Flatcar loads

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Re: Flatcar loads

Unread postby Nitsujy12345 » Sun Mar 27, 2016 10:39 pm

jalsina wrote:
Nitsujy12345 wrote:I know how to put full engines on a loco. Just replace the XML with a static model XML. The only problem is the lights will all always be on, and the autonumbering will be glitched. I haven't been able to get anything done since my last post, so I have no update. But do know, I plan on modeling actual damaged railcars and wreck loads.


Using a static XML is the first I did and it produced a vertex graphics anomaly. Obviously I did not do it right.
About the lights if they are children they may be deleted. The same with the autonumbers csv.

So my unsolved problem is how to convert that engine to an static model.


I have done it plenty of times. I have a saved XML on my desktop that I just replace the existing engine or car's XML with and change it to look for it's Geo file. That is the only thing in the whole XML other than the name in game. Lights are not in, neither numbers. If you'd like I can send it.
But with that I will work around limitations by essentailly creating whole new models, so what kind of cars do people feel would be wrecked? I planned tank car and grain hopper
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Re: Flatcar loads

Unread postby Chacal » Sun Mar 27, 2016 11:11 pm

It's just a scenery blueprint, isn't it?
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Re: Flatcar loads

Unread postby Nitsujy12345 » Mon Mar 28, 2016 5:45 am

Chacal wrote:It's just a scenery blueprint, isn't it?

I believe so, yeah. It just takes the model and makes it a scenery item that can be placed anywhere.
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Re: Flatcar loads

Unread postby jalsina » Mon Mar 28, 2016 2:11 pm

Nitsujy12345 wrote:
I have done it plenty of times. I have a saved XML on my desktop that I just replace the existing engine or car's XML with and change it to look for it's Geo file....... If you'd like I can send it.
.........


I have sent you a PM
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Re: Flatcar loads

Unread postby jalsina » Mon Mar 28, 2016 11:40 pm

Thanks to Nitsujy12345 who shared his static xml, I got it working, except for the lights which are on (front and rear). I will try to look for a solution about that.

20160329000447_1.jpg
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Re: Flatcar loads

Unread postby Nitsujy12345 » Tue Mar 29, 2016 2:26 pm

jalsina wrote:Thanks to Nitsujy12345 who shared his static xml, I got it working, except for the lights which are on (front and rear). I will try to look for a solution about that.

20160329000447_1.jpg


I can model rails so it appears it is sitting on rails as they would do in real life if you wish for that
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Re: Flatcar loads

Unread postby jalsina » Tue Mar 29, 2016 7:50 pm

Nitsujy12345 wrote:I can model rails so it appears it is sitting on rails as they would do in real life if you wish for that


There are many variations, without rails, elevated with wood pilings or in some cases without the bogeys.
And inverted:

Image

What is needed is a set of short ropes, steel cables and chains. Equipment is always tied in several places around it.
And a six axle flatcar. !!det!!
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Re: Flatcar loads

Unread postby Nitsujy12345 » Wed Mar 30, 2016 7:03 am

jalsina wrote:
Nitsujy12345 wrote:I can model rails so it appears it is sitting on rails as they would do in real life if you wish for that


There are many variations, without rails, elevated with wood pilings or in some cases without the bogeys.
And inverted:

Image

What is needed is a set of short ropes, steel cables and chains. Equipment is always tied in several places around it.
And a six axle flatcar. !!det!!

True. I planned on making a bunch of different methods of securing the loads. That includes ropes and chains, wood or somethinf piled up, and I still will do the rails.
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Re: Flatcar loads

Unread postby jalsina » Thu Mar 31, 2016 9:52 pm

A crazy idea for elevated transportation of locomotives, trying to hide the trucks. Here I used a duplicated and scaled "metal support" used for bridges:

20160331223332_1.jpg


Lights don´t seem to have a solution other than working the textures or covering them and the light effects with some object.

Unless someone knows about some coding that has been around for 3 years to turn off lights on static locos? !!det!!
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Last edited by jalsina on Thu Mar 31, 2016 10:08 pm, edited 1 time in total.
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Re: Flatcar loads

Unread postby PapaXpress » Thu Mar 31, 2016 9:56 pm

write a custom lua which will turn them off.

Here is a fishing pole:
https://docs.google.com/document/d/19gn ... oi25cppp89
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Re: Flatcar loads

Unread postby jalsina » Thu Mar 31, 2016 10:06 pm

PapaXpress wrote:write a custom lua which will turn them off.

Here is a fishing pole:
https://docs.google.com/document/d/19gn ... oi25cppp89


Thank you, PapaXpress.
I´ll try to dig on that. If I can do it, will be my first luac. !*hp*!
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Re: Flatcar loads

Unread postby PapaXpress » Thu Mar 31, 2016 11:00 pm

Here is a hint:

Code: Select all
Call( "ActivateNode", "WhateverTheNodeIsCalledForDitchLights",  0 );
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Re: Flatcar loads

Unread postby jalsina » Thu Mar 31, 2016 11:18 pm

PapaXpress wrote:Here is a hint:

Code: Select all
Call( "ActivateNode", "WhateverTheNodeIsCalledForDitchLights",  0 );


The loco is a child inside a flatcar bin. I would suppose that I have to call the script from the flatcar,
But with the lua I have to use some instruction to call to the child name, before the "ActivateNode" call you are posting above?
And I probably need a Node call for every type of lights (not only the ditch lights). Or is it the ditch control all lights, including those for the loco ID number.


I hope also that a similar method could be used to delete (or change) the always appearing 3210 number for all static locos.
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Re: Flatcar loads

Unread postby PapaXpress » Fri Apr 01, 2016 1:03 am

Indeed

Code: Select all
Call( "ChildName:ActivateNode", "WhateverTheNodeIsCalledForDitchLights",  0 );


You can also create a scriptable scenery object.
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Re: Flatcar loads

Unread postby jalsina » Fri Apr 01, 2016 10:31 am

Ok thanks. I´ll try to explore. I think there is a lot of potential here. :D
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