East Somerset Railway, signal help.

Safety first here folks! Signalling is very important but very tricky and a detailed bit of knowledge to understand. This is a great place to pick the brains of some amazing folk that understand old and modern signalling systems very well, and also to see what's being done to improve the Train Simulator signalling system by the community.

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RobertM
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East Somerset Railway, signal help.

Post by RobertM »

From what I can gather, the ESR does have semaphore signals at Cranmore, but there all un-used (they have the white X on them), The railway itself seems to operate on a drive by site rule and ground frames. this I want to replicated if possible.

https://www.flickr.com/photos/kandle_ph ... otostream/

Now signalling wise, I have used the WSR signals. What I would like to do is to either have the signals physically disabled, so that the arms and aspects don't move/change, but still have them controlling train movements so that if anyone wants to write scenarios with AI trains then the dispatch manager wont go into total melt down. Or alternitivly, just make the signals static objects and I could place real signals underground but at the same markers.

Any brainyackes out there?

Rob
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karma99
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Re: East Somerset Railway, signal help.

Post by karma99 »

Signals are all made up from component parts anyway so it's just a case of creating scenery blueprints for the bits that you need.
I quickly did this, which is a scenery blueprint for the Wooden L Gantry found in RSC\WestSomerset\RailNetwork\Signals\Posts.
If you wanted the heads as well then you could create scenery blueprints for those and either place them manually or add them as a child section to another blueprint.
I just placed this in a duplicated folder structure RailNetwork\Signals\Posts in the same folder as the AP file and it worked fine, but I don't recall a reason you couldn't create your own dev folder and place them there, the reference to the geo is a full reference including RSC/WestSomerset

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<cBlueprintLoader xmlns:d="http://www.kuju.com/TnT/2003/Delta" d:version="1.0">
	<Blueprint>
		<cSceneryBlueprint xmlns:d="http://www.kuju.com/TnT/2003/Delta" d:version="1.0">
			<Name d:type="cDeltaString">PostTest</Name>
			<BrowseInformation>
				<iBrowseableBlueprint-cBrowseInformation>
					<DisplayName>
						<Localisation-cUserLocalisedString>
							<English d:type="cDeltaString">AA Post Test</English>
							<French d:type="cDeltaString"></French>
							<Italian d:type="cDeltaString"></Italian>
							<German d:type="cDeltaString"></German>
							<Spanish d:type="cDeltaString"></Spanish>
							<Dutch d:type="cDeltaString"></Dutch>
							<Polish d:type="cDeltaString"></Polish>
							<Russian d:type="cDeltaString"></Russian>
							<Other />
							<Key d:type="cDeltaString"></Key>
						</Localisation-cUserLocalisedString>
					</DisplayName>
					<Description>
						<Localisation-cUserLocalisedString>
							<English d:type="cDeltaString"></English>
							<French d:type="cDeltaString"></French>
							<Italian d:type="cDeltaString"></Italian>
							<German d:type="cDeltaString"></German>
							<Spanish d:type="cDeltaString"></Spanish>
							<Dutch d:type="cDeltaString"></Dutch>
							<Polish d:type="cDeltaString"></Polish>
							<Russian d:type="cDeltaString"></Russian>
							<Other />
							<Key d:type="cDeltaString"></Key>
						</Localisation-cUserLocalisedString>
					</Description>
					<Category d:type="cDeltaString">eMisc</Category>
					<ValidInScenarios d:type="cDeltaString">eFalse</ValidInScenarios>
				</iBrowseableBlueprint-cBrowseInformation>
			</BrowseInformation>
			<RenderComponent>
				<cSceneryRenderBlueprint>
					<PrimaryNamedTextureSet>
						<iBlueprintLibrary-cAbsoluteBlueprintID>
							<BlueprintSetID>
								<iBlueprintLibrary-cBlueprintSetID>
									<Provider d:type="cDeltaString"></Provider>
									<Product d:type="cDeltaString"></Product>
								</iBlueprintLibrary-cBlueprintSetID>
							</BlueprintSetID>
							<BlueprintID d:type="cDeltaString"></BlueprintID>
						</iBlueprintLibrary-cAbsoluteBlueprintID>
					</PrimaryNamedTextureSet>
					<SecondaryNamedTextureSet>
						<iBlueprintLibrary-cAbsoluteBlueprintID>
							<BlueprintSetID>
								<iBlueprintLibrary-cBlueprintSetID>
									<Provider d:type="cDeltaString"></Provider>
									<Product d:type="cDeltaString"></Product>
								</iBlueprintLibrary-cBlueprintSetID>
							</BlueprintSetID>
							<BlueprintID d:type="cDeltaString"></BlueprintID>
						</iBlueprintLibrary-cAbsoluteBlueprintID>
					</SecondaryNamedTextureSet>
					<GeometryID d:type="cDeltaString">RSC\WestSomerset\RailNetwork\Signals\Posts\[00]WSR_Wooden_L_Gantry</GeometryID>
					<CollisionGeometryID d:type="cDeltaString"></CollisionGeometryID>
					<Pickable d:type="cDeltaString">eTrue</Pickable>
					<CastsShadows d:type="cDeltaString">eTrue</CastsShadows>
					<ShadowType d:type="cDeltaString">eShadowType_None</ShadowType>
					<ViewType d:type="cDeltaString">ExternalView</ViewType>
					<Palettised d:type="cDeltaString">eFalse</Palettised>
					<Palette0Index d:type="sInt32">-1</Palette0Index>
					<Palette1Index d:type="sInt32">-1</Palette1Index>
					<Palette2Index d:type="sInt32">-1</Palette2Index>
					<HeatHaze />
					<TexText />
					<ProjectedLightElement />
					<Instancable d:type="bool">0</Instancable>
					<DetailLevelGenerationRange>
						<cSceneryRenderBlueprint-sDetailLevelGenerationRange>
							<HighestLevel_1isHighest d:type="sInt32">1</HighestLevel_1isHighest>
							<LowestLevel_10isLowest d:type="sInt32">10</LowestLevel_10isLowest>
						</cSceneryRenderBlueprint-sDetailLevelGenerationRange>
					</DetailLevelGenerationRange>
				</cSceneryRenderBlueprint>
			</RenderComponent>
			<PosOriComponent>
				<cPosOriBlueprint />
			</PosOriComponent>
			<ContainerComponent>
				<cEntityContainerBlueprint>
					<TrackTerrainInEditor d:type="bool">0</TrackTerrainInEditor>
					<Children />
				</cEntityContainerBlueprint>
			</ContainerComponent>
			<CollisionComponent>
				<cCollisionComponentBlueprint>
					<Boxes />
					<RequiredAtEndOfTrack d:type="bool">0</RequiredAtEndOfTrack>
				</cCollisionComponentBlueprint>
			</CollisionComponent>
		</cSceneryBlueprint>
	</Blueprint>
</cBlueprintLoader>
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Re: East Somerset Railway, Revived

