4-4-2 Atlantic?

Not to bring up a dead subject, but i've found Ben's engine's MUST be downloaded with compatibility mode enabled, otherwise CM3.3 rejects the bogies for some reason. all his engines do this. Also, they don't take to kindly to being messed with. You can get them to work, it just takes a bit of effort.
 
Ben who? Engine and tender are by Bill Klene, nobody named Ben in any of the dependencies i can find. Anyway my clone is build 2.9 now, the tender don't have animated coal but I copied the queues from the C-41 tender and it injects water and shovels coal (wuffo these blasted things don't have an automatic fireman in cab mode, the engineer ain't got enough to do?) so that's good to go. The engine don't have a headlight, dunno if I can do anything about that yet. Haven't tested in TS12 yet to see what the NEW AND IMPROVED USELESS ERROR MESSAGES! say about it, save that for when I'm in the mood to deal with TS12. :sleep:
 
Working in TS12 with no errors;

75144884.jpg


90665107.jpg


Anyone know how to get the headlight working, or is that because there's no data for lite glow in the mesh?
 
How? I added the line;

light_color 240,160,30

Stolen from the C-41, I don't see anything else in the C-41 config.txt about corona or anything.
 
Ben who? Engine and tender are by Bill Klene, nobody named Ben in any of the dependencies i can find. Anyway my clone is build 2.9 now, the tender don't have animated coal but I copied the queues from the C-41 tender and it injects water and shovels coal (wuffo these blasted things don't have an automatic fireman in cab mode, the engineer ain't got enough to do?) so that's good to go. The engine don't have a headlight, dunno if I can do anything about that yet. Haven't tested in TS12 yet to see what the NEW AND IMPROVED USELESS ERROR MESSAGES! say about it, save that for when I'm in the mood to deal with TS12. :sleep:


I meant Ben Neal, but nevermind.
 
sniper, what you need to do is have the nightmesh.im/pm or whatever it has in the shadow or nightmesh folder. Then use PEV's attachment maker an make an attachment point at the headlight. Then see if you can find a way to attach the light mesh to the headlight using the attachment point in the mesh-table. If that didn't make sense, I understand.

EDIT: This is an educated guess. I have not tried this. Anybody who has experience in this, please tell sniper the correct way to do it. (unless I got it first guess)
 
I've never had any luck with that, the PEV mesh maker makes a new mesh that's teenytiny, 1 dimensional and visible only on one side. Assuming I can figure out how to attach it, how do I make it responsive to the headlight switch?
 
I have no idea, didn't even think about that. I'm not too good with this stuff, and, like I said before, these are only guesses.
 
As long as you have the attachment (a.light0 in this case), the light will work automatically. It will work if the attachment is included as an attached mesh (as is the case with my SD7/9). The color defaults to white if you don't put the light_color line in.

Cheers,
Ben
 
Guesses are always welcome, beats hell outta dead silence. And there's the infamous Ben "compatibility mode" Neal himself! :wave: Well, thankee kindly Ben, probably be able to find a loco with that a.light0 attachment and steal that. Don't worry, if I steal one of yours I'll file off the serial number so nobody knows where I got it from. :cool:
 
Guesses are always welcome, beats hell outta dead silence. And there's the infamous Ben "compatibility mode" Neal himself! :wave: Well, thankee kindly Ben, probably be able to find a loco with that a.light0 attachment and steal that. Don't worry, if I steal one of yours I'll file off the serial number so nobody knows where I got it from. :cool:
Take whatever you need, fiddle with it as needed and release as desired. Just give me a cut if you sell it. :D (How's that for a license?)

Realistically, though, it wouldn't really help. I was just pointing out that the wee little mesh made by PEV attachment maker will work as a headlight. Just call it as an additional mesh in the content's mesh-table, like so:
Code:
mesh-table {
   main {
      mesh u18b_body/u18b_body.lm
      auto-create 1
   }
   headlight {
      mesh u18b_body/pev_generated_mesh.im
      auto-create 1
   }
}
I suspect PEV makes the attachment at the proper location if you call the mesh like this.

Cheers,
Compatibility Mode
 
Hee-hee, that's why I don't do my own 3D CAD models despite the alleged "simple and easy to use" labels on some of the new ones, math makes my head hurt. I came to the conclusion 40 years ago that my brain was too simple to understand complicated things like women and algebra, and all my attempts to learn peek pop push jump poke confirmed that. I got as far as "HELLO WORLD!" in the C code tutorials but was never able to make it do anything else. :confused: I can, however, hack if I have a known good example to go by, so I think my best bet is to steal the attachment and code from one that already has it, then trial and error the XYZ numbers (got a calculator and a BIG bottle of aspirin for that) until it looks right. :wave:
 
Well, the built in U2 Northern has a night.im headlight attachment so I stole that.

84537567.jpg


Tinkering with position and orientation, but the biggest problem is it's on if auto create =1, missing without auto create or auto create 0, doesn't respond to the headlight switch at all.

mesh-table
{
default
{
mesh "PRR-E6_body/PRR-E6_body.im"
auto-create 1
}

shadow
{
mesh "prr-e6_body/shadow.im"
}

headlight
{
mesh "night/night.im"
position 0,0,3
att "a.light1"
orientation 0,1.575,0
auto-create 1
}
}
 
I've never had any luck with that, the PEV mesh maker makes a new mesh that's teenytiny, 1 dimensional and visible only on one side. Assuming I can figure out how to attach it, how do I make it responsive to the headlight switch?
PEV's Attachment maker does what it says on the tin; adds attachment points to a model. The minute mesh created (plus the attachment points) attaches at the origin of the original model. I have used it a lot to add passengers, smoke, drivers, etc and it works well although it can be a bit fiddly to get the points in the correct place, especially for seated passengers.
 
Ah, finally. See? I was nearly correct! Just had to add in the name of the attachment and wha-la, it would be correct. Oh, well, I think I'll leave that stuff to the content creators.:hehe:
 
Does what it says on the tin - if you know what you're doing!

That was the problem, I was forgetting to click my heels three times while saying "There's noplace like home". This time I named it "a.light0" with that exact syntax, probably don't matter what the .im file is actually named as long as that internal name is a.light0, but in this case I named it "headlight.im".

45562361.jpg




Edited to remove dead humyo link. Anyone wants a working copy of this loco will have to get it from the Copyright Enforcement Division of the Self Appointed Internet Weenie Police.

For future reference if you think I am violating YOUR copyright, contact N3V and ask them to remove it. And next time add an actual license. If you think I'm violating somebody else's copyright contact them. Either way I don't want to hear it.
 
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...

And there she be, RFI. :cool: Uploading now, anyone wants a look now;

http://www.humyo.com/FChMvwQ/prre629.cdp?a=H55dTKNRfgw

Dependencies might not show up in content manager yet since there's some kind of weird delay, if they don't look on the actual black pages for my latest two uploads;

297 Bigsteam_Interior_mechanism,<kuid:522774:100103>

297 Bigsteam interior shell,<kuid:522774:100128>

I left the rest of it as he made it, but for my reskins I think I'm gonna change the whistle - this one loops too long with a single tap on the whistle switch.
sniper, did you bother to get Bill's permission before you put your user id on his content?

Just asking because it isn't indicated anywhere in the assets you packaged up that Bill gave permission for any of this.

Bob Pearson
 
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