May I ask: Run1.wav and Run2.wav belong to which of the following:
I'm asking this because Routebuilder throws me all of this and I do not know which want to use for Run1.wav and Run2.wav
A serious NOTE to ALL train advertisement makers (By Jian Rong and Samuel Lee):
While you have the imagination creativity, certain points must be taken note of IF you want to release an advert train.
1: Common sense / knowledge rule.
Obviously, the advertisement will NOT remove the trainset number and the operator's logo (I have seen an advert that removes all SMRT logo!) Failure to comply this rule will get their advertisement links removed.
Reason: Since you're applying the advertisement on an SMRT train, there must at least a few logos that are visible.
2: Patch rule.
Obviously, the developers / other users here post patches of a project for various reasons. Please apply all patches before doing your advert (With the obvious exception of advertisement patch). Only in a case where your advertisement is already released but the patch is work in progress by some other people, the link will not be removed and this rule does not apply.
Notes to creators:
1. For links that are not removed, please try and patch them (if there's any patch released) within 1 month of the release date. If they are not patched within 1 month, your advertisement link will be deemed outdated until the patch is done.
2. Try to make the patch compatible for the advertisement train as well, unless it is a general patch that is applicable to all variants of a train. Failure to comply with this rule will also get the advertisement removed.
Elaboration on Rule 1:
Some of them includes (Not complete yet):
1: SMRT logos standards. (Mentioned by Flip in some other threads)
SMRT Logos, all can be covered, except the one at the head and tail, and the end carriages side, near to the head/tail.Which means, a total of 6 SMRT Logos would not be covered.
<If in doubt, try to avoid covering of SMRT logos>
2: All trains should have a trainset number.
E.g. 131-132
<More maybe included in future, mods, feel free to add>
By the way, I know certain details might not be that obvious, and once we have learnt the facts, we will strive to correct it at our free time. (And hence a patch is needed)
Note: These rules DO NOT apply to un-released ads / advert competition.
I know it is quite harsh, but please be understanding with me and my co-developer, Jian Rong for doing 7 C151 train patches recently. (I do the trainset number while he edits the reflective images)
If in doubt, feel free to contact me via PM.
+ video: http://www.youtube.com/watch?v=TrlHjMV7Sb8
There you have it, SMRT logo covered on ex-Sony Bravia advert trains.
IMAGE: jcqh, VIDEO: ongyouyuan
Should we make it mandatory on each route that we add a buffer to the end of the rails? The buffer is not visible but can stop the train at the end of the rails to prevent it from derailing or "flying" off the end. The command to add is:
2075,
.railend 0
.buffer 0 (or the index of any rails)
Should we also add an additional buffer object like 25m before the end? I can pass you the files if needed.
Originally posted by FSJZ:Should we make it mandatory on each route that we add a buffer to the end of the rails? The buffer is not visible but can stop the train at the end of the rails to prevent it from derailing or "flying" off the end. The command to add is:
2075,
.railend 0
.buffer 0 (or the index of any rails)
Should we also add an additional buffer object like 25m before the end? I can pass you the files if needed.
Oh well, I thought that cannot .railend 0 or an error will prompt?
Actually if that is feasible, it will be great as we know the overrun in Pasir Ris is only 265m and forget about the curves, it will automatically spawn another 600m or so after PSR which is super unrealistic.
Originally posted by Samuel Lee:Oh well, I thought that cannot .railend 0 or an error will prompt?
Actually if that is feasible, it will be great as we know the overrun in Pasir Ris is only 265m and forget about the curves, it will automatically spawn another 600m or so after PSR which is super unrealistic.
The .railend 0 command is fake. I know it is wrong, but I don't care.
No, I mean that at the end of the route, like for the PSR-BGS pre-release route, you can put a buffer command there, and then any train that tries to speed off the end of the ramp will just be stopped. Try it for yourself and see. Just add in the command .buffer 0 at the end of the route, right at the last distance or whatever.
Edit: My route got no BUG, only BGS. Even though I call it a pre-release, it is more like a release candidate, minus the remaining stations to be implemented and some station objects / scenery.
There is already an auto generated buffer before reaching to the skies. (or whatever thing) Please download the latest version of openBVE to experience this feature.
Originally posted by FSJZ:The .railend 0 command is fake. I know it is wrong, but I don't care.
No, I mean that at the end of the route, like for the PSR-BUG pre-release route, you can put a buffer command there, and then any train that tries to speed off the end of the ramp will just be stopped. Try it for yourself and see. Just add in the command .buffer 0 at the end of the route, right at the last distance or whatever.
