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I have been totally unable to get MGalling's people monitor to work in TS2010 or TS12. It worked well in earlier versions.
If the route is to be released and you wish to use the invisible station idea, do not delete the track. If you do, the default tracks that were used will show up. Jst keep a short spline of invisible track attached to the end.
Ray - I looked at the cardboard cut-outs. They look just like that and are really low resolution in TS12. They also have
sound associated with them, like that of a big crowd for 6 people.They were great in their day, but we've moved on to better looking assets since then. It's like anything we have. In the old days we had giant TVs with tiny black and white displays, now we have giant TVs with big flat displays and crystal clear images.
If you are a Blender user I can provide a sample mesh, config etc. or, if you are not then, I'm happy to delve into this a bit further and produce something. If you could give me you idea of a simple asset you would like that would help to start with.
Chris
John, have you looked at the AJS Tram Stop (Compact)? I have placed a few of them on a paved area with good effect. Because they are tram stops rather than invisible stations, the people are at ground level. They are scenery objects and are therefore height adjustable. I did not attach any track to them (not even an invisible track) and the track guides on them are not visible in Driver. You can set the number of persons you want in the usual way and they use the Auran built-in passengers.
Scottish
John,
It's very possible to create an "invisible" object which consists only of attachment points these points ("empties" in Blender) will govern the position, rotation, height etc.of the people assets depending on how the empties are placed when the invisible asset is built. The people, or indeed any other items of scenery you care to attach are set in the config.txt file so one basic mesh could be cloned in CM and varied as required. I have just tried this and it's very quick and simple to produce a scenery object to do the job - I had a crude one working in 20 mins from scratch !
Caveat - these are not spline objects, if that's what you wanted, but will be much better than placing people one at a time.
If you are a Blender user I can provide a sample mesh, config etc. or, if you are not then, I'm happy to delve into this a bit further and produce something. If you could give me you idea of a simple asset you would like that would help to start with.
Edit: I think you could also produce something similar by using a basic asset and PEVs Attachment Maker. In addition it may be possible to use a version of the platform passenger scripts to control how many people etc - I would need to check that out and, given that I'm not scripting expert, I may not be able to go that far !
Let me know.
Chris
If you know how, you are able to place the figures facing different directions. As a side note, use people from the same creator as they will usually be proportional, and all facing the same direction.
John
Hi JonnyC1,
Please give us a clue. How do you make the figures face in different directions.
Are you talking about the orientation of the attachment point when making the mesh, or using PEV's attachment maker, or some other method in the config file?
Scottish
Use the orientation tag of the attachment mesh for that figure.
John
The cars in MSGSapper's config are added using the Effects container/attachment, which is the method I have used with my trial mesh. When the orientation tag is included in this Effects container to turn a figure, it is throwing up an error. I know that it can be used in the mesh table with the main default mesh but it does not seem to be supported in the Effects container. Unless I am getting confused, it is not listed as supported in the wiki on the Effects container.
Am I not understanding your advice? You don't mean that the orientation tag should be put into the figure asset file, do you? This would alter the direction of the figure if it was used on it's own.
Scottish
... You don't mean that the orientation tag should be put into the figure asset file, do you? This would alter the direction of the figure if it was used on it's own...
Update on my progress so far in creating groups of people. I have carried out some successful first trials on 2 different approaches to this.
The first method is to produce different meshes as a base to mount small or large groups as one object using single person assets aliased from other kuids available. The figures can face in any direction by deciding in which orientation the attachment points are made in the mesh. For example they could be say 4 or 5 figures facing each other in conversation, they could be a queue of figures of some quantity (eg say 20) generally facing in a broadly similar direction such as waiting to buy tickets or enter a theatre, they could be a very large group (eg 50) facing in random directions milling about in a station concourse, they could be facing generally in the same direction such as passengers on a platform. The dilemma is trying to decide what options to proceed with and make the meshes to suit, and what individual figure assets to use to make the groups.
The second method I have been able to produce uses the same meshes as above but instead of using individual figure assets. it is a scripted asset that loads the built-in passenger asset library in the same manner as a passenger active station. Because the meshes have been made with the attachment points facing in other directions, the figures now face in other directions. Also, by using the generic passenger station script, the number of people can be changed using the normal station set-up HTML screen. The asset is height adjustable and the height of the passengers above the invisible mesh base can be adjusted. This asset solely loads figures on to the mesh base plate as a group and does not have any track or triggers associated with loading or unloading vehicles. It is only a way of producing groups of people for scenery purposes. The same questions arise, how many meshes, what quantities of figures in the groups, how should they be organised (small group, large group, queues, random direction etc etc)
There is still a lot of work to do in developing these successful tests.
Scottish
Thank you, Scottish for taking my idea and making this possible. This is exactly what I had in mind (the second option anyway). By all means, take your time at it and I'll gladly beta test the public on my route.
John