Train-Sim.Com
BVE

Update on Mackoy's site

Notice to all visitors and members of the Train-Sim.Com message forums:
If you plan on using a signature banner in your posts, we would like to remind you that there is a maximum size for banners. That maximum is 450 pixels wide by 120 pixels high, and not to exceed 25k. Your compliance is appreciated. FORUM RULES Problems? There are two common reasons for problems with logging in and posting messages. The first is that you are running a firewall that prevents your messages from being sent to the server. The other is that you have cookies disabled; the DCForum software requires cookies to work properly.

Previous Topic | Next Topic

Printer-friendly copy Email this topic to a friend

Reading Topic #387

Member since Apr-9-03 · 45 posts

Update on Mackoy's site – image 1

LAST EDITED ON Jun-01-03 AT 02:37 PM (EDT)

A new page on Mackoy's site http://mackoy.cool.ne.jp/ today: you can open it with a clik on the tea cup on the right.There are some informations on Mackoy and a history of BVE. The last paragraph shows somw informations about a future version of the program. This is the translation given by Altavista:Next generation BVE (It writes seriously) The request has been met by adding a function until now. However, a limit is beginning to come to the method. Whenever it added the function, the program was complicated, and in order that they might act mutually, the change also with small, big functional addition was needed. BVE changed into the state where a hand is not attached any longer.
general-purpose system which does not make much function of exclusive use but can absorb all matters in order to solve this 1 ‚ì‚é -- they are things BVE is moving toward this now. I think that it is probably moving. even if it takes -- slowly . The goal cannot be seen at all yet. (;'„D`)
But since it progressed just for a moment, it reports. A new vehicles file and an editor
Since an acceleration power curve can be freely drawn with a pen tool, the characteristic of an internal combustion car is supported.
In order to reproduce i’i of the notch of resistance control, an acceleration power curve is drawn not for the notch of mass communications but for every notch of resistance.
Moreover, the parameter which can be set up was increased.
Screen shot (Vehicles editor under development) Update on Mackoy's site – image 2Full Direct3D
If Direct3D is used, since it is not necessary to treat per pixel, resolution is easily changeable.
Since it comes to be able to perform rotation of a picture simply by Direct3D, a bit map can be used for the needle of a meter. Present and a needle are Direct3D, although grow fat, it becomes thin or an unnatural motion is carried out, since it is drawn with the polygon of a pixel unit. It is using and moves smoothly. Of course, the form of a needle is also changed free.
Screen shot ( BVE under development)
Update on Mackoy's site – image 3A flexible meter object
Until now, the new function has been added for every display. Extension of a function is simplified by the flexible meter object. For example, it is < "or / a needle indicates" what > by operation / clock / a speedometer a pressure gauge, ] unifying the same thing. Support of an ammeter and a voltmeter is enabled only by changing.
Support of x file
A DirectX (.x) file is supported. Strike RAKUCHA can be created using application.
Screen shot ( Structure Viewer of Now Showing, and tiger in Microsoft DirectX SDK) Update on Mackoy's site – image 4
In fact, only a viewer is correspondence ending. A penetration will not be effective if it says that it is formal correspondence why --
16 Chord Motor Sound
The number of sound sources of motor sound It increases to 16 and the sound of 16 can be simultaneously controlled now by each having a track further. The problem which changes a pitch gradually is solved by making it vector form. The present motor sound is a motor. Although it sounds by torque, in order to make sound at the time of the slowdown of an internal combustion car, selection of brake power is enabled.
Screen shot (Motor editor under development)
Update on Mackoy's site – image 5
Luigi Cartello
http://web.tiscali.it/lcartello/

