[Plugin] Eneroth Railroad System (v 0.1.21)
-
Hello Christina,
i would insert platform stairs,, is this better as structure?
here a Plateform Name Sign
Ersingburg Hbf. this Name is fictive.. other Name like Ersingen and Ersing etc will be real.
E-R-S...ingburg Hbf
E-R-S...Eneroth Railroad SystemPlateform with Roof
-
A platform and its roof is typically made as a structure so it can easily be used in multiple places and even in curves. The stairs could be made as structure ends (similar to a tunnel portal) if it will always be at both ends of the platform. Otherwise you can have a normal component for it.
-
@eneroth3 said:
A platform and its roof is typically made as a structure so it can easily be used in multiple places and even in curves. The stairs could be made as structure ends (similar to a tunnel portal) if it will always be at both ends of the platform. Otherwise you can have a normal component for it.
ah ok, the stair i will be more in the middle.
thank you
dean
-
In that case I'd make the stairs as cut-opening components. You can look i the example model how it's done.
-
@eneroth3 said:
In that case I'd make the stairs as cut-opening components. You can look i the example model how it's done.
ah ok i have seen..
thank you
dean
-
These elevated tracks are really lovely. I especially like the second to last image with the small windows to the right breaking the symmetry.
-
@eneroth3 said:
These elevated tracks are really lovely. I especially like the second to last image with the small windows to the right breaking the symmetry.
we have so many different "S-Bahn-Bogen". If you search this via Goggle you will see so different version.
-
I have translated the plugin to Spanish Language, here is the file:
-
@oxer said:
I have translated the plugin to Spanish Language, here is the file:
[attachment=0:1kf36y3w]<!-- ia0 -->es.l10n.zip<!-- ia0 -->[/attachment:1kf36y3w]
-
Version 0.1.16 is now published. This version has mostly bugfixes. The most important one is that balises on other tracks are no longer triggered. An error message is now also shown in the add track tool when nodes are to close for curves to fit.
For translators there is only one new phrase, "Nodes are too close for given radius.".
-
A little impression from Berlin
-
-
Spanish Language v.0.1.16
-
Finally a new version is published!
I haven't had as much time as before to work on this project because I'm back to architecture school now after the summer break. However I've added a feature I think is really neat. You can now tell a train to automatically drive towards a given destination and switches will be changed accordingly. You can also tell a train to be switched randomly.
This video is made in the JPods version of the plugin that will soon be published separately but it also works for conventional trains.
[attachment=0:2nt1e5zx]<!-- ia0 -->Translation Dictionary<!-- ia0 -->[/attachment:2nt1e5zx]
-
I don't have time to play with this, but I hope I get to see what you do in architecture someday. You have to be some sort of creative genius!
-
@pbacot said:
I don't have time to play with this, but I hope I get to see what you do in architecture someday. You have to be some sort of creative genius!
Haha, thanks
I haven't had the time to create a proper portfolio but you can download my last project before the summer break here if you are interested:) : http://eneroth.port0.org/files/ronnen.html
-
I would like to add a request.
I would like all the top faces to be split into quads so it would be possible to get textures to follow the curve of the road/rail.
As it is now the side faces are split but top faces are not, resulting in a long linear texture that doesnt line up with the curve.
Possible? -
@pixero said:
I would like to add a request.
I would like all the top faces to be split into quads so it would be possible to get textures to follow the curve of the road/rail.
As it is now the side faces are split but top faces are not, resulting in a long linear texture that doesnt line up with the curve.
Possible?This would be quite complicated to implement and I have other changes that has higher priority for now. However I've been thinking for quite a long time about completely rewriting the extruder code which is the oldest, by far ugliest and perhaps some of the slowest and least efficient code in the whole plugin. If I do I'll definitely consider this.
For now you can try making the profile slope just a tiny tiny bit to divide it to quads and have it look flat.
-
@eneroth3 said:
@pixero said:
I would like to add a request.
I would like all the top faces to be split into quads so it would be possible to get textures to follow the curve of the road/rail.
As it is now the side faces are split but top faces are not, resulting in a long linear texture that doesnt line up with the curve.
Possible?This would be quite complicated to implement and I have other changes that has higher priority for now. However I've been thinking for quite a long time about completely rewriting the extruder code which is the oldest, by far ugliest and perhaps some of the slowest and least efficient code in the whole plugin. If I do I'll definitely consider this.
For now you can try making the profile slope just a tiny tiny bit to divide it to quads and have it look flat.
cool...i can hope furthermore...great news..
Dean
-
For the first time in a long time there's finally a new version published. This time I've mostly fixed bugs and glitches and optimized. I've also put a lot of work in the methods and documentation for creating custom content, such as track types and rolling stocks.
One notable completely new feature though is the library mode of the Add Track tool. A group of tracks and other geometry can be saved and placed altogether, e.g. a complete turntable including the roundhouse or a station including switches, platforms and buildings.
The save format and location for custom content (track types, structure types, signals and rolling stocks) has changed. If you already have made own custom content run "EneRailroad::Templates.convert_old" in console to move and convert it.
I haven't updates the translation template with the new strings or added the translate code under the hood for them. So far the older parts of the user interface can still be translated but I might drop the translation support completely for the next version since the translations don't seem to be used very much, unless anyone really wants to keep it.
I'm also hoping the next release can be the "official" one with the version number 1.0.0. I'll try to get the plugin into the extension warehouse so if anyone finds a bug please tell me!
Advertisement