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Brno BVE Website

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Post by Dexter Sun Mar 25, 2012 8:32 pm

Maybe like this. Smile
Brno BVE Website - Page 2 18279933
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Post by busheyheath Sun Mar 25, 2012 10:48 pm

From a driving position it looks OK to me.
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Post by Dexter Fri Apr 13, 2012 9:34 pm

Another piece of work started today - it is called "the piazza project". I hope I willl be able to provide some screens tomorrow. Wink
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Post by graymac Fri Apr 13, 2012 9:42 pm

I LOVE pizza!!!
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Post by Dexter Sat Apr 14, 2012 10:18 am

Man, haven't you learnt how to read text or what... Very Happy

Anyway, this one might be crunchy as well. Very Happy

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Post by graymac Sat Apr 14, 2012 10:21 am

Well, that gravel on the track bed looks good enough to be crunchy! Excellent work.

(Oh, and NO olives, please!)
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Post by Dexter Sun Apr 15, 2012 10:23 am

Thanks. Well, I have promised the screenshots to arrive yesterday, but there was an administrative problem I had to deal with. So here the screens go now (no olives included, Gray albino ):

The train passing by:
Brno BVE Website - Page 2 18315847

A bus taking a break before going back on its city route again:
Brno BVE Website - Page 2 18315850

An empty bus stop with a seat, info pole and ticket machine:
Brno BVE Website - Page 2 18315851

An overal view of the terminus:
Brno BVE Website - Page 2 18315855

Over to you, Gray... and everyone else, of course Very Happy
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Post by graymac Sun Apr 15, 2012 11:19 am

Superb! Excellent detail.
I see the track appears not to be fenced off. Is that allowed in the CR? All rail tracks must be fenced by law in the UK, and Ireland too (with the odd exception - the train runs up the street at Wexford).
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Post by Dexter Sun Apr 15, 2012 11:27 am


Thanks, I spent a lot of time on tuning the photos up - even the bus station poles are different from each other, one for getting of at the terminus, the other one for getting on. Very Happy

Actually there are tracks running freely along fields, aside from streets in cities etc. here, so I suspect that either it is allowed, or nobody cares. Either way, it is dangerous...

I might consider putting something in there, it is not yet 100% finished. I was trying a new approach in route building - the whole bus terminus is one *.animated object, to which I was adding the needed components. It is much faster than reloading the whole route. And once you have the object created in one of your folders, you can access it from anywhere, so it is good to avoid duplicate structures as well.
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Post by graymac Sun Apr 15, 2012 12:37 pm

I have used .animated files as "containers" too. Great for "passing trains". It's also convenient when you want common files but different functions. Example, take an automated crossing. The barriers and lights will mostly all be the same. Road and fence combinations may differ. And you may have differing trigger distances dependant on line speed. It's quick to knock up the variants using .animated.
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Post by Dexter Sun Apr 15, 2012 12:39 pm

Agreed. I liked this way of building things, we will see what comes up next. Smile
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Post by busheyheath Sun Apr 15, 2012 3:08 pm

Amazing! But is kofola still available in the CR? When I visited the old CSSR in the seventies this stuff made me switch to beer.... Cool
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Post by Dexter Sun Apr 15, 2012 8:15 pm

busheyheath wrote:Amazing! But is kofola still available in the CR? When I visited the old CSSR in the seventies this stuff made me switch to beer.... Cool

Of course it is, being manufactured in Krnov, it is being sold in the vast majority of Moravia and some parts of Bohemia as well. I myself quite like it. Smile


Last edited by Derryck on Mon Apr 16, 2012 4:46 pm; edited 1 time in total
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Post by Egg Mon Apr 16, 2012 1:38 pm

Your screenshots look lovely, Derryck- there must be an artist inside you.
One improvement might be shadows of items such as posts, seats, walls etc. Could such shadows be made by placing a semi-transparent horizontal plane under each object?

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Post by graymac Mon Apr 16, 2012 3:01 pm

Oh, God!!! The frame-rates!!!!
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Post by Dexter Mon Apr 16, 2012 5:00 pm

Egg wrote:Your screenshots look lovely, Derryck- there must be an artist inside you.
Heh, thank you. Very Happy

Egg wrote:
One improvement might be shadows of items such as posts, seats, walls etc. Could such shadows be made by placing a semi-transparent horizontal plane under each object?

