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Would some knowlegable object builder explain the .csv format cube,cylinder,and translate commands and the parameters used for them. I have some difficulty with the translation at Mr.Mackoys site. Thanx
I made an Italian BVE object guide some while ago. You can download it at http://web.tiscali.it/lcartello/download/GuidaOggettiBVE1_1.zip (it's a zipped Word 97 document) - 718 Kb.This is the translation (excuse me if my English is poor) of the Cylinder statement shown at page 14 and 15 in the guide:Cylinder,N,R1,R2,HDraws a cylinder, or better, a prism with a base of N sidesParameters: N - Number of the faces of the prism R1 - Seed-diagonal (radius of the circumscribed circle) of the upper base in meters R2 - Seed-diagonal (radius of the circumscribed circle) of the lower base in meters H - Height of the prism in metersThis is the second new implementazione of format CSV. It allows to construct, indicating 4 parameters, a cylinder or a regular prism.In truth with the Cylinder instruction it does not come constructed a true cylinder, but a regular prism composed from two bases and a variable side number from 2 to N. It's not know from official source how much can be the maximum value of N, but with 2500 the solid comes visualized in the Structure viewer, while with 25000 the Structure viewer hangs.Wanting to simulate a cylinder of small radius, by example a pole, I suggest to use for the number of faces low values (N=6 or N=8), becouse at the distance in which it comes visualized, passing with the train, it looks perfectly cylindrical. A value of 64 could be used for objects with radius of some meters, also because increasing the number of the faces it drastically decrees the frame rate in the game.The center of the prism is automatically set at coordinates: X=0, Y=0, Z=0.The prism it is oriented in parallel with axes X, Y and Z. To place or orienting it differently it is necessary to use the instructions Translate and Rotate respective.BVE assigns automatically to the prism 2 Vertex for every edge and one face to every side, like in the following picture(the picture at page 15 in the guide)Vertex 0 is always that one up of the first right face (memory that the number of the faces is defined from N), Vertex 1 is that one correspondent low. They follow the others in counter-clockwise sense (watching the solid from the upper base): to notice that upper Vertexes are all pars and those inferiors all odd numbers.The first face is that one formed from Vertex 2,3,1,0 - the second one from 4,5,3,2 - the third from 6,7,5,4 and so on. In the above example until 0,1,15,14.The solid created with the Cylinder instruction can be colored with the SetColor instruction (otherwise it's white). All the faces assume the same color.Wanting, it is also possible to apply texture with reference to Vertexes indicated in the picture. To notice that, given the particular guideline of Vertexes, we can easyly use symmetrical textures, but not those asymmetric ones. These last ones are usable correctly on all but one consecutive faces. The exception il on the last face, that it will contain, concentrated and turned upside down to mirror, everything has been distributed on the other faces. Bat there is also to notice that it is possible to orient the prism so that such face turns out invisibile during the simulation.I'm sorry but I've not time at now to translate other commands requested. Anyway I did not plan to translate the full guide becouse I think that my English is not much better that that of online translators from Japanese sites.I can suggest the following pages on Mr. Matsumura's Japanese BVE tutorial site: I learnt there to use these commands.http://www.hi-net.zaq.ne.jp/seiun/bvetut/structure/index.htmlhttp://www.excite.co.jp/world/url/?wb_url=www.hi-net.zaq.ne.jp/seiun/bvetut/&wb_lp=JAEN&wb_dis=2Luigi Cartello http://web.tiscali.it/lcartello/
Luigi,thanks for the help.Between your explanation and those at Mr. Matsumura's site eventually Ill get it.Im probably getting a bit ahead of myself at this point anyway,but I want to learn it all- now!I love the international aspect of BVE even with the frustration of understanding things sometimes.
I probably couldn't explain it any better.Just play play play play play with parameters... and when you find what something does, commit it to memory.That's essentially how I learned to code objects. Tim Frost NVTA Subway routes for BVE: http://nvta.co.uk
Thanks gents.I worked it out last night.Mr. Matsumura's site helped alot with illustrations, and I studied Paul Woolsleys Camden objects because he uses those commands quite a bit.Now its time for noodling around!