In the never-ending search for realism in the simulation, the concept of wagon and loco sway has so far eluded us, except for one solution offered by our Russian members. N3V have not included vehicle sway as yet, though I notice that cabin sway now works in TS12.
I have been working on a method of my own for swaying and I am pleased to announce that I have a low overhead method that works. As is usual for me my implementation is a tool that, in this case, does all the work for you.
The method places the loco or wagon body on an invisible mesh with an animated attachment point at the origin. The bogey, limback and limfront attachments are transferred to this invisible mesh.
The tool does all the necessary file modifications and installations, and automatically chooses the correct script for a loco or wagon. Steam locos are a liitle more complicated but the end result is the same.
At present I am in the process of figuring out a way to add my system to rolling stock that already has a script (or library) controlling some other features. I do have a simple example of this working already, but I need to test it with things like Andi06's superscripts.
The tool program will be called by an Openwith macro in CM2 or CM3.
In the last few tests I have done, the process has worked as follows:-
1.. Choose a rolling stock item and clone it..
2.. Use OpenWith menu in CM2/3 to run the Swayer utility on the clone. The program opens, executes, and closes automatically with no input required from the user.
3.. Commit into the game.
4.. Use the new asset in the game. Simple eh????
The swaying is fairly subtle and can be adjusted with settings stored in the config.txt file.
The scripting should be low impact on performance as it spends most of its time sleeping, It just controls the start of various parts on ONE animation, again helping with performance by not having a bunch of animations that have to be loaded.. The invisible mesh has 4 polys and 3 attachments plus what ever bogey attachments that were in the parent mesh.
The scripting has been compiled to suit TS2009 and will NOT work in TRS2006. It requires script functions not supported by TRS2006... I don't know whether TC will run it.
I expect being able to release this new tool package in a couple of weeks.
I have been working on a method of my own for swaying and I am pleased to announce that I have a low overhead method that works. As is usual for me my implementation is a tool that, in this case, does all the work for you.
The method places the loco or wagon body on an invisible mesh with an animated attachment point at the origin. The bogey, limback and limfront attachments are transferred to this invisible mesh.
The tool does all the necessary file modifications and installations, and automatically chooses the correct script for a loco or wagon. Steam locos are a liitle more complicated but the end result is the same.
At present I am in the process of figuring out a way to add my system to rolling stock that already has a script (or library) controlling some other features. I do have a simple example of this working already, but I need to test it with things like Andi06's superscripts.
The tool program will be called by an Openwith macro in CM2 or CM3.
In the last few tests I have done, the process has worked as follows:-
1.. Choose a rolling stock item and clone it..
2.. Use OpenWith menu in CM2/3 to run the Swayer utility on the clone. The program opens, executes, and closes automatically with no input required from the user.
3.. Commit into the game.
4.. Use the new asset in the game. Simple eh????
The swaying is fairly subtle and can be adjusted with settings stored in the config.txt file.
The scripting should be low impact on performance as it spends most of its time sleeping, It just controls the start of various parts on ONE animation, again helping with performance by not having a bunch of animations that have to be loaded.. The invisible mesh has 4 polys and 3 attachments plus what ever bogey attachments that were in the parent mesh.
The scripting has been compiled to suit TS2009 and will NOT work in TRS2006. It requires script functions not supported by TRS2006... I don't know whether TC will run it.
I expect being able to release this new tool package in a couple of weeks.
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