F40Ph

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Re: F40Ph

Unread postby OlPaint » Mon Nov 11, 2013 6:36 pm

Buzz

The F40PHPack01\RailVehicles\Diesel\F40PH\AmtrakPhaseIII\F40PH.Bin file already has the Headlights and Strobelights Child Objects included in that original Blueprint code. I assume that this is the Engine that you have cloned for repaint. It would be rather simple task to copy and paste the child objects over to your new .BIN. The lights blueprints themselves are addressed to the RSC\F40PHPack01\RailVehicles\Diesel\F40PH\Lights\ directory.

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Re: F40Ph

Unread postby Chacal » Mon Nov 11, 2013 6:38 pm

buzz456 wrote:You smart enough to add the headlights for this thing with the latest and greatest? If you can you're on.

You mean a light enhancement for the freeware F40PH?
I don't know, I've never tried that.
I kinda know that you have to add children to the geopcdx and add a control value to activate them.
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Re: F40Ph

Unread postby OlPaint » Mon Nov 11, 2013 6:45 pm

Chacal

Is it possible to borrow the Child Objects from the F40PHPack01 RSC DLC for the inclusion of light enhancements for the Freeware F40PH?

Doc's NERWLights directory holds lots of light objects that were used in the NERW LEP v.2

Wouldn't an LUA.script be all that is necessary to add the control?

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Re: F40Ph

Unread postby buzz456 » Mon Nov 11, 2013 6:56 pm

Chacal wrote:
buzz456 wrote:You smart enough to add the headlights for this thing with the latest and greatest? If you can you're on.

You mean a light enhancement for the freeware F40PH?
I don't know, I've never tried that.
I kinda know that you have to add children to the geopcdx and add a control value to activate them.


I don't think we would need to change the GEO file. The head light is flush mounted so if we could position it in the right place it should work. I just don't know how to edit the bin file to get the child object to show up. I have done this before when I wanted to move something to the right place I just don't know how to word the bin. The headlights and the ditch light s could both be done this way I think since we don't need to do anything to the geometry of the model.
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Re: F40Ph

Unread postby buzz456 » Mon Nov 11, 2013 7:58 pm

Like I might be wrong but i thought with a child object that is carried it's own Geo and all you had to do was properly reference it in the bin file.
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Re: F40Ph

Unread postby Chacal » Mon Nov 11, 2013 8:10 pm

Good, this sounds simpler than to modify the geo file.
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Re: F40Ph

Unread postby buzz456 » Mon Nov 11, 2013 8:17 pm

Chacal wrote:Good, this sounds simpler than to modify the geo file.


Your repaint hangs in the balance. *!twisted!*
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Re: F40Ph

Unread postby buzz456 » Tue Nov 12, 2013 5:19 pm

I have the light projection in front a rear of the engine but the engine lights don't light up. Anyone?
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Re: F40Ph

Unread postby OlPaint » Tue Nov 12, 2013 9:12 pm

Buzz

I think that you have to make and add a separate child object that paints a round white light glow , the same physical size as the round head lamps, that are located slightly in front of each of the 3D positions of the head lamps.

Edit:
If you have figured out how to turn the shining lights on and off, use the same childname for the turning the light glow object on and off that is used for the Main_HeadLight. Doc Machinist use the same technique to illuminate the forward and rearward Locomotive Road Numbers to make them appear to be backlighted using a point_light texture not a spot_light texture.

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Last edited by OlPaint on Tue Nov 12, 2013 9:29 pm, edited 3 times in total.
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Re: F40Ph

Unread postby buzz456 » Tue Nov 12, 2013 9:24 pm

Sorry I don't understand. What wording do I use and where do I use it? I just aliased dbr lights or kuju and they both worked as child objecrs to show the light out in front of the loco.
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Re: F40Ph

Unread postby OlPaint » Tue Nov 12, 2013 9:36 pm

Buzz

This is how Doc Machinist added LEP to the old Kuju GP9 Locomotive that had no working Headlights or Number Boards. He used Spot_Light texture (Main_Headlight.bin) for the shining beam and used Point_Light texture (Numbers.bin) for the glowing (backlighted) lamp. A bright Point_light texture could be used for the glowing headlight lamp effect.

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Re: F40Ph

Unread postby Chacal » Fri Nov 29, 2013 5:29 pm

Buzz, I'm looking at the files, and I'm thinking there are two paths you can take:

1- Use all files from the RSC F40PH, except alias the external geometry and textures to the DRB model.
This means that the engine performs exactly like the RSC one, in fact is the RSC one, with all the recent features, smoke, shadows, etc, but its external aspect is the old model.
This may need slight adjustments in blueprints, such as the precise position of couplers, cameras, lights, etc.

2- Use all files from the DRB F40PH, except alias the cab geometry, sounds, etc, to the RSC ones.
This means the engine performs like the DRB one. This needs working on the blueprints. For example, aliasing the cab is not enough, you also need to change all the controls. Also adding the headlights as I'm attempting to do.

Which way do you want to go?
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Re: F40Ph

Unread postby buzz456 » Fri Nov 29, 2013 9:10 pm

I personally would like to see this be a piece of freeware so plan two would be my preference. My plan is to just give you these textures and let you mount them on the platform of your choice. In the words of the famous Jesse James "I just paint the things."
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Re: F40Ph

Unread postby Chacal » Fri Nov 29, 2013 9:42 pm

OK.
This is all new territory for me, so I'll do my best to understand all of it.
Basically all that's missing now are the headlights?
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Re: F40Ph

Unread postby buzz456 » Fri Nov 29, 2013 10:32 pm

Yes and I got the projection to work but could not figure out how to get the light glow to show up.
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