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#1 OFFLINE   Jenolan

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Posted 04 September 2011 - 12:30 PM

Trainz Layers

To enable scripted game layers that are easy for the end user this is the RBR plan for SDL (Standard Definition Layer) and HDL (High Definition Layer) with seasonal support.

The layers that will be supported are;

Standard Definition
  • SDL.Main not used this will be the default 'route-layer' layer that is the base map layer used
  • SDL.Summer Summer SD Layer
  • SDL.Autumn Autumn/Fall SD Layer
  • SDL.Winter Winter SD Layer
  • SDL.Spring Spring SD Layer

High Definition
  • HDL.Main The base high definition layer (always loaded for HD mode)
  • HDL.Summer Summer HD Layer
  • HDL.Autumn Autumn/Fall HD Layer
  • HDL.Winter Winter HD Layer
  • HDL.Spring Spring HD Layer

Session Rule

For normal session usage there will be a rule that may be added to the session that will provide session level settings.

  • Low definition mode (switch on/off) Note: that the user will always be able to toggle this in game
  • Lock Season (switch on/off) allow the user (or not) to change the season in the session
  • Season one of None, Summer, Autumn, Winter, Spring (sets the start up season)

In game

The user will have a button available to toggle SD/HD modes and optionally the season depending on the rule setting.

RBR Activity Mode

Activities will be able to set/lock the season mode real-time. SD/HD will be set initially using the users stored RBR Setting value but may be toggled at run time as per normal. However, toggling the SD/HD mode will not change the internal level used for generating extra fluff traffic.


Zec what do you think?

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#2 OFFLINE   Jenolan

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Posted 04 September 2011 - 05:07 PM

Zec has poo-poo's this over on the Auran topic, don't want to disagree there as it is likely to rouse the trolls.

My idea with these layers is that you can have a winter layer that includes snow, snow men, xmas trees and so on, the spring layer could have extra ground cover, summer could have burnt grass instead of green grass ... on and on... Have I missed the point?

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#3 OFFLINE   hhdawrs

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Posted 05 September 2011 - 08:18 AM

Zec's comment didn't say why his suggestion was best from where sits.

I believe he dislikes trolls as much as we do.  Maybe get a non-public discussion where you can privately battle a system that is good for all without taking the battle personally.

His sig says he is only voicing his opinion.  He is a way bigger person in Auran than that.  Think back on the great guys who left over the years because of the weird pecking order that caused them such frustration.

Herb



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#4 OFFLINE   S301

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Posted 05 September 2011 - 11:22 AM

Just to clarify, any comments made under my 'S301' username are my own (often based off info learned through work http://razorbackrail...tyle_emoticons/default/smile.png ), unless I specifically say otherwise. http://razorbackrail...tyle_emoticons/default/smile.png That includes here http://razorbackrail...tyle_emoticons/default/wink.png

As to the layers. Having the ability to *add* objects in seasonal layers could be handy (although I would suggest limiting this to adding them via the session layer). However, using the built-in system would be preferable where possible. Some objects may have 'transitional' seasonal objects (I can have more than 4 'seasons' in my object, allowing 'semi-autumn' or 'semi-winter' objets)

All map objects (including splines, last I heard) support the seasonal functions. I've not tested it yet, but I believe that 'traincar' assets also support it, which opens up a bit more of this area.

One of the big advantages, I see, of the seasonal system is the 'snow level' section. Namely, winter doesn't = snow. It does mean cold, generally, and will see deciduous trees shed most/all of their leaves, plus a lot of mud under grass, etc. By using the snow-level setting, you can select how far above sea level the 'snow' textures/meshes start appearing. For the RBR classic map, the junction for the Norris Green line will be 'cold' but no snow. However, when you get up to the logging area, you may have risen enough to meet snow. Or only the tops of the hills/mountains may have snow.

Zec
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<a href="http://www.auran.com/TRS2004/DLS.php?SearchCriteria=103475:&textsearchID=1" target="_blank">Zecrail DLS Content</a>

#5 OFFLINE   S301

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Posted 05 September 2011 - 11:49 AM

Something that just occurred to me as well...

You would not be able to change the ground textures to match the layers without using the built-in seasonal system (ground textures do support seasons), since these are not linked to the layers.

Zec
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<a href="http://www.auran.com/TRS2004/DLS.php?SearchCriteria=103475:&textsearchID=1" target="_blank">Zecrail DLS Content</a>

#6 OFFLINE   hhdawrs

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Posted 05 September 2011 - 01:54 PM

View PostS301, on 05 September 2011 - 11:49 AM, said:

Something that just occurred to me as well...