Post by haddock1000 »

You could try duplicating the signals and deleting the animations, and then adding a white cross as a child object or separately in the game. Or you could just use the model file, and create a scenery object, again adding the white cross by one of the above methods. Signals would then have to be placed underground. Ultimately the line will be worked as one train working on the line, and then by sight at slow speeds in the station. Creating signals that allow you to SPAD will be more involved.

thanks,

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RobertM
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Re: East Somerset Railway, signal help.

Post by RobertM »

Thanks for the reply karma, unfortunatly my knowledge of blueprint editing is basic, could you break down & explain how/what you did please?
Cheers, Robert :)
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Re: East Somerset Railway, Revived

Post by RobertM »

Which files would these be in, haddock1000?
Cheers, Robert :)
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Re: East Somerset Railway, Revived

Post by haddock1000 »

I haven't specifically looked at the WSR signal files, but the animations are ban files, and the model files are GeoPcDx files.

thanks,

haddock1000
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Re: East Somerset Railway, signal help.

Post by haddock1000 »

Also, please can you try to not end up with the same discussion happening in two different forums. If you want to continue a specific discussion in another forum, PM a mod and they can split certain posts off into a new topic.

thanks,

haddock1000
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RobertM
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Re: East Somerset Railway, signal help.

Post by RobertM »

Okay I'll lay it out straight then, I have no idea how to edit the files, and what to do them in, so without clear instructions the signals will be wrong
Cheers, Robert :)
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karma99
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Re: East Somerset Railway, signal help.

Post by karma99 »

No probs :)

All you need to do is create an xml file (text file ending .xml) and paste in the above.
Duplicate this for as many assets as you need, giving each a useful file name.

There are 3 important lines you need to edit in each one..

Code: Select all

<Name d:type="cDeltaString">PostTest</Name>
This is the internal name of the scenery item, call it anything you like and can be the same as the name below

Code: Select all

<English d:type="cDeltaString">AA Post Test</English>
This is the name that will appear in the Asset filter, name them so you can find them :)
They will appear under Misc

Code: Select all

<GeometryID d:type="cDeltaString">RSC\WestSomerset\RailNetwork\Signals\Posts\[00]WSR_Wooden_L_Gantry</GeometryID>
This is the important one. This provides a reference to the 3D model file, in this case "WSR_Wooden_L_Gantry.GeoPcDx" which is the folder Railworks\Assets\RSC\WestSomerset\RailNetwork\Signals\Posts
Have a poke around in this folder (and there are others for heads, gantrys, etc) and find any files that end .GeoPcDx and have names that might be what you need. It'll probably take some trail and error to get all you need, but doing this you can create a basic scenery blueprint for any 3D model file. So just swap out the file name after the [00]

All you then need to do is choose where to put the files, as I said I'd create your own Dev folder structure if I were you.. Assets\RobertM\EastSomerset\Scenery\Misc\ would be a good choice
Then serz (or whatever RW tools does - no idea, don't use it!) the xml's to make them into bin's, add the new RobertM/EastSomerset to your asset filter and you should be good to go.
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Re: East Somerset Railway, signal help.

