WIP: Working US Semaphore Signals!

Tips and discussion about scenery creation for RailWorks.

WIP: Working US Semaphore Signals!

Unread postby GreatNortherner » Fri Jan 20, 2012 6:34 pm

YAY!! !*YAAA*!

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

Image
Image

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This method will become outdated as soon as somebody comes up with a way of animating the three states of the signal arms of US semaphores, but for the time being it may be better than not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
User avatar
GreatNortherner
 
Posts: 1584
Joined: Sun Feb 15, 2009 11:19 am
Location: Czech Republic

Re: WIP: Working US Semaphore Signals!

Unread postby jpetersjr » Fri Jan 20, 2012 7:07 pm

These look great. Do you think you could do a very early railroad crossing, a map waving a white flag I believe it was, from the 1800's and early 1900's before today's modern crossings.
Jonathan Burton Peters Jr, Big J

The Legend Of The New York Central System Shall Live Again In TS2021.


Website

https://jpetersjr1.wixsite.com/big-j-productions

3D Freeware Scenery Developer Since 2011
User avatar
jpetersjr
 
Posts: 4010
Joined: Tue Apr 26, 2011 6:31 pm
Location: Mobile, Alabama, United States,

Re: WIP: Working US Semaphore Signals!

Unread postby Csxgp38-2 » Fri Jan 20, 2012 11:08 pm

Thanks for these!! Maybe a wigwag is in order? *!!wink!!*
-Harrison
CSX railfans are how tomorrow moves!
Future owner of HSM Co Transportation- Rolling into the future.
"If I could return to those boyhood days of mine, and that green light on the Southern, Southern railroad line."
Csxgp38-2
 
Posts: 732
Joined: Sat Sep 10, 2011 9:18 pm
Location: Apex, NC- Seaboard Country

Re: WIP: Working US Semaphore Signals!

Unread postby GreatNortherner » Sat Jan 21, 2012 10:01 am

Hi,

More progress. These work quite fine now, if one ignores the missing animations. The only "oops" moment came when I hadn't yet removed the flashing lights from the scripts, which caused dis- and reappearing signal blades. **!!bang!!**

Please email or PM me if you want these for your routes. I don't want to upload these yet, as I think this will be a constant work in progress, so they may need to be updated from time to time.

However, these are ready to go. A basic set of "?H ?T ?E" configurations is complete. I can also very easily do custom link setups if you need any (for example, one of the Great Falls yard exit signals looked something like this: 3H 13T 8E, where the exit links were on links 2 and 4 through 9.)

Cheers,
Michael

Image

Image

Image

EDIT: Just did a few more signal configurations. These are mostly for yards. The two on the right would be most useful for yard entry situations, where one mainline or through track (top signal head) has any number of yard tracks branching off (restricting short bladed head at the bottom). The two ones on the left are then restrictive-only signals, these will never show an aspect more permissive than restricting. I also did a trackside version with short mast (not pictured -- just imagine the head to be mounted on the top of the gantry mast)

Image
User avatar
GreatNortherner
 
Posts: 1584
Joined: Sun Feb 15, 2009 11:19 am
Location: Czech Republic

Re: WIP: Working US Semaphore Signals!

Unread postby TDHenderson » Sat Jan 21, 2012 11:08 pm

Outstanding Michael! These are a great addition and I am sure will be used.

Trevor
User avatar
TDHenderson
 
Posts: 691
Joined: Wed Jul 28, 2010 10:14 am
Location: Omaha, Nebraska

Re: WIP: Working US Semaphore Signals!

Unread postby _o_OOOO_oo-Kanawha » Sun Jan 22, 2012 3:00 am

Is it possible for you to make a train order signal too?

We could really use that even on today's railroads as a stationary object.
They usually are double headed, i.e. two blades on the same mast but back to back?
Edwin "Kanawha"
Image
The Chessie, the train that never was ... (6000 hp Baldwin-Westinghouse steam turbine electric)
User avatar
_o_OOOO_oo-Kanawha
 
Posts: 3231
Joined: Mon Nov 14, 2011 2:12 pm

Re: WIP: Working US Semaphore Signals!

Unread postby GreatNortherner » Sun Jan 22, 2012 6:54 am

Hi,

Yes, a train order signal is already on the drawing board. !*salute*!

It will actually work, too! All you'd need to do is to bury a switch under the depot or platform, then link the TO signal to the switch, and then you'll be able to change the TO's aspect in the scenario by setting the buried switch.

Cheers,
Michael
User avatar
GreatNortherner
 
Posts: 1584
Joined: Sun Feb 15, 2009 11:19 am
Location: Czech Republic


Return to Scenery Design

Who is online

Users browsing this forum: No registered users and 1 guest