TIG: I experimented a little with Zlib before but I couldn't find a way to save multiple files in the same archive which I need for my plugin, it doesn't seem to be supported.
![](/uploads/imported_avatars/upload/2cde590848b478d382d186ea9f7f6116_93258.jpg)
Posts made by eneroth3
-
RE: Unzipping archive from Ruby (Mac and Windows)
-
RE: Unzipping archive from Ruby (Mac and Windows)
It took me 69,12 seconds to install the gem :S . I think I have a quite good Internet connection, at least a decent one, but it might be my dying hard drive.
I still suppose it's better to download the most current version than rely on something I pack with the plugin. If I pack it with my files I suppose it has to be in my own namespace to avoid collisions if another plugin requires a newer version.
Perhaps there should be a web dialog telling the user the gem is being installed so they know Sketchup hasn't just frozen.
-
RE: Unzipping archive from Ruby (Mac and Windows)
Thanks! The gem rubyzip gem does exactly what I wanted
.
However I don't know what's the best practice to use a gem. Should I ask the user to install it or should I check if it exists when the plugin loads and otherwise install it? Should I in that case use statusbar texts to tell the user the gem is being installed and that it may take some time?
-
RE: Unzipping archive from Ruby (Mac and Windows)
What sort of license applies to unzip.exe? I cannot find it anywhere and I'd like to use it for my next plugin.
-
RE: Eneroth Upright Extruder problem
It all depends on whether you want the vertices (endpoints) or the midpoints of each segments to have the correct radius. Since Sketchup doesn't work with NURBS there will always be a difference between the two.
I often use the radius I want on the middle of each segments because that is what works with offset and many other tools. This will be the behavior of all tools that do not treat curve segments and normal straight edges differently.
-
RE: Eneroth Upright Extruder problem
Hi all.
I think Carsten and Dave have explained what's happening quite clearly. The profile must be perpendicular to the end segment of the path to work properly.
In my extruder the relation between the profile and path tangent is kept along the path so if it's disoriented in the start it will be just as disoriented in the end.
-
RE: [Info] Allowable Classes for "set_attribute"
@tig said:
@eneroth3 said:
I just discovered empty arrays cannot be saved as attributes between sessions in SU 6-2015 (tested on windows 7). However it works just as expected within sessions o.0. Bug report has been submitted.
But of course your code can simply sidestep that with:
...get_attribute(dict, key, **[]**)
which will either return any array which thekey
has as its value, OR with your own[]
as its default, e.g. when it is not setup OR empty, and you getnil
otherwise...Yea, it's really easy to work around it once you know about it.
-
RE: [Info] Allowable Classes for "set_attribute"
I just discovered empty arrays cannot be saved as attributes between sessions in SU 6-2015 (tested on windows 7). However it works just as expected within sessions o.0. Bug report has been submitted.
-
RE: Intersect_with revisited
Just wanted to thank slbaumgartner for this pdf. Extremely useful!
-
RE: [Plugin] Eneroth Railroad System (v 0.1.21)
@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.
-
RE: [Plugin] Eneroth Railroad System (v 0.1.21)
@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
-
RE: [Plugin] Eneroth Railroad System (v 0.1.21)
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]
-
RE: [Plugin] Eneroth Railroad System (v 0.1.21)
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.".
-
RE: [Plugin] Eneroth Railroad System (v 0.1.21)
@oxer said:
I have translated the plugin to Spanish Language, here is the file:
[attachment=0:1kf36y3w]<!-- ia0 -->es.l10n.zip<!-- ia0 -->[/attachment:1kf36y3w]
-
RE: [Plugin] Eneroth Railroad System (v 0.1.21)
These elevated tracks are really lovely. I especially like the second to last image with the small windows to the right breaking the symmetry.
-
RE: [Plugin] Eneroth Railroad System (v 0.1.21)
In that case I'd make the stairs as cut-opening components. You can look i the example model how it's done.
-
RE: [Plugin] Eneroth Railroad System (v 0.1.21)
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.
-
RE: [Plugin] Eneroth Railroad System (v 0.1.21)
The latest version with the new track drawing mode is now published. In Add Track Tool you can now click points in the model that will be connected with a continuous railroad line. Curves with customizable radius and curvature change rate will be automatically added at the corners. The old 'From Scratch' mode is of course kept but now called 'Junction' to distinguish it from the mode for drawing lines.
From now on I'm also publishing the plugin without translations included since waiting for it to be translated has delayed the publishing process previously. Also I don't want to put pressure on the translators to finish their translations if they are busy or away from home. However I hope the translators will post their translations here once they've had the time to complete them
. In the plugin's lang folder there's a file called template.txt that contains all strings to translate. By comparing this, eg. with the notepad++ compare plugin, to the old translation file you can see what strings has been added or removed.
-
RE: [Plugin] Eneroth Railroad System (v 0.1.21)
The typical height of the catenary would be useful to know. I know it's not constant in real life and can be lower under bridges for instance but since it would be constant in the plugin it would be useful to know what value to set it to.
I don't have the time myself to draw lines for trucks but if I get the catenary to work any user could add it. I'll focus mostly on rail transport which is what the plugin is designed for and I've already proved it can be used for roads too even if that really should have its own plugin with features such as changing lane anywhere and driving manually.
The main focus for the next release will be a new track drawing mode for continuous rail lines connecting points selected by the user. This will be much faster than the current method of adding short track segments and manually reposition them to desired length and angle. It will also support transition curves to reduce jerk when entering or leaving a curve.
-
RE: [Plugin] Eneroth Railroad System (v 0.1.21)
I haven't had time to check out the link until now. Some of the drawings seem really useful
. I'm mostly interested in the German system but it seems to be quite similar the Swedish one.