Animated Level Crossings???
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- Acorncomputer
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Re: Animated Level Crossings???
Speaking from a totally ignorant position regarding matters like this ...
In MSTS the cars arrive at the gates slow down and stop lining up one by one behind each other. When the gates open they move off one by one from rest. It does look good.
I am sure that this will happen in RailWorks sooner or later, but is it a matter of looking at how it is done in MSTS and following the same principle or is RW completely different?
In MSTS the cars arrive at the gates slow down and stop lining up one by one behind each other. When the gates open they move off one by one from rest. It does look good.
I am sure that this will happen in RailWorks sooner or later, but is it a matter of looking at how it is done in MSTS and following the same principle or is RW completely different?
Geoff Potter
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
Now working on my Bluebell Railway route for TS2022
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- nelson
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Re: Animated Level Crossings???
To Andis or Karma:
Is there limitations on the placement of crossings? I tried all last night, placing three crossings on the Bath-Templecombe line, following the instructions in the PDF, and I got one crossing working perfectly but the one near a station was very erratic or not working at all, and a crossing I placed on some curved track would not work either. I know it's a case of trial and error and I will persevere with it. I was well impressed with the working crossing. Very nice.
I think what you have achieved with this is fantastic, don't take any notice of people, obviously they don't realise how much work this sort of thing takes and will never be happy. The crossings are perfect for the steam time period of the Bath route, and I know people are working on more modern crossings.
Regards
Dave
Is there limitations on the placement of crossings? I tried all last night, placing three crossings on the Bath-Templecombe line, following the instructions in the PDF, and I got one crossing working perfectly but the one near a station was very erratic or not working at all, and a crossing I placed on some curved track would not work either. I know it's a case of trial and error and I will persevere with it. I was well impressed with the working crossing. Very nice.
I think what you have achieved with this is fantastic, don't take any notice of people, obviously they don't realise how much work this sort of thing takes and will never be happy. The crossings are perfect for the steam time period of the Bath route, and I know people are working on more modern crossings.
Regards
Dave
- AndiS
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Re: Animated Level Crossings???
Regarding MSTS, when will that have working turntables? KRS had it on day one.
Regarding link placement, it should be pretty robust as long as you place the links on a route. If you have them in a station, you may be able to bypass them through a loop, but this is certainly not what you are talking about.
The only thing that is important is that link 0 and link 2 must point to the crossing gates and link 1 and link 3 point away from the gate. It does not matter in which direction the train runs. And curves are no factor at all. Switches are not a factor, too, as far as the crossing is concerned, but certainly you will be disappointed if you pass the closing link and then follow a switch into a siding and never go to the crossing.
Very glad to here that crossings will be implemented in the core. I always saw this as a stopgap solution while I am still glad to make people happy in the meantime.
Regarding link placement, it should be pretty robust as long as you place the links on a route. If you have them in a station, you may be able to bypass them through a loop, but this is certainly not what you are talking about.
The only thing that is important is that link 0 and link 2 must point to the crossing gates and link 1 and link 3 point away from the gate. It does not matter in which direction the train runs. And curves are no factor at all. Switches are not a factor, too, as far as the crossing is concerned, but certainly you will be disappointed if you pass the closing link and then follow a switch into a siding and never go to the crossing.
Very glad to here that crossings will be implemented in the core. I always saw this as a stopgap solution while I am still glad to make people happy in the meantime.
- AndiS
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Re: Animated Level Crossings???
Thanks to all the creators. Very nice to have triggered a global movement, from Chile to the Netherlands.
- nelson
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Re: Animated Level Crossings???
Thanks for the feedback Andis, and those barriers look really cool, thanks RS, can't wait.
I can never understand why modern barriers only block one side of the road.
If the whole road was blocked there wouldn't be any numpties trying to get through when a train is coming, it's not rocket science. Cut-backs I suppose.
Dave
I can never understand why modern barriers only block one side of the road.
If the whole road was blocked there wouldn't be any numpties trying to get through when a train is coming, it's not rocket science. Cut-backs I suppose.