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

RE: Update on Mackoy's site, Bluetrain048, Jun-01-03, 03:20 PM, (1) RE: Update on Mackoy's site, Thefrog3, Jun-01-03, 03:45 PM, (2) RE: Update on Mackoy's site, TomBeevers2000, Jun-01-03, 03:53 PM, (3) RE: Update on Mackoy's site, Wulf_9, Jun-01-03, 04:12 PM, (4) RE: Update on Mackoy's site, jsdickinson, Jun-01-03, 04:19 PM, (5) RE: Update on Mackoy's site, Zazzy_Bob, Jun-01-03, 04:26 PM, (6) RE: Update on Mackoy's site, Wulf_9, Jun-01-03, 04:33 PM, (7) RE: Update on Mackoy's site, etjason, Jun-01-03, 05:42 PM, (8) RE: Update on Mackoy's site, Simon_G, Jun-01-03, 07:00 PM, (10) RE: Update on Mackoy's site, Wulf_9, Jun-02-03, 02:56 AM, (12) RE: Update on Mackoy's site, alex_farlie, Jun-01-03, 05:56 PM, (9) RE: Update on Mackoy's site, TomBeevers2000, Jun-02-03, 02:47 AM, (11) RE: Update on Mackoy's site, Routemaster J, Jun-02-03, 08:34 AM, (13) RE: Update on Mackoy's site, kayedj, Jun-02-03, 08:35 AM, (14) RE: Update on Mackoy's site, alex_farlie, Jun-02-03, 09:56 AM, (16) RE: Update on Mackoy's site, Stooopid_person, Jun-02-03, 09:30 AM, (15) RE: Update on Mackoy's site, Stooopid_person, Jun-02-03, 10:31 AM, (18) RE: Update on Mackoy's site, Barney, Jun-02-03, 10:12 AM, (17) RE: Update on Mackoy's site, Uwe Post, Jun-02-03, 11:52 AM, (19) RE: Update on Mackoy's site, RailRide, Jun-03-03, 08:38 PM, (20) RE: Update on Mackoy's site, tof63, Jun-04-03, 02:38 AM, (21) The programmer's view to moving trains, Uwe Post, Jun-04-03, 04:59 AM, (22) RE: The programmer's view to moving trains, Routemaster J, Jun-04-03, 06:22 AM, (23) RE: The programmer's view to moving trains, TomBoyRacer, Jun-04-03, 07:19 AM, (24) RE: The programmer's view to moving trains, John O, Jun-04-03, 12:56 PM, (26) RE: The programmer's view to moving trains, TomBeevers2000, Jun-04-03, 12:27 PM, (25)

Conferences | Topics | Previous Topic | Next Topic

Member since Apr-15-03 · 18 posts

RE: Update on Mackoy's site

Update on Mackoy's site – image 6

>16 Chord Motor Sound
>The number of sound sources of motor sound It increases to
>16 and the sound of 16 can be simultaneously controlled now
>by each having a track further. The problem which changes a
>pitch gradually is solved by making it vector form. The
>present motor sound is a motor. Although it sounds by
>torque, in order to make sound at the time of the slowdown
>of an internal combustion car, selection of brake power is
>enabled. *drowns in saliva*Fantastic! This is what I've been looking for, for absolutely ages!DavidBVE in Glasgow:
http://homepage.ntlworld.com/zerosignal/bve/Update on Mackoy's site – image 7

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Apr-6-03 · 43 posts

RE: Update on Mackoy's site

No moderator topics at least!!!(so boring...)This mean that slowdown of diesel motors will no
simulated with loop.wav ?
this could be a big sound effect improvemment I think..

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Apr-7-03 · 323 posts

RE: Update on Mackoy's site

Update on Mackoy's site – image 12

*Passes bucket to ZB*This thing about '16 motor sounds in chords'.... yessss! That means you can use separate samples for each type of sound, e.g. engine, blowers, TM's, exhaust harmonics, driver eating, etc. p.s. First person to correctly identify the Bve train with a 'No Farting' sign gets a sneak preview of my latest project (David, you're excluded 'cos you got it ages ago) CiaoSaxon Locomotive Works - "The difficult we do immediately; the impossible takes a little longer"http://www.zodiac-infosystems.co.uk/rail/bve

