How do you enable thunder and lightening ?

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Thugsy
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Posts: 349
Joined: Tue Jan 23, 2007 11:57 am
Location: Kingston

How do you enable thunder and lightening ?

Post by Thugsy »

I have been puzzling for some time as to how to get the thunder and lightening effect that I have seen on the Western Lines of Scotland or Sherman Hill when writing my own scenarios. Even when cloning one with that effect I can't seem to make it happen. Does anyone know how you do this ?
Friedy
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Location: Fairport, New York USA

Re: How do you enable thunder and lightening ?

Post by Friedy »

This is accomplished by using a .lua script and via TSUtilities creating a weather pattern extension blueprint. The extension blueprint must be cited in the scenario's "ScenarioProperties.xml" file. So to investigate, find a scenario that exhibits the visual and audio behavior similar to that which you want, 2) Open the ScenarioProperties.xml file in any text editor, 3) Look down the code for ( specific entries will of course be different )
<WeatherExtensionBlueprint>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">GNTX</Provider>
<Product d:type="cDeltaString">StevensPass</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">Audio\WWWExt.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>

4) Then investigate the .xml file that is being called. You will be missing the source code, but since this is not compiled you should be able to trace how the visual and audio was created. And in fact, it might be possible for you to simply copy much of the file, redirecting to the location of your audio file.
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Thugsy
Established Forum Member
Posts: 349
Joined: Tue Jan 23, 2007 11:57 am
Location: Kingston

Re: How do you enable thunder and lightening ?

Post by Thugsy »

Friedy wrote:This is accomplished by using a .lua script and via TSUtilities creating a weather pattern extension blueprint. The extension blueprint must be cited in the scenario's "ScenarioProperties.xml" file. So to investigate, find a scenario that exhibits the visual and audio behavior similar to that which you want, 2) Open the ScenarioProperties.xml file in any text editor, 3) Look down the code for ( specific entries will of course be different )
<WeatherExtensionBlueprint>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">GNTX</Provider>
<Product d:type="cDeltaString">StevensPass</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">Audio\WWWExt.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>

4) Then investigate the .xml file that is being called. You will be missing the source code, but since this is not compiled you should be able to trace how the visual and audio was created. And in fact, it might be possible for you to simply copy much of the file, redirecting to the location of your audio file.
Thanks for that
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