Post by RobertM »

Cheers Pete, heres what I have so far...

Code: Select all

<Name d:type="cDeltaString">ESR Dummy Signal 01</Name>#
<English d:type="cDeltaString">ESR Dummy Signal 01</English>
<GeometryID d:type="cDeltaString">RSC\WestSomerset\RailNetwork\Signals\WS_lq_home_2l</GeometryID>
I set up a file structure as you suggested, and then 'serz'd' the file and a .bin was created, but I cant find it in game after enabling myself through the filter.

Any ideas?

Rob
Cheers, Robert :)
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Re: East Somerset Railway, signal help.

Post by karma99 »

That's because you didn't do what I said :wink:
You're referencing an actual signal file - the thing that tells an entire signal how to work - as if it's a 3d model file! I'm surprised TS didn't erase your hard drive for such a travesty :P

You need to look for 3d model files, they always end in .GeoPcDx
If you look in the folders named Gantries and Posts (and Heads if you want static heads) then you should find what you need. Oh and don't forget to delete the Blueprints.pak file in your own directory before you restart to see them in the game.
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Re: East Somerset Railway, signal help.

Post by RobertM »

Whoops,

Code: Select all

<Name d:type="cDeltaString">ESR Dummy Signal 01</Name>#
<English d:type="cDeltaString">ESR Dummy Signal 01</English>
<GeometryID d:type="cDeltaString">RSC\WestSomerset\RailNetwork\Signals\Heads\LqArm_home</GeometryID>
Still doesnt seem to be working, what else have I missed :oops:

Do I need to put the .GeoPcDx reference in the Geometry line?

Rob
Cheers, Robert :)
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karma99
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Re: East Somerset Railway, signal help.

Post by karma99 »

Image

:D

Right, lets take a look..

You have a # on the end of your first line - I assume that's a typo on the forum and not in your xml file?

I'm not sure it will sort it but humour me and add the [00] at the start of the name, so..

Code: Select all

<GeometryID d:type="cDeltaString">RSC\WestSomerset\RailNetwork\Signals\Heads\[00]LqArm_home</GeometryID>
I assume you deleted the Blueprint.pak for your own asset folder?

Are you adding them via route or scenario - I didn't enable them for scenarios as I assumed they'd be route based, but we can?

Are you looking under the Misc tab?
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RobertM
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Re: East Somerset Railway, signal help.

Post by RobertM »

I removed the #, no idea where that came from :-?

I've also Copied & Pasted your line into my .xml document, deleted the blueprint and then re-serz'd it again. No joy :-? I looked through all tabs in both modes.

Question, with only those 3 lines in the .xml, how does TS know what catagory the signal should be placed under?
Cheers, Robert :)
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Re: East Somerset Railway, signal help.

Post by karma99 »

RobertM wrote:with only those 3 lines in the .xml, how does TS know what catagory the signal should be placed under?
karma99 wrote:There are 3 important lines you need to edit
That doesn't mean delete all the others :o
You need to paste it all from the first post I made. Then EDIT the 3 lines listed, leave the rest as they are.

