Being new to OpenBVE I am still finding my feet.
Having read good things about Edinburgh-Aberdeen route can someone point me in the right route download direction please.
Edinburgh-Aberdeen OpenBVE route
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thecolonel
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Re: Edinburgh-Aberdeen OpenBVE route
You can find all the needed files here: http://www.gotopcs.net/ , except trains offcoursethecolonel wrote:Being new to OpenBVE I am still finding my feet.
Having read good things about Edinburgh-Aberdeen route can someone point me in the right route download direction please.
- eezypeazy
- Been on the forums for a while
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- Location: Prudhoe, Northumberland, UK
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Re: Edinburgh-Aberdeen OpenBVE route
Hi the colonel, and welcome to the world of BVE.
There's an international database of routes for BVE and openBVE here
and this is the link to the UK (excluding Scotland) pages.
Regards
eezypeazy
There's an international database of routes for BVE and openBVE here
and this is the link to the UK (excluding Scotland) pages.
Regards
eezypeazy
-
thecolonel
- New to the Forums
- Posts: 2
- Joined: Tue Nov 03, 2009 4:22 pm
Re: Edinburgh-Aberdeen OpenBVE route
Many thanks for your responses.
Slight change of topic, but you seem like guys in the know.
Route building looks fairly time consuming, are there any short cuts/helps out there for openBVE?
I downloaded something called "routebuilder" and although I can develop a simple route the 3D viewer doesn't work and the export feature fails also with dialog box "list index out of bounds(-1)"
Thanks
Slight change of topic, but you seem like guys in the know.
Route building looks fairly time consuming, are there any short cuts/helps out there for openBVE?
I downloaded something called "routebuilder" and although I can develop a simple route the 3D viewer doesn't work and the export feature fails also with dialog box "list index out of bounds(-1)"
Thanks
- eezypeazy
- Been on the forums for a while
- Posts: 165
- Joined: Sun Dec 19, 2004 10:25 pm
- Location: Prudhoe, Northumberland, UK
- Contact:
Re: Edinburgh-Aberdeen OpenBVE route
Hello again,
Few people managed to get RB's 3D viewer to work properly... it was very much hit-and-miss...
Although I was very much an advocate of RB some years ago, when I discovered how easy coding by hand is, I haven't gone back to RB at all.
Remember that RB was built long before openBVE appeared.
There's a very good coding tutorial by Dennis Lance here. This will get you started in coding for BVE 4, and your route should be drivable in openBVE. There are very full (and quite technical) instructions in coding for the additional openBVE features on Michelle's site, but I think even Michelle admits that these need turning into something more user-friendly!
So, most people are still coding by hand for BVE 4.
Once you get the hang of it, it's relatively easy. For example, I've coded eighteen miles of prototypical railway in just three weeks. I made the track objects with Switch; I already had other objects for general scenery; I've made use of the BRSigs and BRSema4 Sigs from trainsimcentral; I also have diagrams, OS maps and Google Earth to use; John Tilly has given me access to his photos, and I've built five prototypical signal boxes; and I had some photo research of my own done some time ago to help me build a new station, although I used Platform Generator to build the platforms in seconds. Now, a newcomer to route building is unlikely to be able to build as much as quickly, but when you consider the wealth of tools and scenery objects that's currently available, it should be possible to construct something that's acceptable and pleasing to the eye at the rate of about a mile a week.
I think that the key to efficient coding is logical object indexing, and that's something that RB doesn't handle well when it exports your route (each route it produces has unique object indexing - making it very hard work to modify/extend an RB route by hand).
Hope that helps!
Regards
eezypeazy
Few people managed to get RB's 3D viewer to work properly... it was very much hit-and-miss...
Although I was very much an advocate of RB some years ago, when I discovered how easy coding by hand is, I haven't gone back to RB at all.
Remember that RB was built long before openBVE appeared.
There's a very good coding tutorial by Dennis Lance here. This will get you started in coding for BVE 4, and your route should be drivable in openBVE. There are very full (and quite technical) instructions in coding for the additional openBVE features on Michelle's site, but I think even Michelle admits that these need turning into something more user-friendly!
So, most people are still coding by hand for BVE 4.
Once you get the hang of it, it's relatively easy. For example, I've coded eighteen miles of prototypical railway in just three weeks. I made the track objects with Switch; I already had other objects for general scenery; I've made use of the BRSigs and BRSema4 Sigs from trainsimcentral; I also have diagrams, OS maps and Google Earth to use; John Tilly has given me access to his photos, and I've built five prototypical signal boxes; and I had some photo research of my own done some time ago to help me build a new station, although I used Platform Generator to build the platforms in seconds. Now, a newcomer to route building is unlikely to be able to build as much as quickly, but when you consider the wealth of tools and scenery objects that's currently available, it should be possible to construct something that's acceptable and pleasing to the eye at the rate of about a mile a week.
I think that the key to efficient coding is logical object indexing, and that's something that RB doesn't handle well when it exports your route (each route it produces has unique object indexing - making it very hard work to modify/extend an RB route by hand).
Hope that helps!
Regards
eezypeazy