Adding Light glows to existing Locomotives

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Adding Light glows to existing Locomotives

Unread postby gkbaldwin » Mon Feb 06, 2012 2:02 pm

Hi all;

I am in the process of going through and updating/adding the light glow to existing power (new feature for RW3) As per Mike Simpson tutorial for updating F7, I have been successful in getting all the Kuju engines updated with the new light glow. However, in trying to update RSC DLC engines and following the same steps, it doesn't seem to work. Example, The RSC CN Locomotive addon, which includes E$44AC and SD40-2 locomotives. I updated the engine.bin files with the new child lights entries, added a copy of the lights folder to the default folder, but the results was no change.

Is there something I am missing here? Or not all DLC addons do not work yet with the update?

Regards, Gerry
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Re: Adding Light glows to existing Locomotives

Unread postby dick8299 » Mon Feb 06, 2012 2:54 pm

You have to have the asset folder (creator and product) that includes the headlight child object selected in the scenario's object filter.
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Re: Adding Light glows to existing Locomotives

Unread postby gkbaldwin » Mon Feb 06, 2012 3:06 pm

Dick;

I am not sure I understand what exactly you are saying?

I am updating the headlights by adding the child information to the engine.bin file, putting a copy of the lights folder in the appropriate default folder and making sure the child statement is correctly pointed to the new lights folder is currently what I have done.

I am using the Testtrak free roam scenario to test and see if the updated locomotive shows the new lights. This worked fine for the Kuju ES44ACs, F7s, and SD40-2s. However as in my example of using the RSC ES44AC_CN addon locomotive, it was not successful.

Gerry
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Re: Adding Light glows to existing Locomotives

Unread postby dick8299 » Mon Feb 06, 2012 3:30 pm

I'm sorry if I mislead you. I have noticed that if I reference the headlights from a different asset as a child, they will not show in a scenario unless I use the asset selector to link the home asset for the headlights. In your case, that would not be a problem, since you moved the headlights to the engines folder structure.

Can you paste the child entry in a post, maybe a second set of eyes can see if there is a syntax issue?
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Re: Adding Light glows to existing Locomotives

Unread postby gkbaldwin » Mon Feb 06, 2012 3:40 pm

Hi Dick;

Thank you, for the explanation. I understand now.

The next question is, does adding the child headlight information work for an object created in RW2? or does the object itself need updating to take advantage of the the new headlight glow.

Has any headlights updates been successful on locomotives created in RW1 or RW2 using the added child updating, provided the associated lights folder and such are added as well?

Has anyone done a turtorial for doing this?

Gerry
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Re: Adding Light glows to existing Locomotives

Unread postby PapaXpress » Mon Feb 06, 2012 4:00 pm

Hi Gerry,

Yes, there are a few examples of RW2 engines that have been updated with RW3 child objects (like lights). If you look through the download section at the most recent releases of the GP7, GP15, and GP38-2 done my MadMike1024 you can use these as examples to help you out.
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Re: Adding Light glows to existing Locomotives

Unread postby dick8299 » Mon Feb 06, 2012 4:08 pm

I copied the F7 headlight.bin file over to the Assets\RSC\ES44CnPack01\RailVehicles\Diesel\ES44DC_Cn\Default\Engine folder; copied the child entry for the forward headlight into a copy of the es44dc.bin (which I renamed es44dc - Headlight.bin); changed the folder path in the child; and changed the z location of the matrix to be the same as the front pivot for the engine. The pictures show that there is some massaging yet to do on the fore and aft location. Also I should have picked the headlight child object for the GP7 because I believe the matrix has a downward angle and the F7 matrix goes out straight.

Here is the added child:

<cEntityContainerBlueprint-sChild d:id="40745592">
<ChildName d:type="cDeltaString">Fwd_Headlight_0</ChildName>
<BlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">RSC</Provider>
<Product d:type="cDeltaString">ES44CnPack01</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">RailVehicles\Diesel\ES44DC_Cn\Default\Engine\F7_Headlight.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<Matrix>
<cHcRMatrix4x4>
<Element>
<e d:type="sFloat32" d:alt_encoding="00000000CCFCEF3F" d:precision="string">0.999609</e>
<e d:type="sFloat32" d:alt_encoding="0000008078B29BBF" d:precision="string">-0.027048</e>
<e d:type="sFloat32" d:alt_encoding="000000E0CD537D3F" d:precision="string">0.00716</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000A09F549B3F" d:precision="string">0.02669</e>
<e d:type="sFloat32" d:alt_encoding="000000A0CFF2EF3F" d:precision="string">0.99839</e>
<e d:type="sFloat32" d:alt_encoding="000000A0F0A0A93F" d:precision="string">0.050056</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000A0E27181BF" d:precision="string">-0.008518</e>
<e d:type="sFloat32" d:alt_encoding="000000C01D36A9BF" d:precision="string">-0.049241</e>
<e d:type="sFloat32" d:alt_encoding="000000A0C4F5EF3F" d:precision="string">0.998751</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="00000040B4EB0B40" d:precision="string">3.49009</e>
<e d:type="sFloat32" d:alt_encoding="00000020AE472640" d:precision="string">11.14</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
</Element>
</cHcRMatrix4x4>
</Matrix>
<ParentNodeName d:type="cDeltaString"></ParentNodeName>
</cEntityContainerBlueprint-sChild>

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Re: Adding Light glows to existing Locomotives

Unread postby gkbaldwin » Mon Feb 06, 2012 4:34 pm

Syntax Error!

