gbl08ma wrote:I have a relatively big map where I finally converted all of the tracks to advtrains, here's a shorter video showing ATC rails successfully controlling the arrival and departure of a subway train:
https://tny.im/dl/advtrains_atc.mp4
As you can see there's some lag, the wagons flash a bit, etc. but this is light years ahead of what any other mod has ever done. After some years dealing with previous train/cart mods where nothing reliably worked, this is great. I never thought I'd be able to make trains reliably stop and start without clogging the whole line. This one's already fully automated, just waiting for a solution for the end stations that doesn't require building loops.
Now I'm just waiting for even more advanced ATC so I can start showing the waiting time on those displays :)
gpcf wrote:@orwell, was that station inspired by Dresden HBF? It really looks like it with the elevated tracks on the side. Awesome videos, btw.
Andrey01 wrote:I have watched that video, really can trains go on rails themselves?
I have written ATC command in ATC controller but train isn`t going automatically
gpcf wrote:The itrainmap mod is just an empty zip, could you upload it to a git hosting website?
-- trainlogic.lua, line 261
local gen_front=math.max(train.index, train.detector_old_index) + 2
local gen_back=math.min(train.end_index, train.detector_old_end_index) - 2
local gen_front=math.max(train.index, train.detector_old_index) + 10
local gen_back=math.min(train.end_index, train.detector_old_end_index) - 10
Andrey01 wrote:mbb wrote:server with advtrains mod :
alpha.firc.de
What is port of that server?
orwell wrote:gbl08ma wrote:I have a relatively big map where I finally converted all of the tracks to advtrains, here's a shorter video showing ATC rails successfully controlling the arrival and departure of a subway train:
https://tny.im/dl/advtrains_atc.mp4
As you can see there's some lag, the wagons flash a bit, etc. but this is light years ahead of what any other mod has ever done. After some years dealing with previous train/cart mods where nothing reliably worked, this is great. I never thought I'd be able to make trains reliably stop and start without clogging the whole line. This one's already fully automated, just waiting for a solution for the end stations that doesn't require building loops.
Now I'm just waiting for even more advanced ATC so I can start showing the waiting time on those displays :)
Lua stuff in progress. You will be able to control switches and signals, and displays, and mesecons, a.s.o.
And better call it "mvehicles" or "Military Vehicles" but not "MVehicles".
orwell wrote:Krokoschlange: Yes, with set_bone_rotation, but I didn't figure out yet how that works.
krokoschlange wrote:Take a look at DS-minetest's MVehicles mod if you haven't already.
krokoschlange wrote:Would it be possible to make trains tilt when they move slopes up or down?
Because it doesnt look too well:
mbb wrote:i see you are using my rail textures +1
krokoschlange wrote:mbb wrote:I see you are using my rail textures +1
Sure, I made myself a small texturepack with all of your textures :)
DS-minetest wrote:orwell wrote:Krokoschlange: Yes, with set_bone_rotation, but I didn't figure out yet how that works.
It's easy if you have the bone in the model.
Note that you can't set the animation of a model if you set the bone pos of it (or a parent entity, I think). So, if you want to animate the wheels, use attachment.
orwell wrote:DS-minetest wrote:orwell wrote:Krokoschlange: Yes, with set_bone_rotation, but I didn't figure out yet how that works.
It's easy if you have the bone in the model.
Note that you can't set the animation of a model if you set the bone pos of it (or a parent entity, I think). So, if you want to animate the wheels, use attachment.
If I don't add any keyframes into the armature for the root bone, it should be left untouched by the animation. Or am I wrong?
DS-minetest wrote:orwell wrote:DS-minetest wrote:It's easy if you have the bone in the model.
Note that you can't set the animation of a model if you set the bone pos of it (or a parent entity, I think). So, if you want to animate the wheels, use attachment.
If I don't add any keyframes into the armature for the root bone, it should be left untouched by the animation. Or am I wrong?
I'm not that experienced in blender.
I think keyframes are only there to give the bone a specific pos, rot and scale for a specific frame.
I'm not sure what you mean with "root bone".
But if the bone does something at the animation or not tells you the light you can see by playing the animation in blender.
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