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Acc3ssViolation

Vehicle Effects - Custom Sound Effects support added!

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I wonder if it's possible to make the train play an arrival melody when it makes a stop? That would be sweet.

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    38 minutes ago, Bach2Baroque said:

    I wonder if it's possible to make the train play an arrival melody when it makes a stop? That would be sweet.

    That might be possible, I'll look into it.

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    That steam locomotive is fantastic. I'm blown away by it. Perfect for my old Victorian style train building assets. Is there a link to the fully working train?  

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    There are some links to vehicles on the bottom of the mod's workshop page, one of those should be what you're looking for.

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    27 minutes ago, Acc3ssViolation said:

    There are some links to vehicles on the bottom of the mod's workshop page, one of those should be what you're looking for.

    Already seen them and have them in my city. All my trains are now going to be steam trains :D They look and sound amazing, only negative I can see so far is that the steam is very visible at night. Although that may be a good thing, either way I love this mod!

     

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    UPDATE: More options!

    Spoiler

     

    Just updated the mod with some new features:

    • Effect flags can be set
    • Effects can be removed by specifying "None" as a replacement effect
    • Custom multi effects can be created
    • Train Ditch Light effect, the same as a small truck headlight but visible during the day.
    • Should fix smoke particles getting stuck in places on a second map load.

    I also attached an example that uses the new features to add alternating ditch lights to a passenger train, thanks to @bsquiklehausen for the suggestion.

    And check the workshop page for some info on the mod's usage. Any new info will be added there as well to keep everything in one place.

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    Is there still no serialization for these effects?

    I know that they added support for prop light effects in the last update, so the NetworkSkins LightPropEnabler is basically obsolete.

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    I'm not sure, but the main problem was the lack of position and direction support for effects on vehicles. PropInfo.Effect contains a position and direction vector, but VehicleInfo.Effect does not, so you have to get creative.

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    Would like to know if non-train vehicle effect is possible to be made - orange car blinkers as exterior lights.

    I guess it could be possible, because we have various light emitter props, so some light with lesser luminous strength could be used for cars. Loaction of those blinker props could be defined by position and rotation coordinates. There are already front light props introduced in AD update, so those could be modified to be orange colored and blink together with parts in _i texture,

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    So are custom animations (steam locomotive valve gear) within the realm of possibility?

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    40 minutes ago, pauliaxz said:

    Would like to know if non-train vehicle effect is possible to be made - orange car blinkers as exterior lights.

    I guess it could be possible, because we have various light emitter props, so some light with lesser luminous strength could be used for cars. Loaction of those blinker props could be defined by position and rotation coordinates. There are already front light props introduced in AD update, so those could be modified to be orange colored and blink together with parts in _i texture,

     

    3 minutes ago, donoteat said:

    So are custom animations (steam locomotive valve gear) within the realm of possibility?

    I don't think either of these are possible.

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    This sounds really promising! Hmmm, I'm thinking about whether this could be used to add more realistic brake lights to cars. I've always thought that the rear lights weren't bright enough. That could be done using the MinSpeed and MaxSpeed attributes and would somewhat emulate the brake lights of cars with automatic transmission, which would of course fit well in US cities :P I'd give it a go if I hadn't broken my workshop integration yesterday. Anyway, this opens up  some new possibilities!

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    Update/Released!

    I feel like the mod is reliable enough for a release, so it's up now! :D
    I still want to add some new features and perhaps tweak some effects if necessary.

    Changes

    • Added some sound effects that were requested, I'm not sure the sound levels are completely right yet.
    • Added a daytime, small directional light (Train Ditch Light) and a diesel exhaust smoke particle effect (Diesel Smoke).

    Check this discussion page for an updated list of options/effects.