Dick, you were right on with pointing me to the Provide and Product.

I needed to update these two lines to point to the right set of folders.

All is now working correctly.

Thanks again for your assistance.

Gerry

Example child statement:

<cEntityContainerBlueprint-sChild d:id="73040776">
<ChildName d:type="cDeltaString">Fwd_Headlight_01</ChildName>
<BlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">RSC</Provider>
<Product d:type="cDeltaString">E44CnPack01</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">RailVehicles\Diesel\ES44DC_CN\Default\Lights\ES44AC_Main_Headlight.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<Matrix>
<cHcRMatrix4x4>
<Element>
<e d:type="sFloat32" d:alt_encoding="0000002000FFEF3F" d:precision="string">0.999878</e>
<e d:type="sFloat32" d:alt_encoding="0000004068AF8EBF" d:precision="string">-0.014983</e>
<e d:type="sFloat32" d:alt_encoding="0000004015E271BF" d:precision="string">-0.004366</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000202FF98F3F" d:precision="string">0.015612</e>
<e d:type="sFloat32" d:alt_encoding="000000E0D91EEE3F" d:precision="string">0.941266</e>
<e d:type="sFloat32" d:alt_encoding="000000E06B96D53F" d:precision="string">0.337306</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000409E964FBF" d:precision="string">-0.000964</e>
<e d:type="sFloat32" d:alt_encoding="00000060088ED5BF" d:precision="string">-0.336794</e>
<e d:type="sFloat32" d:alt_encoding="000000206821EE3F" d:precision="string">0.941578</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="000000800C640740" d:precision="string">2.92385</e>
<e d:type="sFloat32" d:alt_encoding="000000C0A6432740" d:precision="string">11.6321</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
</Element>
</cHcRMatrix4x4>
</Matrix>
<ParentNodeName d:type="cDeltaString"></ParentNodeName>
</cEntityContainerBlueprint-sChild>
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Re: Adding Light glows to existing Locomotives

Unread postby Kali » Mon Feb 06, 2012 8:04 pm

gkbaldwin wrote:Hi Dick;

Thank you, for the explanation. I understand now.

The next question is, does adding the child headlight information work for an object created in RW2? or does the object itself need updating to take advantage of the the new headlight glow.


The code to automatically switch light beam children on and off is part of the RW3 core, and totally independent of any model. You don't even need a model ( well you need a token box somewhere ), you could drive a vehicle made of lights if you wanted!
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Re: Adding Light glows to existing Locomotives

Unread postby Machinist » Tue Feb 07, 2012 12:45 pm

Kali wrote:The code to automatically switch light beam children on and off is part of the RW3 core, and totally independent of any model. You don't even need a model ( well you need a token box somewhere ), you could drive a vehicle made of lights if you wanted!

It looks like it was true untill Class 76 of Woodhead. They changed the "code" (or have created a new unknown code) to the headlight: now, in Class 76, pressing the "H" key it works as a pushing buttom with only 2 states (on and off), to turn on/off the "headlight" aka "marker 1" codelight (the upper in the center). So pressing H doesn't turn headlight on any more, I mean it no longer activates the spotlight child object. Lost 5 hours yesterday trying to make it work, unsuccessfully.
Last edited by Machinist on Tue Feb 07, 2012 12:51 pm, edited 1 time in total.
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Re: Adding Light glows to existing Locomotives

Unread postby Kali » Tue Feb 07, 2012 12:50 pm

That will be how the model is set up, not a core code issue ( there's been no core code updates for ages ). They didn't have headlights anyway, which makes life a lot easier :)
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Re: Adding Light glows to existing Locomotives

Unread postby Machinist » Tue Feb 07, 2012 1:40 pm

Kali wrote:That will be how the model is set up, not a core code issue ( there's been no core code updates for ages ).
Do you think is the end of non updates core code age? Or it will be likely cosmetic, more focused in performance than deeper changes as expected?
Core Update.
viewtopic.php?f=6&t=4707&p=45651#p45651

Edit later: after I saw the key of changes on RS.Com I guess is mostly a Core "Engine" update, not a Core "Code" update...
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