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by scefhwil
Fri Feb 18, 2011 9:32 pm
Forum: [RW] General RW Discussion
Topic: v116.5a
Replies: 24
Views: 5949

Re: v116.5a

Can someone do me a favour?

Run a steam loco at high speed, then hit escape and enter the world editor. Do the particle emiters loose their correct position, ie main chimney smoke become displaced behind the chimney?
by scefhwil
Tue Feb 15, 2011 8:29 pm
Forum: [RW] General RW Discussion
Topic: v116.5a
Replies: 24
Views: 5949

Re: v116.5a

Can someone do me a favor. Load up the Class 101 and bring her up to speed. Tell me what the particles are doing for you. Is is JUST like 114.1b or does it now look like a candle flickering in a breeze at the particle source point. You'll know what I mean if it's different. It's unsightly and annoy...
by scefhwil
Thu Feb 10, 2011 12:23 pm
Forum: [RW] Help for Beginners
Topic: The infamous EAX + Alchemy SBHH and Crash...
Replies: 9
Views: 2447

Re: The infamous EAX + Alchemy SBHH and Crash...

You say you have a "Creative X-Fi Extreme Audio", but is it a PCI or PCI-e version. The relevance is that only the PCI-e version is EAX4 compatable, which is the level of EAX needed to get the additional effects (particularly occlusion and reverb). I have the PCI version and it has EAX4 so you are ...
by scefhwil
Wed Feb 09, 2011 9:26 pm
Forum: [RW] Help for Beginners
Topic: The infamous EAX + Alchemy SBHH and Crash...
Replies: 9
Views: 2447

Re: The infamous EAX + Alchemy SBHH and Crash...

You say you have a "Creative X-Fi Extreme Audio", but is it a PCI or PCI-e version. The relevance is that only the PCI-e version is EAX4 compatable, which is the level of EAX needed to get the additional effects (particularly occlusion and reverb).
by scefhwil
Sun Jan 23, 2011 9:33 pm
Forum: [RW] Route Building
Topic: 3d screws without sleepers
Replies: 7
Views: 1323

Re: 3d screws without sleepers

I had a similar issue with my own track. The trouble is that the sleepers repeat over a hardcoded length which is 4m, over which length you have to have a whole number of sleepers, in my case 6. Hence the offset distance required for lofted items is 0.666666666.......... recurring. The Blueprint edi...
by scefhwil
Sat Jan 22, 2011 3:53 pm
Forum: [RW] General RW Discussion
Topic: A Name for GE 70012
Replies: 55
Views: 9004

Re: A Name for GE 70012

The Ugly Buckling
by scefhwil
Mon Jan 03, 2011 6:56 pm
Forum: [RW] Sounds
Topic: Steam Era Sounds
Replies: 34
Views: 14527

Re: Steam Era Sounds

Well, thanks for all the comments, much appreciated. The sounds are actually part of a bigger project to get better visual and audio effects out of AI's. Things are progressing, just slowly as my sim time is much more restricted these days. Another WIP video of some other features I'm incorporating....
by scefhwil
Fri Nov 19, 2010 10:50 pm
Forum: [RW] General RW Discussion
Topic: Details of steam loco steam effects
Replies: 67
Views: 12788

Re: Details of steam loco steam effects

Wow! Was it really June that I last posted an update? Well, this project is certainly not dead but it is still progressing slowly. Life is still too busy to justify as much sim time as I'd like, and then there is my tendancy to get side tracked...... but that's for a separate thread. http://forums.u...
by scefhwil
Fri Nov 19, 2010 10:48 pm
Forum: [RW] Sounds
Topic: Steam Era Sounds
Replies: 34
Views: 14527

Steam Era Sounds

Thought I'd share a little project I've been working on slowly for the last few months. If you are/were a user of my sound sets for MSTS then you might find this video sounds familiar.

http://www.youtube.com/watch?v=mYc1gemYt98
by scefhwil
Sun Nov 07, 2010 2:16 pm
Forum: [RW] General RW Discussion
Topic: Rear Power Cars.
Replies: 12
Views: 1412

Re: Rear Power Cars.

What you have found is correct. The blue/yellow HST doesn't have the rear power car effects, even after the RW2 update. Looking at the files it is becuase it has not been set up with the necessary lua scripting, which the FGW HST has been given.
by scefhwil
Thu Oct 21, 2010 4:49 pm
Forum: [RW] General RW Discussion
Topic: The sound of silence
Replies: 18
Views: 2558

Re: The sound of silence

Bill, From your videos I'd guess the issue is related to "priority". Every sound file (.dav/.wav) is allocated a level of priority in the proxyxml file that plays it. It seems that by default and common practice this value is set to 50. Hence no real proiritising happens and the sound engine simply ...
by scefhwil
Mon Sep 13, 2010 4:34 pm
Forum: [RW] General RW Discussion
Topic: Steam loco smoke too slow?
Replies: 21
Views: 3121

Re: Steam loco smoke too slow?

Just to wrap this issue up from my perspective. The problem I had (smoke moving to behind the chimney as speed increases, but displacement related to fps) has been overcome by a bit of lua scripting. This thread gave me the idea as it turns out that a particle effect child can also be moved using Ca...
by scefhwil
Mon Sep 13, 2010 12:09 pm
Forum: [RW] General RW Discussion
Topic: Chuffing steam out of wrong end of loco
Replies: 7
Views: 1024

Re: Chuffing steam out of wrong end of loco

Looks to me to be the same problem as finding the driver or fireman on the roof or between the tracks. When a child object can't be found RW transposses the wrong co-ordinates to the remaining child objects hence they get put in the wrong place. Really it's a coding bug but it is actually quite usef...
by scefhwil
Fri Sep 03, 2010 6:40 pm
Forum: [RW] General RW Discussion
Topic: RPMDelta not working?
Replies: 10
Views: 1501

Re: RPMDelta not working?

From my playing around with lua scripts I recon that GetControlValue only has access to controls that are defined in the engine blueprint. RPMDelta seems to be an audio system only control that is only accessible to audio control blueprints. To do what you want you will have to create your own rpmde...
by scefhwil
Thu Sep 02, 2010 9:31 pm
Forum: [RW] Sounds
Topic: Class 08 air whistle
Replies: 3
Views: 2131

Re: Class 08 air whistle

Bob, I think the easiest solution is just to overwrite the existing .dav files with .wav files. The 08 horn files are in ....railworks\Assets\RSDL\RailSimulator\RailVehicles\Diesel\Class08\Audio\Vehicles\Cab It is configured as a three part audio control using "T_08_HW_HornStart", "T_08_HW_HornLoop"...

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