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Apr-12-03 · 66 posts

RE: Update on Mackoy's site

No Tea for Me he says with a tear in his eye!At 6PM ET I guess Maybe he ran out!Better Luck Next time.Jason

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Apr-20-03 · 3 posts

RE: Update on Mackoy's site

> etc.
>
>p.s. First person to correctly identify the Bve train with a
>'No Farting' sign gets a sneak preview of my latest project
>(David, you're excluded 'cos you got it ages ago)
>I always wondered why farting was banned on D1041 'Western Prince' in particular, as no such prohibition appears in any Western Region rule book.A quick Web search reveals that the only occurence of this rule is in sectional appendices for a few lightly laid branches in the Norwich area, where the chemical instability of sugar beet could be a danger at certain times of the year.

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Apr-5-03 · 67 posts

RE: Update on Mackoy's site

>A new page on Mackoy's site http://mackoy.cool.ne.jp/ today:
>you can open it with a clik on the tea cup on the right.
>..InterestingIs anyone here in touch with Mackoy and speaks
Jpanese suffciently fluently to pass on the
ideas below..English Langauge translation for
the Train Editor as standard download.Suppourt for other signaling models
This could be a simple as a .Ramp caommand
additon to the route files and would make
the AWS type effects a lot eaiser to do compared
to the ATS method used currently.
NB Besides UK 4MAS Aws there are numerous other
schemes like semaphore that could be modeled
using a more flexible signalling system...
Maybe It's a dream but the ability to
have approach control in respect of speed
restrictions would be very nice indeed.Suggested Syntax : .Ramp <deafult>;<linktosignal>
Paramater : <default> 0 AWS Caution
1 AWS Clear <link to signal> -1 Not linked to next signal
1 Linked to next signalA flexible signaling system would of course be more complicated
to develop syntax for..Autopilot mode with varying degrees of randomness.
(This is so you could ride the train in passanger view)
as well as use it for setting up correct behaviour
for fully autmoated lines like the Victoria Line
or BART.) It could also be used to do vidoe capture
work for promotion.Door Controls option for sutiabley equiped stock
with the appropriate interlocks so you can't
depart with the doors open... You would also need
some way of indicating the CD and RA in the cab
panel logic..One idea that I was seriously going to ask
for was what I call environment loops,
which are a like announce and doopler in
that they as sound placements in a route
but with the important pint that they repeat
until stopped.
Kind of like..Envloop<1>= rain.bev ; Define Environment loop for rain sounds..6000,.envloopstart(0,1,rain.bev) ; Rain Sound FX's on Track 0
; section of code with rain...
6500,.envloopend(0) ; End rain FX's.
Formalise the particle type FX's seen in Kurrajong, Sandymill
Seasonal Special and the upcoming X-City 1.2 into the BVE
syntax.Suggestion is that the particle FX's sequences be allocated
like Walls, backdrops etc but that BVE will construct a sequence
from a single name given. Ie.ParticleCloud<0>= <object>;<start frame>;..;<end frame>Then all you would need to do is invoke the particle
cloud in a simmilar way to poles..Of course if there was a way of tweaking BVE objects
so that it's possible to use an animated GIF to
put in differnt frames on subsqeunt obect appearances
in a route even better... I don't mean animated textures
though.. That's an entirly different matter altogether.(NB to ForumWould one of the coders here attempt a proof of concept
(prefeably with VB) in respect of the "multi texture"
idea in respect of objects?
Wulf, Tb, Anthony Bowden?
)Alex

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 17 posts

RE: Update on Mackoy's site

Update on Mackoy's site – image 14

How did I know Alex would type up a long lecture ?Door controls would be nice and not that hard IMO. It's currently sort of like...IF TRAIN STOPPED ACCURATELY AT STATION
OPEN DOORSIF TRAIN READY TO LEAVE
CLOSE DOORSWhich could be modified into...IF TRAIN STOPPED ACCURATELY ST STATION
WAIT FOR DOORS BUTTON
OPEN DOORSWAIT FOR DOOR CLOSE BUTTON
CLOSE DOORSRe the 16 motors... does this mean more than one can be played at the same time ?

