengineer
ah ok cool. person on that page didn't finish the project. i going to have to fine info on scripting. i looking at searchlight signals and i have traffic light signal for fun... for making first working signal

Re: making signals object.

Unread postPosted: Tue Mar 10, 2020 2:15 pm
by cnwfan
Check out the scripts for the RCAP signals. At least it would be a good starting point.

Re: making signals object.

Unread postPosted: Sun Mar 15, 2020 2:27 pm
by raptorengineer
so looking at other signals liek the bin file they seem to use the same default script file that kuju made. i names the lens to ANIMSTATE_RED ANIMSTATE_YELLOW ANIMSTATE_GREEN. so far nothing yet. i'll keep at it. i guess there was page on that smmdigtal.com site to make signal but page is down.

also i use information from grs signal catalog i fine on web.

Re: making signals object.

Unread postPosted: Sun Mar 15, 2020 3:52 pm
by DigitalRails
I think this signal pack can help you - https://www.uktrainsim.com/filelib-info ... leid=31866
Note - Source files are included for those who are competent with the blueprint editor and wihto create custom signals.
Image
I personally have used this one for my signal projects to learn the stuffs.
They are semaphore but CLS lacks animation, rest must be same principle.

Re: making signals object.

Unread postPosted: Sun Mar 15, 2020 11:15 pm
by raptorengineer
i can't get it i think i need a full membership on uktrain sim to get it

Making signals object.

Unread postPosted: Mon Mar 16, 2020 4:06 am
by DigitalRails
A regular member can download it with 5kbps speed.
Otherwise, I will send you my copy.

Re: making signals object.

Unread postPosted: Mon Mar 16, 2020 11:52 pm
by raptorengineer
so i have downloaded the uk signal file and looking over it.

Re: making signals object.

Unread postPosted: Tue Mar 31, 2020 11:33 am
by raptorengineer
so i found a post from 2010 about signals. viewtopic.php?f=17&t=1264&start=15
now since i'm making dwarf signal i guess i would follow same thing at pointed out on post there.
Make Post
- Make Head - Position head in same place you want it on your post in RW before exporting. Follow Trainguys' heirarchy to the letter, or it won't work.
- Blueprint Post as a regular scenery object.
- Blueprint Head as an Animated Scenery Object. You do not need an .IA (pre-BAN) file.
- Make a Signal Blueprint with the Post as the primary IGS asset. The head will be a Child asset, and will refer to the Head.xml file.
- Export
- Place in Railworks.

but looking at Animated Scenery Object blueprint there an animad ID i have no clue what that is.

Re: making signals object.

Unread postPosted: Mon Sep 07, 2020 2:26 am
by raptorengineer
so how do you add script to signal Blueprint? right now everything load successful head.xml child object, and post.igs as scenery object. but when i add kuju signal script it fails.