Loco Lighting Enhancements

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Re: Loco Lighting Enhancements

Unread postby OlPaint » Fri Jul 12, 2013 3:05 pm

PapaX

Is it possible to trap the Horn Blow Activation Signal (when you pull the horn handle in the cab or tap the SpaceBar on the Keyboard or click the horn icon on the HUD to get the Horn to Blow) to cause the Ditch Lights to flash as an animation for 15 seconds, like the prototype CSX and NS locomotives actually do at grade crossings?

I know you told me already that if the Engine BluePrint or its LUA script which makes things happen doesn't support a On/Off Flashing Ditch Lights cab switch than manual activated flashing ditch lights action at a grade crossing operation is not possible.

But if we manually blow the horn at a grade crossing, could we initiate and simulate a flashing ditch lights animation action for a short period of time? And if we continue to hold the horn handle down would that be able to continue the simulation, until the handle is released, for another 15 Seconds. Just a thought...

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Re: Loco Lighting Enhancements

Unread postby XDriver » Fri Jul 12, 2013 3:25 pm

I have already incorporated Docs lighting in some of my repaints. If you download the NERW highnose SD40-2 in the library it has the new lighting. I even adjusted the number board lights and headlights to the proper location. This was never mentioned in the download so people would not know this till they used the engine. I put a lot of work into it.
Download that engine in the library and you can add these bins to the default NS loco and it will have the lights also.

sd40_2_highhood.zip
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Re: Loco Lighting Enhancements

Unread postby PapaXpress » Fri Jul 12, 2013 4:14 pm

OlPaint, yes it is possible. I have already done it for the GP40's I am working on.
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Re: Loco Lighting Enhancements

Unread postby OlPaint » Fri Jul 12, 2013 5:19 pm

Marvelous, Guys...can't wait to try it. Thanks.

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Re: Loco Lighting Enhancements

Unread postby OlPaint » Sat Jul 13, 2013 10:59 am

Machinist and Krellnut released their Version 2 of the Locomotive Enhancement Pack on NERW Forum recently but it includes lighting enhancements for just North Eastern Railway rolling stock repaints. This upgrade pack is a carry-over of Machinist's previous work that was originally posted on TandD Web Store. Machinist said he has gone on to other interests now and will not spend any more time developing a further upgrade to the Locomotive Lighting Enhancements so there will probable never be a Version 3. I have become very excited about the recent RSC DLC releases included "Shining" Engine head lights, ditch lights, stair lights, number board back-lites, cab lights, and illuminated cab instruments and gauges.

It seems to me that the Engine BluePrint coding which depends on Children Objects could be adapted to give us Locomotive Lighting Enhancements for each and every Railworks Locomotive that has ever been released. The problem is, as I see it, every developer who has added lighting to his repaints by using his own proprietary coding. There is no common methods applied from the differnt developers. Every developer has his own favorite coding style. I have attempted to study the various coding styles myself, but have been frustrated by a lack of a common naming conventions for the Child Objects or a common repository directory of commonly called Child Objects that each Enhancement could easily use.

Both XDriver and PapaXpress, among others who I am unaware, have approached this problem and I am learning from their examples mentioned in this thread. Both these guys have enhanced versions of SD40 class of Engines they have released or are currently developing.

It would be neat to have a "How To" discussion for "budding" Loco Repainters and Enhancers such as me to learn the tricks and techniques of applying working "Shining, Dimming, Flashing, Rotating, Revolving and Back-Lighting" lamps to our old stock.

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Re: Loco Lighting Enhancements

Unread postby OlPaint » Sun Jul 21, 2013 2:44 pm

Well, I hate to admit defeat but I must throw in the towel. I have failed to enhance the RSC SD40CnPack01 Default Engine with Lighting Enhancements. I have spent the better part of three weeks studing code. And finally I attempted to add the Lights Child Objects from RSC SD40BnsfPack01 by cutting and pasting the lines of XML code over in the proper place in the SD40-2 CN engine BluePrint. After I placed the Lights directory into the Default CN loco folder and change the addresses to point to it, I then compile it in SERZ. As I said before, I failed to even show the light icons in World Editor, let alone make the head lights shine.

Enough is enough...I give up.

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Re: Loco Lighting Enhancements

Unread postby ozinoz » Wed Jul 24, 2013 6:33 pm

I can feel the pain of your frustration - been there, done that, although mine was re-painting.

"Its easy" they all say - you just do this, this and this and there you are. There they are maybe, but I could not even see "there" let alone be there. Some just manage this stuff better than others I have found. This is the sort of thing I would like to see RW address in newer versions - the ability to tinker made easier.

I am just very disappointed that Doc migrated over to the "dark side" of Run8 before he finished work on the PRR K4's that he was working on; but it is no use crying over spilt milk. I just sit here hoping other projects by other developers get a release before they move onto other things....

!*cheers*!
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