Remove a link from Signal

Tips and discussion about scenery creation for RailWorks.

Remove a link from Signal

Unread postby xxuntitledxx » Mon Aug 19, 2024 4:52 pm

Hi all,

So I was fiddling around with the RCAP signals and I inadvertently, and to my surprise made a gantry mount signal mast with no signals. Which is something I have always wanted to do but couldn’t figure out how to do it. So…now that I have it, it still thinks signals are attached to it (although not visible) so how can I make it just a scenery object for use with the signal gantry? Also…is anyone familiar with the matrix in the bottom of the xml files? Does this allow you to put multiple heads on different mounts? I would love to mix heads so I can get configurations that aren’t already in the initial RCAP files.

Ken
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Re: Remove a link from Signal

Unread postby DieselMatt75 » Mon Aug 19, 2024 9:30 pm

xxuntitledxx wrote:Hi all,

it still thinks signals are attached to it (although not visible) so how can I make it just a scenery object for use with the signal gantry?


You would want to reference the gantry post to a scenery blueprint instead of a signal blueprint. The scenery blueprint has no functions other than showing the model.

xxuntitledxx wrote:
is anyone familiar with the matrix in the bottom of the xml files? Does this allow you to put multiple heads on different mounts? I would love to mix heads so I can get configurations that aren’t already in the initial RCAP files.


In a way, yes. RCAP has this mostly sorted out on their end except for the ones I posted in the other thread. As for other providers' signals, the spacing might be different on the post, but it still can be done.

-Matt
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Re: Remove a link from Signal

Unread postby xxuntitledxx » Tue Aug 20, 2024 12:24 am

DieselMatt75 wrote:In a way, yes. RCAP has this mostly sorted out on their end except for the ones I posted in the other thread. As for other providers' signals, the spacing might be different on the post, but it still can be done.

-Matt
[/quote]

I was going to use all signal heads from RCAP and just try to mix and match heads... is it all trial and error based on what goes on each line in the "0" or "1" spot?

In this section...
<Element>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">0</e>
</Element>
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Location: NJ

Re: Remove a link from Signal

Unread postby DieselMatt75 » Tue Aug 20, 2024 12:29 am

xxuntitledxx wrote:In this section...
<Element>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">0</e>
</Element>


This area changes the position, rotation, and height of a model. The heads that RCAP provide are (simply put) locked in the .geopcdx file. For example, the 3/3 head was modeled like that and cannot be changed without modifying the geo file and scripts. It's unfortunate that the source files of the RCAP signals are probably long gone. With source files, it would be possible to mix and match heads using a 3D modeling program.
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