You would not be able to change the ground textures to match the layers without using the built-in seasonal system (ground textures do support seasons), since these are not linked to the layers.

Zec

I have a better feel for the different approaches without having to try to comprehend the complexities of working out how to get them compatible.  I poked about Surveyor a few times long ago, but my interest was really just driving, and mostly freight at that.  Add aging and it's too taxing to pursue.

It's really encouraging to see the progress.

Thank you.

Herb
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#7 OFFLINE   S301

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Posted 05 September 2011 - 02:29 PM

Hi Herb
If you have TS12, you can have a peek at the 'seasonal' functions on the North East Corridor route (for 'full' or near 'full' seasonal support). You can change the season by going to the 'main menu' drop down menu, then clicking on 'environmental settings', then going to the 'calender' tab (the middle tab in the new window). Now change the date to the desired season.

Note, assets need to be specifically created to support seasons, hence many objects on routes may not change. I'll be looking into this for RBR V7 when I get a chance, even if the buildings only change from 'normal' to 'snow' versions http://razorbackrail...tyle_emoticons/default/smile.png

Zec
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<a href="http://www.auran.com/TRS2004/DLS.php?SearchCriteria=103475:&textsearchID=1" target="_blank">Zecrail DLS Content</a>

#8 OFFLINE   hhdawrs

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Posted 05 September 2011 - 03:25 PM

View PostS301, on 05 September 2011 - 02:29 PM, said:

Hi Herb
If you have TS12, you can have a peek at the 'seasonal' functions on the North East Corridor route (for 'full' or near 'full' seasonal support). You can change the season by going to the 'main menu' drop down menu, then clicking on 'environmental settings', then going to the 'calender' tab (the middle tab in the new window). Now change the date to the desired season.

Note, assets need to be specifically created to support seasons, hence many objects on routes may not change. I'll be looking into this for RBR V7 when I get a chance, even if the buildings only change from 'normal' to 'snow' versions http://razorbackrail...tyle_emoticons/default/smile.png

Zec
Thank you.  I'm slowly learning TS12.  I appreciate your recent coupler physics support, but haven't gotten it licked yet.

Dealing with AI trains staring me down is new.  I've gotten past some; others I lose.  A big learning curve because it is so different from my RBR security blanket.

The Save capability keeps from going bonkers.
***********************
EDIT:  My Main Menu drop down doesn't have Environmental Settings?  Not a big deal, so don't let this bog you down.

Herb
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#9 OFFLINE   S301

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Posted 05 September 2011 - 07:28 PM

Apologies, it's 'Edit Environment' in TS12. http://razorbackrail...tyle_emoticons/default/smile.png The options are only in Surveyor.

Zec
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<a href="http://www.auran.com/TRS2004/DLS.php?SearchCriteria=103475:&textsearchID=1" target="_blank">Zecrail DLS Content</a>

#10 OFFLINE   Jenolan

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Posted 05 September 2011 - 08:55 PM

me lost now .. it seems that you have now said it is a stoopid idea, a maybe idea if only and well what.

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#11 OFFLINE   S301

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Posted 05 September 2011 - 10:53 PM

I never said it was specifically a stupid idea, but that there is a built-in mechanism to handle seasonal changes.

However, when you added new information (namely, adding new objects for specific seasons, such as snowmen, etc), this changed things a little. Namely, you are *adding* objects, rather than using objects already on the map (which can update to match the built-in seasons/calender system).

Adding objects, this is fine (you could, I guess, turn off the layer if you select a date outside of that season). However, the layers aren't the real answer to seasons. You should first try to use the built-in system, since this can change objects 'on the fly'.

The 'HD'/'LD' system is very easy to implement. Drop the 'HD' items into a separate layer, and you are 'good to go'. However, to have 'full' seasons support via layers, that means basically making the map 5 times, which means that the map becomes impossibly complex (you try building something the size of the RBR:C map five times over http://razorbackrail...tyle_emoticons/default/wink.png ). Instead, you can build it once, but build it well, and use seasonal objects. These will automatically match the selected 'season' (via the date).

However, via code, you could (I think - you know I'm not a real code person http://razorbackrail...tyle_emoticons/default/smile.png ) read the 'date'/'season', and activate an 'extras' layer to add season specific details. This is where having 'seasonal' layers may be an advantage, however it should not be used as the main method of implementing seasons.
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<a href="http://www.auran.com/TRS2004/DLS.php?SearchCriteria=103475:&textsearchID=1" target="_blank">Zecrail DLS Content</a>




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