Dave
- Acorncomputer
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Re: Animated Level Crossings???
I think the half barrier is to allow people to escape more easily. If they got caught between two barriers there would be no escape.nelson wrote:Thanks for the feedback Andis, and those barriers look really cool, thanks RS, can't wait.
I can never understand why modern barriers only block one side of the road.
If the whole road was blocked there wouldn't be any numpties trying to get through when a train is coming, it's not rocket science. Cut-backs I suppose.
Dave
On the other hand, full barriers would stop people nipping through when they shouldn't.
The safety aspect seems to have been adopted which is probably the correct approach.
Geoff Potter
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
Now working on my Bluebell Railway route for TS2022
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- smarty2
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Re: Animated Level Crossings???
Hi all just wanted to thank karma & Andi for these crossing barriers, but you can call me a moaning git if you like
but is there any way to slow the animation down some?
Best Regards
Martin (smarty2)
Non technically minded individual!
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Martin (smarty2)
Non technically minded individual!
Is There A God?
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- Reppo
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Re: Animated Level Crossings???
Is your animation too fast?smarty2 wrote:... but you can call me a moaning git if you likebut is there any way to slow the animation down some?
If you use 3d max simply you must create one animation with more frames, my animation has 150 frames and "runs" very slow. Like in reality.
PD: This evening I will try to put bell sounds in my level crossing.
Cheers

The man who doesn't follow his vocation betrays himself and condemns himself to unhappiness.
- iceman2117
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Re: Animated Level Crossings???
Hi, ...
For an animation on the PC 10 frames per Secound (fps / sec range) format is enough.
(10 Pics(Frames) are lowest Limit for good Anim)
150 frames times are 15 sec. Anim.
greets ice
For an animation on the PC 10 frames per Secound (fps / sec range) format is enough.
(10 Pics(Frames) are lowest Limit for good Anim)
150 frames times are 15 sec. Anim.
greets ice
- AndiS
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Re: Animated Level Crossings???
I cannot say anything about animations, the script just plays them.
Although, if you really want to have that, I could try a scaling factor. All the script does is get the elapsed time and forward it to the part of the game that moves the animation. Doing so, you could multiply a factor in the script.
I never saw a need for this, but if users don't like the speed of the animation that the original modeller devised, this is the only chance to alter it. Another proof that those parts which employ a scripting system are open to unexpected user dreams, while others are not.
Although, if you really want to have that, I could try a scaling factor. All the script does is get the elapsed time and forward it to the part of the game that moves the animation. Doing so, you could multiply a factor in the script.
I never saw a need for this, but if users don't like the speed of the animation that the original modeller devised, this is the only chance to alter it. Another proof that those parts which employ a scripting system are open to unexpected user dreams, while others are not.
- smarty2
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Re: Animated Level Crossings???
Hi Andi, it wasn't meant to be a complaint rather in that i have never understood why animations are set to be so fast? Eg train doors, the speeds are unrealistic what is wrong in setting them as they would be in the real world? Is it only for effect? Dunno but it looks horrible imho.AndiS wrote:I cannot say anything about animations, the script just plays them.
Although, if you really want to have that, I could try a scaling factor. All the script does is get the elapsed time and forward it to the part of the game that moves the animation. Doing so, you could multiply a factor in the script.
I never saw a need for this, but if users don't like the speed of the animation that the original modeller devised, this is the only chance to alter it. Another proof that those parts which employ a scripting system are open to unexpected user dreams, while others are not.
Best Regards
Martin (smarty2)
Non technically minded individual!
Is There A God?
Dudley Bible web page
Martin (smarty2)
Non technically minded individual!
Is There A God?
Dudley Bible web page
Re: Animated Level Crossings???
Nice have the full barrors been done 
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jaapsloot
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Re: Animated Level Crossings???
Is there a way to have RailWorks repeat a animation over and over again, or do i have to make a very long animation for my LC lights
Jaap
PS: full barriers for left side done
Jaap
PS: full barriers for left side done
Re: Animated Level Crossings???
Ill be your tester again if you like mate 