
Finally, Semaphores!!! Still an early WIP, but they already work (sort of).


OK, before I get too excited -- this was only possible with a LOT of cheating.
These models are not animated. I tried that, but failed at understanding how to implement the animation into the scripts, let alone what and how many animations I even needed.
What you see is, in fact, objects of semaphore arms that have been set up to be the light nodes of the signal shape. "1_1000_green1" etc. This works because when the signal script calls for a new light "glow", all it really does is change the active light node, for example from "green1" to "orange1". What sort of object the model for these light nodes contains does not seem to matter to the game engine. In the case of the semaphores, "green1" is the arm in clear position, "orange1" is the arm in approach position, and so on.
This method will become outdated as soon as somebody comes up with a way of animating the three states of the signal arms of US semaphores, but for the time being it may be better than not having any semaphores at all.
Cheers,
Michael