Hypothetically speaking, yes, it is possible of course. But please read also the last part of the answer

graymac wrote:Oh, God!!! The frame-rates!!!!
It is not only framerates, Gray. Making a static shadow or two is not that hardware demanding, as long as its absolute position stays the same.

Let's take another point of view, though:
Static shadows can be of some use in openBVE; as long as we take one ride through the scenery, which seems more static than dynamic to us. The question, that arises, is how to create these shadows. Imagine that every object has to have a specific one, since a pole, for example, has a different shape than a bench.
Now, if we take this into consideration, there are two ways of creating a shadow for any object - either putting it directly to the object file (the same applies for a *.b3d, *.csv, and *.animated), or putting it separately. The first option is useless for vegetation, because once we make the same tree positioned 0.5 meters on Y coordinate in one place, and 0 meters on Y coordinate in the other place, one of the shadows would either be levitating, or buried in the ground and invisible. No good use.
Putting it separately would bring us hell with placing the shadow by writing it as a freeobj in the route file. You would have to do this for every single thing you place in your route. No good use it is again.

Apart from that, the shadows should at least be dynamic considering the daytime - they should rotate, shorten and extend based on the position of the Sun. It would be weird to travel at 1 pm and have a looooong shadow sufficient for morning, wouldn't it....

The only reasonable way of this working is that the render itself (the sim) creates shadows on its own, considering the Vertex position, transparency and at least daytime. Of course, "switch off" option would be a must for users with regular PCs.

Just my opinion though...


Last edited by Derryck on Mon Apr 16, 2012 5:14 pm; edited 1 time in total
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Post by busheyheath Mon Apr 16, 2012 5:06 pm

I have thought about the same problem, and I agree with you that the problem should be solved inside the simulator. Of course it should be possible to switch it off (cloudy or night).
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Post by busheyheath Mon Apr 16, 2012 5:08 pm

Oh, and looking at the bus: those Czech roads must be very soft! Rolling Eyes
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Post by Dexter Mon Apr 16, 2012 5:12 pm

busheyheath wrote:Oh, and looking at the bus: those Czech roads must be very soft! Rolling Eyes

Not really. Laughing It is an old model alright, only a few last of those are still in operation. I would like to get hold of better textures, but that is almost impossible as there are only 5 or so left and they can operate anywhere in the city... Neutral
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Post by graymac Mon Apr 16, 2012 5:19 pm

I do use static shadows on two very definite items. On bridges and on rolling stock. (Bridge shown here)

https://www.facebook.com/photo.php?fbid=238338696256039&set=a.219234251499817.50038.219222831500959&type=1&theater
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Post by Dexter Mon Apr 16, 2012 5:23 pm

graymac wrote:I do use static shadows on two very definite items. On bridges and on rolling stock. (Bridge shown here)
Brno BVE Website - Page 2 Photo.php?fbid=238338696256039&set=a.219234251499817.50038

Yes, but that is most probably about it as for static shadows. Smile The rolling stock, and some large objects that don't change positions and create almost the same shadow all the time... apart from rolling stock and bridges I can think of a tunnel portal or a bigger group of trees, for example...
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Post by busheyheath Mon Apr 16, 2012 6:42 pm

Derryck wrote:
busheyheath wrote:Oh, and looking at the bus: those Czech roads must be very soft! Rolling Eyes

Not really. Laughing It is an old model alright, only a few last of those are still in operation. I would like to get hold of better textures, but that is almost impossible as there are only 5 or so left and they can operate anywhere in the city... Neutral

OK, I didn't make myself clear enough. Your bus is placed too low on the surface, the wheels are buried halfway down the road. Lift it by, say, 0.5 metres and you're out of trouble!
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Post by graymac Mon Apr 16, 2012 8:25 pm

Vandals!!! They let the air out of all four wheels!!
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Post by Dexter Mon Apr 16, 2012 8:58 pm

busheyheath wrote:OK, I didn't make myself clear enough. Your bus is placed too low on the surface, the wheels are buried halfway down the road. Lift it by, say, 0.5 metres and you're out of trouble!

Still, not really. Wink The bus is placed correctly, you have to realize the sidewalk is laid higher than the road - especially on bus stops the bollard and consequently the whole sidewalk is risen to make getting on the bus easier. Check the picture, you'll see what I mean. The bollard height is 20 cm here...

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Post by busheyheath Mon Apr 16, 2012 9:41 pm

OK, an optical illusion...
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