October 24, 2011
at 3:48 pm /
#26028
Dom said
[quote:lpl0w43d]It’s the other way round: white must be on the side of wiper blades while it’s still.[/quote:lpl0w43d]
Yes, I think I’ve been finding this, or else the alpha is linked to the view from the front looking at the cab from outside. Sounds daft, but I do think it is the exterior wipers that control things.
Richard
October 25, 2011
at 12:47 pm /
#26021
Hi guys.
I have been following this thread with great interest. I have tried your suggestions out and they work fine.
I have noted something else too, unless I missed it some where. The area of the rain textures used affects the size of the rain drops.
[attachment=0:1z1sa5vk]<!– ia0 –>Rain02.jpg<!– ia0 –>[/attachment:1z1sa5vk]
This is from part (about 25%) of a 1024 x 1024 texture file. My first experiment and I couldnt be bothered to re map the windscreen.
[attachment=1:1z1sa5vk]<!– ia1 –>Rain03.jpg<!– ia1 –>[/attachment:1z1sa5vk]
This from about 75% of a 256 x 256 texture.
It makes sence I suppose if there are a limited number of raindrops to a texture. The smaller the bit of texture you are looking through the bigger the drops appear!!!!
Dick C.
October 25, 2011
at 6:48 pm /
#26022
Hi… i have a question.. how do you sincronize animation of wipers with the texture related rain drops clean up by the wiper? ..Because my wiper animation is out of sync with the rain drops cleanup in texture animation.In other words my wiper is not working sincronized with the cleanup of the rain drops on my windshield!!!!!
October 28, 2011
at 8:15 pm /
#26039
The wiper animation needs to have 16 frames but with no return animation. The sim deals with that. The entry in the loco bin file for the wipers needs to be <AnimStyle d:type="cDeltaString">BackAndForthContinuous</AnimStyle>
Dick C.
October 29, 2011
at 6:00 am /
#26008
I stand correcxted. I have just tried that out and it gives a much better result tan my settings!!!! <!– s:oops: –><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed" /><!– s:oops: –> Thanks.
October 31, 2011
at 8:09 am /
#26032
Stunning work by Richard, Vlado and Paul, You three are geniuses. Managed to get this working first time with the new exporter.
[url:3ehqiu22]http://www.youtube.com/watch?v=Gj2uiZqKRc8[/url:3ehqiu22]
One problem I have thought is if I map more than one object with this texture i.e the other windows, the hieracy does no export and I only get the main model and nothing else. I do not have more than twelve sub-groups in any group.
Even moving the new textured windows out of the hieracy still causes the export to fail. Only when I remove the texture or delete that object so there is only one window left does it work again. I am exporting 248 blocks at the moment.
October 31, 2011
at 10:14 am /
#26031
Hello,
It’s certainly a group problem.
I had a case of export pb whereas the maximum of 24 groups was not reached. I solved it be merging 2 groups.
As for cabs, for the export, all objects are under main, except 2 groups for animations, 1 group for indicators and wipers.
(I keep more hierarchies in a master model which is used for to build the export model by removing some groups)
October 31, 2011
at 5:54 pm /
#26045
Slimming the groups down still doesn’t have any effect. Perhaps I’ve hit some file size limit or something. Do you guy’s export your windows as one merged object or keep them separate?
November 1, 2011
at 10:18 pm /
#26030
It seems you can only use one weatherglass_1 in the RailSim field for one pane of glass. I used weatherglass_2, weatherglass_3, weatherglass_4 and weatherglass_5 for the other windows and all works fine with the export now. I used the green part of the normal map for both side windows and the raindrops seem to be moving in the correct direction.
One happy bunny now <!– s:D –><img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt="" title="Very Happy" /><!– s:D –>
<!– m –><a class="postlink" href="http://www.youtube.com/watch?v=Gkgs1pSWsZA">http://www.youtube.com/watch?v=Gkgs1pSWsZA</a><!– m –>
November 2, 2011
at 1:52 pm /
#26013
I should have said the "Custom" Rail Sim field which is under the texture slots. If you look in Vlado’s third post down you can see the Custom Rail Sim field.
<!– l –><a class="postlink-local" href="http://amabilis.com/forum/viewtopic.php?f=7&t=6352">viewtopic.php?f=7&t=6352</a><!– l –>
I only have one cab at one end so I see what you mean now.
February 11, 2012
at 4:23 pm /
#26004
Well, After upgrading to Windows 7 64bit and the new RW update this seems to have happened.
<!– m –><a class="postlink" href="http://youtu.be/yIWnAc4K_V0">http://youtu.be/yIWnAc4K_V0</a><!– m –>
It only seems to be a problem when the TSX box is checked. This was on my slower laptop but the same effect is prevailant on my top spec pc. Old models work fine just the latest exported on Windows 7 and the latest RW update I have trouble with. Can anyone else confirm that the TrainGlassWeatherEffect.fx shader still exports OK with the new RW update on Win7 64bit. I’m using 3DC7.1.2
Cheers.