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I don't have this train, but when a transparency doesn't work it's usually down to one of the following:
- the dimensions of the panel bitmap aren't 'power of two' (ie 128, 256, 512, 1024);
- the panel bitmap has been left as 24-bit color depth and needs to be changed to 8-bit (you can...
I think it was Robert Glass, possibly with sounds by John Owen. The thing is, foxkid, anyone who has this has only a beta version, which means that they don't have the builders' permission to pass it on to anyone else. Due to some very unpleasant occurrences in the past, that's taken pretty...
Martin has commented elsewhere that he may well detune the 31 a little when he has time as it's clearly rather too lively at speed (at the moment he's busy frying other fish...err, slugs ;)).
Meanwhile if you want to have a play yourself and can't quite follow the acceleration figures in...
I can't see a patch for the 1973Mk2 TS on TSC, but it was updated last year on 25th March and this may be worth checking out. The older version which I have includes a couple of 512x2048 :o textures for the brake animation that may be the source of your problem. Both this and the power handle...
Odd, on the 158 the sequence should be:
- BVE plays door closing sound
(pause)
- BVE now thinks the doors are closed
- BVE plays 'ready to start' buzzer
- BVE tells the plugin the doors are closed
- plugin releases brake interlock
You should now be able to drive away. If you have...
Presumably not if you made all but a short length of the needle bitmap transparent?
You'd have to model the tap-changer within the plugin, Tom, and just send the resulting power notch to BVE. That would actually be fairly easy. The difficulty is that BVE only allows 8 power notches, whereas...
Could you not do them in the same way as 'parallel' type windscreen wipers, as meters with very long needles to reduce the angular movement? If all but a short segment of the needle bitmap was transparent you'd probably get something pretty close to the desired effect. A pukka linear meter...
If you leave out GenerateNormals, you don't get shading due to the direction of lighting and your object will appear flat. If you still have the modified object, compare it with the original in the Structure Viewer - try rotating it to see how the brightness of the faces changes. As Derek says...
The neatest way of eliminating the guard's beep is to eliminate the guard. In UKDt.cfg, find the line
guard.type=1
and change it to
guard.type=0
To change the performance, first remove the carriages. In train.dat, change the #CAR section to
#CAR
70
2
0
0
25
1
Then you'll need to...
Seems so - I just had a go and the second mesh block was ignored.
Edit: As far as I can see from this article: http://www.gamedev.net/reference/articles/article1196.asp having multiple mesh blocks isn't illegal (though I notice they are named in the article - I tried that and it doesn't work...
Glad, it's working, Kelvin. In theory, I *think* you could just copy the Mesh{} block from one file into another, but I've never tried it and I could be wrong. In .X format as written by the Structure viewer, a Mesh block looks like
Mesh {
.... several inner blocks
MeshTextureCoords...
My version is 2.0.1652.30169 The current one on Mackoy's site appears to be 2.0.1666.34338, but worryingly the screenshot on the download page doesn't show the export facility on the file menu. With luck, it's just an old image.
Thanks - that's what I would have expected.
Kelvin, I cut out the code for the extension from your csv file and saved it as a separate object, to see if I could find out what's going wrong. I exported it as a text format .X file from the viewer and this is the result:
Apart from black...
No, just export them from the structure viewer: I've never had any trouble doing it this way. Oooh - just had a fiddle and it seems that comments can be added to .X files using the C++ comment marker:
xof 0303txt 0032
Header {
1;
0;
1;
}
// This is a comment
Mesh {
30...
Had a run through and like it very much :) (reasonable framerates too ;)).
I saw some strobing where you've used separate textures for the quoins and windows of the station buildings, only really noticeable at Ongar, but apart from that the stations are lovely models.
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