Use .wallend 0 to end all "walls" on the rail '0'
Originally posted by yellowflip999:There is already an auto generated buffer before reaching to the skies. (or whatever thing) Please download the latest version of openBVE to experience this feature.
Really, so there is an auto-generated buffer at the end of the route? Version 1.2.6.3?
Originally posted by FSJZ:Really, so there is an auto-generated buffer at the end of the route? Version 1.2.6.3?
Since version 1.2.5.0.
v1.2.5.0 (2010-01-24) |
â—� | Simulation The player's train now derails when passing the end of the track. |
Originally posted by joeyfjj:Use .wallend 0 to end all "walls" on the rail '0'
Whats the point of that when
1: The tracks still lie down there
2: Even if I change the track to nothing (Plain empty csv file), will the train derail?
Originally posted by Samuel Lee:Whats the point of that when
1: The tracks still lie down there
2: Even if I change the track to nothing (Plain empty csv file), will the train derail?
I think you have to use .railend function (I doubt there is one). Something like .railend 0 (rail index);1(rail type).
Originally posted by Samuel Lee:Whats the point of that when
1: The tracks still lie down there
2: Even if I change the track to nothing (Plain empty csv file), will the train derail?
2) With an empty text file used as the railtype, openBVE still detects the rail as existant, only it is not visible to us. Add a .buffer together with the null rail for the correct effect.
Originally posted by FSJZ:I think you have to use .railend function (I doubt there is one). Something like .railend 0 (rail index);1(rail type).
There is a .railend for index higher than 0 (Meaning non main line, such as crossovers). Just there is no .railend 0. WTH! Arggh!!!
Originally posted by Samuel Lee:There is a .railend for index higher than 0 (Meaning non main line, such as crossovers). Just there is no .railend 0. WTH! Arggh!!!
I agree with Joey. Use null rail and it will extend forever but put a buffer there to prevent the users from discovering it. BTW, then how do all the current routes end their tracks?
I tried the buffer command. It works great.
The picture of the effect of the buffer command is available in the Airport Express Line thread. I created an insurance advertisement based on it. =DDD
Originally posted by Nickgoh45:I tried the buffer command. It works great.
The picture of the effect of the buffer command is available in the Airport Express Line thread. I created an insurance advertisement based on it. =DDD
Yep, your advertisement was based on it. So instead of a train running straight off and derailing, the buffer (with the object) will stop it.
Sorry for like bumping this thread. I would just like to appeal to developers to switch all object images to PNG format. I've realised that this will allow faster rendering and less lag, not to mention smaller file size. This will probably benefit some of our users here who are are using Intel graphic cards.
Originally posted by SBS7322B:Sorry for like bumping this thread. I would just like to appeal to developers to switch all object images to PNG format. I've realised that this will allow faster rendering and less lag, not to mention smaller file size. This will probably benefit some of our users here who are are using Intel graphic cards.
Noted, actually some of the files I have used is png while some others are not due to "legacy issue".
No -- it is no bumping and no need for the apologies.
An Intel Graphics Card Laptop user.
Originally posted by SBS7322B:Sorry for like bumping this thread. I would just like to appeal to developers to switch all object images to PNG format. I've realised that this will allow faster rendering and less lag, not to mention smaller file size. This will probably benefit some of our users here who are are using Intel graphic cards.
Add-on: Try to use flattened .png files, if you have really huge images in the .png container, or the images go out of the stage.
Off-topic: Mine isn't flattened .png files though.
Originally posted by yellowflip999:Add-on: Try to use flattened .png files, if you have really huge images in the .png container, or the images go out of the stage.
Off-topic: Mine isn't flattened .png files though.
What is flattened .png file? How to do so?
Originally posted by Samuel Lee:What is flattened .png file? How to do so?
Means you can actually reduce the dimensions of the photo if it's way too big. You are recommended to reduce the dimensions when it's over a thousand.
Flattened just means you stick all the layers together, and what's outside the canvas/stage will not be saved, reducing the small size, while saving the transparency (which isn't really useful, since transparency is set by colour)
Originally posted by SBS7322B:Sorry for like bumping this thread. I would just like to appeal to developers to switch all object images to PNG format. I've realised that this will allow faster rendering and less lag, not to mention smaller file size. This will probably benefit some of our users here who are are using Intel graphic cards.
Use power of two sizes. Like:
1024x128
2048 x 512
1024 x 1024
and so on. Basically each side is x pixels wide, where x, is a perfect square and a power of two. (when square root-ed, gives a integer, that is, no decimal places).
I'm gonna bump this even though i'm not a developer nor a moderator.