Here is how it should look for the file you've listed. You can copy and paste this into your xml file. Then for other GeoPcDx files copy all of this, but EDIT those 3 lines.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
    <cBlueprintLoader xmlns:d="http://www.kuju.com/TnT/2003/Delta" d:version="1.0">
       <Blueprint>
          <cSceneryBlueprint xmlns:d="http://www.kuju.com/TnT/2003/Delta" d:version="1.0">
             <Name d:type="cDeltaString">ESR Dummy Signal 01</Name>
             <BrowseInformation>
                <iBrowseableBlueprint-cBrowseInformation>
                   <DisplayName>
                      <Localisation-cUserLocalisedString>
                         <English d:type="cDeltaString">ESR Dummy Signal 01</English>
                         <French d:type="cDeltaString"></French>
                         <Italian d:type="cDeltaString"></Italian>
                         <German d:type="cDeltaString"></German>
                         <Spanish d:type="cDeltaString"></Spanish>
                         <Dutch d:type="cDeltaString"></Dutch>
                         <Polish d:type="cDeltaString"></Polish>
                         <Russian d:type="cDeltaString"></Russian>
                         <Other />
                         <Key d:type="cDeltaString"></Key>
                      </Localisation-cUserLocalisedString>
                   </DisplayName>
                   <Description>
                      <Localisation-cUserLocalisedString>
                         <English d:type="cDeltaString"></English>
                         <French d:type="cDeltaString"></French>
                         <Italian d:type="cDeltaString"></Italian>
                         <German d:type="cDeltaString"></German>
                         <Spanish d:type="cDeltaString"></Spanish>
                         <Dutch d:type="cDeltaString"></Dutch>
                         <Polish d:type="cDeltaString"></Polish>
                         <Russian d:type="cDeltaString"></Russian>
                         <Other />
                         <Key d:type="cDeltaString"></Key>
                      </Localisation-cUserLocalisedString>
                   </Description>
                   <Category d:type="cDeltaString">eMisc</Category>
                   <ValidInScenarios d:type="cDeltaString">eTrue</ValidInScenarios>
                </iBrowseableBlueprint-cBrowseInformation>
             </BrowseInformation>
             <RenderComponent>
                <cSceneryRenderBlueprint>
                   <PrimaryNamedTextureSet>
                      <iBlueprintLibrary-cAbsoluteBlueprintID>
                         <BlueprintSetID>
                            <iBlueprintLibrary-cBlueprintSetID>
                               <Provider d:type="cDeltaString"></Provider>
                               <Product d:type="cDeltaString"></Product>
                            </iBlueprintLibrary-cBlueprintSetID>
                         </BlueprintSetID>
                         <BlueprintID d:type="cDeltaString"></BlueprintID>
                      </iBlueprintLibrary-cAbsoluteBlueprintID>
                   </PrimaryNamedTextureSet>
                   <SecondaryNamedTextureSet>
                      <iBlueprintLibrary-cAbsoluteBlueprintID>
                         <BlueprintSetID>
                            <iBlueprintLibrary-cBlueprintSetID>
                               <Provider d:type="cDeltaString"></Provider>
                               <Product d:type="cDeltaString"></Product>
                            </iBlueprintLibrary-cBlueprintSetID>
                         </BlueprintSetID>
                         <BlueprintID d:type="cDeltaString"></BlueprintID>
                      </iBlueprintLibrary-cAbsoluteBlueprintID>
                   </SecondaryNamedTextureSet>
                   <GeometryID d:type="cDeltaString">RSC\WestSomerset\RailNetwork\Signals\Heads\[00]LqArm_home</GeometryID>
                   <CollisionGeometryID d:type="cDeltaString"></CollisionGeometryID>
                   <Pickable d:type="cDeltaString">eTrue</Pickable>
                   <CastsShadows d:type="cDeltaString">eTrue</CastsShadows>
                   <ShadowType d:type="cDeltaString">eShadowType_None</ShadowType>
                   <ViewType d:type="cDeltaString">ExternalView</ViewType>
                   <Palettised d:type="cDeltaString">eFalse</Palettised>
                   <Palette0Index d:type="sInt32">-1</Palette0Index>
                   <Palette1Index d:type="sInt32">-1</Palette1Index>
                   <Palette2Index d:type="sInt32">-1</Palette2Index>
                   <HeatHaze />
                   <TexText />
                   <ProjectedLightElement />
                   <Instancable d:type="bool">0</Instancable>
                   <DetailLevelGenerationRange>
                      <cSceneryRenderBlueprint-sDetailLevelGenerationRange>
                         <HighestLevel_1isHighest d:type="sInt32">1</HighestLevel_1isHighest>
                         <LowestLevel_10isLowest d:type="sInt32">10</LowestLevel_10isLowest>
                      </cSceneryRenderBlueprint-sDetailLevelGenerationRange>
                   </DetailLevelGenerationRange>
                </cSceneryRenderBlueprint>
             </RenderComponent>
             <PosOriComponent>
                <cPosOriBlueprint />
             </PosOriComponent>
             <ContainerComponent>
                <cEntityContainerBlueprint>
                   <TrackTerrainInEditor d:type="bool">0</TrackTerrainInEditor>
                   <Children />
                </cEntityContainerBlueprint>
             </ContainerComponent>
             <CollisionComponent>
                <cCollisionComponentBlueprint>
                   <Boxes />
                   <RequiredAtEndOfTrack d:type="bool">0</RequiredAtEndOfTrack>
                </cCollisionComponentBlueprint>
             </CollisionComponent>
          </cSceneryBlueprint>
       </Blueprint>
    </cBlueprintLoader>
Last edited by karma99 on Fri Apr 04, 2014 6:02 pm, edited 1 time in total.
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