First video of the cabview for the NS2200.
http://youtu.be/TZ7fpI0RuXE
Search found 530 matches
- Thu Feb 02, 2012 1:47 am
- Forum: [RW] General RW Discussion
- Topic: ChrisTrains dutch trains for TS2012
- Replies: 64
- Views: 15239
- Wed Feb 01, 2012 4:18 am
- Forum: [RW] General RW Discussion
- Topic: ChrisTrains dutch trains for TS2012
- Replies: 64
- Views: 15239
Re: ChrisTrains dutch trains for TS2012
Fourth colour scheme complete : NS Cargo. Damn these models for Railworks take a lot more time than the stuff I did for MSTS ! 
- Sat Jan 28, 2012 4:51 pm
- Forum: [RW] General RW Discussion
- Topic: ChrisTrains dutch trains for TS2012
- Replies: 64
- Views: 15239
Re: ChrisTrains dutch trains for TS2012
Nearly ready....
- Fri Jan 13, 2012 7:00 pm
- Forum: [RW] General RW Discussion
- Topic: ChrisTrains dutch trains for TS2012
- Replies: 64
- Views: 15239
Re: ChrisTrains dutch trains for TS2012
Latest work - cabview coming on nicely.
- Fri Jan 13, 2012 2:14 pm
- Forum: [RW] General RW Discussion
- Topic: Asset editor 'preview' destroys position info?
- Replies: 12
- Views: 2713
Re: Asset editor 'preview' destroys position info?
I didn't know I had to, so no.markpullinger wrote:Stab in the dark here - do you delete the relevant blueprint.pak file BEFORE editing?
- Fri Jan 13, 2012 3:57 am
- Forum: [RW] General RW Discussion
- Topic: lua scripting - detect which view is active?
- Replies: 6
- Views: 1510
lua scripting - detect which view is active?
See now you could just be typing in Greek for as much sense as that made to me 
- Fri Jan 13, 2012 2:06 am
- Forum: [RW] General RW Discussion
- Topic: Asset editor 'preview' destroys position info?
- Replies: 12
- Views: 2713
Asset editor 'preview' destroys position info?
One more thing to add, that I forgot. When I do the above process, no matter what child object I edit, the driver position always reverts to 0,0,0 at the same time. So to clarify, the child object I change PLUS the driver position.
- Fri Jan 13, 2012 2:01 am
- Forum: [RW] General RW Discussion
- Topic: Asset editor 'preview' destroys position info?
- Replies: 12
- Views: 2713
Re: Asset editor 'preview' destroys position info?
No that's fair comment. So here's my workflow, assuming I already have a blueprint with the correct driver and light positions in it etc. Launch steam Launch Train Simulator 2012 Click on Tools&Docs Click on Asset Editor When the blueprint editor opens up, I browse to my engine XML file and double c...
- Fri Jan 13, 2012 12:59 am
- Forum: [RW] General RW Discussion
- Topic: lua scripting - detect which view is active?
- Replies: 6
- Views: 1510
Re: lua scripting - detect which view is active?
For completeness, and future search engine reference: I have two cablights attached as children, both are point light blueprints, named CabLightL and CabLightR. Add this to your ENGINE script and the lights come on when you go into cabview and go out when you leave cabview: function OnCameraEnter (c...
- Thu Jan 12, 2012 2:17 pm
- Forum: [RW] General RW Discussion
- Topic: Asset editor 'preview' destroys position info?
- Replies: 12
- Views: 2713
Re: Asset editor 'preview' destroys position info?
Chris, Does this also happen when you clear the shapeviewer map (I believe it's in the assets/kuju map) before you open the model in the asset editor? Dick Honestly don't know - I'll give it a try this evening when I get home. Didn't realise this was one of those 'workarounds' that people were doing.
- Thu Jan 12, 2012 2:16 pm
- Forum: [RW] General RW Discussion
- Topic: lua scripting - detect which view is active?
- Replies: 6
- Views: 1510
Re: lua scripting - detect which view is active?
Brilliant - thanks.
- Thu Jan 12, 2012 5:08 am
- Forum: [RW] Cab View Creation
- Topic: Best material for cab interiors
- Replies: 8
- Views: 6973
Best material for cab interiors
Great thanks. That's why I started the other topic on the main board. I started thinking laterally and wondered if I could just add an object on/off call based on the active camera.
- Thu Jan 12, 2012 3:40 am
- Forum: [RW] General RW Discussion
- Topic: lua scripting - detect which view is active?
- Replies: 6
- Views: 1510
lua scripting - detect which view is active?
Quickie - can we detect which view is active using the LUA scripts? For example to turn geometry on or off dependent on which view is being used ?
- Thu Jan 12, 2012 3:29 am
- Forum: [RW] General RW Discussion
- Topic: Asset editor 'preview' destroys position info?
- Replies: 12
- Views: 2713
Re: Asset editor 'preview' destroys position info?
Yep - confirmed. It's actually weirder than I thought. If I open up a model that I know has the child objects in the correct position, in the asset editor they all show at 0,0,0 as soon as it opens up. If I then drag them into the correct location and save the XML file again in the blueprint editor,...
- Thu Jan 12, 2012 2:45 am
- Forum: [RW] Cab View Creation
- Topic: Best material for cab interiors
- Replies: 8
- Views: 6973
Best material for cab interiors
Tried that. Didn't work. I mean it cast shadows outside from the interior light but what I'm after is the light not being on at all when I'm in the external view. I thought setting the mode in the light blueprint to "internal view" might do that but apparently not.