SAR704 wrote:Has anybody from here ever made their own custom signals and scripted them? It looks as complex as C programming to me. But the main annoyance is not knowing how to set the signals up in 3D Crafter 8.
An example of what I mean is that with lofts, you have to have the axis at one end of it. With the signals, and levers (the ones I want in the game are Semaphore signals), it doesn't mention where to position the axis, what shaders are needed. It essentially seems like training a pilot to fly a 747 under the impression that they have flown a plane before, when actually they haven't.
There is an explanation of the scripts on the web at railsimdev.com, but this is assuming that you have prior knowledge of how to set them up. I have never done an animated object for TS before, so it makes it more mystifying. I only need about 6 or so different signals for my route, but it feels like there are days/weeks of trial and error before I even get close to getting one to work.
Given the age of TS, it seems to devalue the worthiness of figuring out the whole process. I an not sure how many folks here actually still tackle these highly advanced projects in TS, but I am curious as to whether or not somebody here has successfully built their own signals from the ground up or not.
Thanks in advance.
SAR704 wrote:
I have no idea of what values I need to export them with, and this is before the scripting fun.
SAR704 wrote:But what about semaphore signals? I gather that the arms have to have the axis at the pivot point (where it rotates). But it's positioning relative to the signal structure itself is irrelevant I assume. IE, it can rotate in thin air right?
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