CZSK verze 1.9

  • Tvůrce vlákna Tvůrce vlákna Dodo
  • Datum začátku Datum začátku
We have no intention of developing or supporting 3D booths further than they are now. They're not the future. Certainly not in this engine with one light source. That's our opinion.
I was convinced this is a bug, because animation is working on 1.5 stable release.
Same story with clocks, they are operating normally with so called stable release 1.5.

Based on your answer I was obviously wrong with my assumption. Version 1.5 and czsk version are two different codes and you basically do not implement everything from stable release for general public. Do I have it right this time?

Very valid point with the light source. It complicating my life as well. Fresh example is 3d trees pack in making. I am still looking for a solution and cant find one to make them light with poly count for all seasons and look good enough especially with shadows. It looks like despite "force shadow on all objects" doesn't apply to small leaves and the whole thing looks really bad imo.

Same with forest. Texture from forest.dat always facing the player which is OK. But because it reads material as "normal" not "cruciform" light is different which totally ruins the immersion.

Please find an example of my 3d trees in the attachment.

Cheers
 

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I was convinced this is a bug, because animation is working on 1.5 stable release.
Same story with clocks, they are operating normally with so called stable release 1.5.

Based on your answer I was obviously wrong with my assumption. Version 1.5 and czsk version are two different codes and you basically do not implement everything from stable release for general public. Do I have it right this time?

Very valid point with the light source. It complicating my life as well. Fresh example is 3d trees pack in making. I am still looking for a solution and cant find one to make them light with poly count for all seasons and look good enough especially with shadows. It looks like despite "force shadow on all objects" doesn't apply to small leaves and the whole thing looks really bad imo.

Same with forest. Texture from forest.dat always facing the player which is OK. But because it reads material as "normal" not "cruciform" light is different which totally ruins the immersion.

Please find an example of my 3d trees in the attachment.

Cheers
Yes, the code is not the same and has since gone its own way. I tune the code to suit our CZ/SK needs. I do not include corrections and updates from the original OpenRails. That would be the road to hell, and I would constantly have to submit my code to their changes.

3D cabs are simply not our focus. I'm afraid I can't help with the shading. We don't use 3D trees, and the shader is obviously written rather inappropriately for this deployment. I have no idea how to help. Perhaps each leaf would have to be a completely self-contained polygon, which is utopia.
 
Yes, the code is not the same and has since gone its own way. I tune the code to suit our CZ/SK needs. I do not include corrections and updates from the original OpenRails. That would be the road to hell, and I would constantly have to submit my code to their changes.

Make sense. Few years ago I was waiting (proactively) for certain changes to be developed to open rails as well... And as soon as the version czsk has been created I transitioned to it, however being somewhere in the background for all these years and enjoying every single feature that has been introduced (mainly regarding steam engines, activities or physics).

Could you clarify for me since when you have started working on czsk version (date of open rails revision)?
It would massively help me to understand and not spending unnecessary time on comparison.
 
3D cabs are simply not our focus. I'm afraid I can't help with the shading. We don't use 3D trees, and the shader is obviously written rather inappropriately for this deployment. I have no idea how to help. Perhaps each leaf would have to be a completely self-contained polygon, which is utopia.

In my opinion you have done a lot already. My cabins for steam engines are working fine and allow me to have fun without using any aids. I am not really into new vehicles so can't comment on them.

Regarding trees: that's totally OK. It is not a first time when working in blender everything is great and im happy, but after exporting it to s file and running a game (not tsre editor, the actual game) the bubble just burst.
We all in the same situation here, you, me, all of us. Real charms of it I guess.

For my personal use I'm happy and I can live with these shadows, because driving from the cab you will not notice many things.
But I was thinking of releasing it for general public, hence the question.

Cheers
 
Could you clarify for me since when you have started working on czsk version (date of open rails revision)?
It would massively help me to understand and not spending unnecessary time on comparison.
I think it can be rebounded from the date of January 9, 2021. That came out in the first public version. But the default code may be even older.
 
Jakun has made Vectron model working with all 4 pantographs with no issues.

Let me know if you want to update your model. All in one .s file
 

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Jakun has made Vectron model working with all 4 pantographs with no issues.

Let me know if you want to update your model. All in one .s file
If you provide a model, we will be grateful, but is it necessary to adjust the textures? Or does it fit the original textures? If you can, please send me the model in a message. I need to test whether the collectors will be lifted correctly in OR CZ SK.
 
If you provide a model, we will be grateful, but is it necessary to adjust the textures? Or does it fit the original textures? If you can, please send me the model in a message. I need to test whether the collectors will be lifted correctly in OR CZ SK.

Two pantographs currently as freightanim has been merged twith the main model and animated. Apart from that nothing else has changed.

Sure Dodo, I will send it
 
Dnes jsem si hrál s grafickým editorem a pokusil jsem se vytvořit hezčí letní bouřkové mraky než ty hnusný, co tam byly dosud.

Myslíte, že to je ok?

Zobrazit přílohu 41770
No, teď ty mraky vypadají mnohem víc realisticky. Ještě by to chtělo zvuk hromu během bouřky (třeba když dotyčný zvolí v možnostech počasí "průtrž mračen", nebo "dynamické") a bude to supr. :D ;)
 
V případě bouřky (dynamické počasí) bych si troufl navrhnou řádně zatáhnout nebe, případně spustit pořádný liják. Jestli je to v možnostech simulátoru...
 
Guys two questions regarding this improved Vectron model which we still fight with:
1. Can AI in any locomotive use all 4 pantographs in the current version czsk?
2. Does AI recognise what is the voltage for power lines and base on can raise the pantograph for ac dc?

Both questions apply to explore route mode, activities as well as timetable, but for AI as player can control them independently as we know.

In stable 1.5 it doesn't matter what your type in your route (you can even have it marked as not electrified in tsre and that doesn't make any difference) and AI will only raise pantograph 1 or 2, doesn't recognise 3 and 4.
We would like to find the limit with what we can achieve with this model and make it playable in each version ideally.

Cheers
 
To jsem zvědavý, jestli mu někdo z vás odpoví. Protože jste určitě všímaví a všimli jste si, že v OR CZSK i AI se řídí napětím v trolejí viz. Vectron a zvedá příslušný pantograf.
 
Uživatel Marek800 mě požádal o řešení situace AI vs hráč, kdy jejich cesty nejsou oddělené návěstidlem nebo skrytým návěstidlem, ale jen výhybkou.

Vytvořil jsem pro to nový WP 40000 (zase s ohledem na jednoduché zadání v TrackVieweru). Pokud se v tom místě zadá do cesty AI, dostane AI vyšší prioritu a jeho vlaková cesta se upřednostní před hráčem.
 
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