     

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    3 hours ago, bsquiklehausen said:

    I've just finished updating many of my trains to be compatible - all the freight trains and the original American Commuter Train are set up and working, and the rest are coming very soon!

    http://steamcommunity.com/sharedfiles/filedetails/?id=577210966

    I'm predicting that we'll be seeing a very excited Strictoaster soon

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    This is great news, i'll  be finishing up my steam cargo boat model today, will definitly add the steam effect. This opens so much possibilities. 

    A question though, will it be possible to use these effects on buildings too ? or is it for vehicles only for now, these custom effects would help a lot when creating heavy polluting factories and maybe even flarestacks.

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    The default effects Factory Steam, Factory Smoke and Factory Smoke Small are pretty similar to the new particle effects.

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    Great mod!

    What I am missing is some red tail light for my trainsets - especially for the AEM7 it would be great to have :)

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    2 hours ago, Tim The Terrible said:

    Yes, red tail lights would be awesome!

    Some other idea, as we got smoke for diesel engines:

    How about some random, bluish "flash"? :) we could use that at pantographs or power-rails ;) it does not need to have a large corona, but should emit a fair amount of light in ground direction. The effect could be only active above 0 km/h and should appear somewhere between every 10 and 30 seconds randomly :D

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    Red tail lights would be great, but to do it properly we would need both a custom shader and train AI, so I don't really see that happening. Maybe a glowing red orb would work but that would look pretty bad.

    The flash/spark on the other hand is a lot easier to do.

    EDIT: Little snippet for a spark effect using the default taxiway light

    Spoiler
    
    <Effect name="Vehicle Effect Multi">
    	<!-- Stop it from happening when stationary -->
    	<MinSpeed>2</MinSpeed>
    	<!-- Not that relevant -->
    	<Duration>1</Duration>
    	
    	<SubEffects>
    		<SubEffect>
    			<StartTime>0</StartTime>
    			<EndTime>1</EndTime>
    			<!-- Tweak this to get it to appear more or less often -->
    			<Probability>0.025</Probability>
    			<!-- Taxiway Light seems perfect for a blueish pantograph spark effect -->
    			<Effect name="Vehicle Effect Wrapper" base="Taxiway Light">
    				<Position x="0" y="4.94" z="0.43" />
    				<Direction x="0" y="0" z="1" />
    			</Effect>
    		</SubEffect>
    	</SubEffects>
    </Effect>

     

     

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    There is a vanilla blinking orange light prop (warning light). It would be nice to have it implemented for vehicle turning signals/blinkers.

    We know that there are already white light emitters that can be set in Vehicle Asset Editor. Same way could be done for orange lights, but, of course, we don't want them to be blinking forever. In some way illumination texture parts (100% black for turning signals) are dependent on car wheels (as separate mesh elements) rotation. IMO there should be a way to tie light props with car wheel rotation. So in the end both texture parts and light props would be blinking.

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    On 15 October 2016 at 10:21 PM, Acc3ssViolation said:

    That might be possible, I'll look into it.

    If it's possible, I would like for the steam engine to play their steam whistle when leaving the station.

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    3 minutes ago, Dejected Angel said:

    If it's possible, I would like for the steam engine to play their steam whistle when leaving the station.

    These two assets actually do:

    http://steamcommunity.com/sharedfiles/filedetails/?id=455478064

    http://steamcommunity.com/sharedfiles/filedetails/?id=497357930

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    37 minutes ago, pauliaxz said:

    There is a vanilla blinking orange light prop (warning light). It would be nice to have it implemented for vehicle turning signals/blinkers.

    We know that there are already white light emitters that can be set in Vehicle Asset Editor. Same way could be done for orange lights, but, of course, we don't want them to be blinking forever. In some way illumination texture parts (100% black for turning signals) are dependent on car wheels (as separate mesh elements) rotation. IMO there should be a way to tie light props with car wheel rotation. So in the end both texture parts and light props would be blinking.

    Syncing them up is proving to be rather difficult. You'll have to stick to illumination maps I'm afraid.

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