--
Tom Beevers
http://brj.rr.nu

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Apr-23-03 · 14 posts

RE: Update on Mackoy's site

LAST EDITED ON Jun-02-03 AT 08:39 AM (EDT)

How about a .train command to having moving trains on other tracks.train <train index>;<track number>;<time>,Works a bit like the .pretrain command.<train index>
in the structure section have something like
with structure,
.train(0) trans\class153.csv<track number> Obvious really<time> hh.mmss of the train at that pointwould look something like this:2000,.train 0;2;00.1520,.railstart 2;3,.railstart 3;6,
2025,.railstart 4;3,.train 0;4;00.1540,
2050,.railend 4;6,.train 0;3;00.1600Probably won't work but give it a try, mackoy!

<hr>
http://bvesimulator.topcities.com
Http://thesideing.topcities.com
kayedj@hotmail.com

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Apr-5-03 · 67 posts

RE: Update on Mackoy's site

(Sorry to respond to my own post..)Environment loops(further suggestions.)File format bev/csv:; Seperator for valuesCommands: .Create SoundScape
.SoundVertex <level>';'<time>(';'<balance_pct>).EnvelopeAttack <Vertexlist>
.EnvelopeHold <Vertexlist>
.EnvelopeDecay <vertexlist>
.LoadSoundTexture <fspec>
.SetSndTexCoordinate ';'<vertex>';'<time>';'<pitchbend>Example:
--------
Rain.bev/csv
.Create SoundEnvelope
.SoundVertex 0,0
.SoundVertex 10,0.5
.SoundVertex 20,1.EnvelopeAttack 0,1,2
.EnvelopeHold 1,1
.EnvelopeDecay 2,1,0
.LoadSoundTexture Rain.wav
.SetSndTex 0,10
.SetSndTex 0,20
.SetSndtex 0,30(NB Inside the BVE program on an
envloopstart command BVE will start to play the first
Envelope attack it comes across, moving
onto repeadtedly play the Hold portion of said sound
whilst playing the Attack, Hold and release portions
of any subsequent SoundEnvelopes found repeatedly
until an end command is given when the release phase
is played.. (NB A distance based end of the envloop
command can be overriden (ie so that you can do time
based FX's by a suitable variation in the envloopstart
command set.)
I'm sure Wulf, Tom or Anthony can come up
with a richer example..I am also asking that someone proves this
concept by writing a test 'editor'/player
for such files. Thanks.In terms of flexible signaling I belive that
a possible format already exists thanks to
the Bve Route Randomiser?Alex

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 2379 posts

RE: Update on Mackoy's site

The Teacup link doesn't seem to work now.

--You are reading my signature now, don't waste your time reading it!--
Eh, where did my signature go?
Where has my favourite LUL train gone? Maybe it was sent for bolt checking again...

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 2379 posts

RE: Update on Mackoy's site

>The Teacup link doesn't seem to work now. The link works again!

--You are reading my signature now, don't waste your time reading it!--
Eh, where did my signature go?
Where has my favourite LUL train gone? Maybe it was sent for bolt checking again...

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 69 posts

RE: Update on Mackoy's site

A .X file format support is something that was sorely missing. There are many affordable 3D modelling programs that can export into .X format so it is reasonable to expect a flood of good models for BVE once the new version of BVE is released. Unfortunately it looks like we'll have to wait for quite some time to see it. Oh well.. I am a patient man.

Barney
www.CroTrainz.com

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Apr-6-03 · 24 posts

RE: Update on Mackoy's site

LAST EDITED ON Jun-02-03 AT 11:52 AM (EDT)

I wonder what high resolutions and complex .x objects will do to the framerate...BTW Barney, how about the 3D preview thing? You wanted to send me an email I thinkUwe

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Apr-6-03 · 11 posts

RE: Update on Mackoy's site

Animating other trains would still complicate matters for BVE's graphics engine. Right now, BVE only animates a bunch of objects toward you that remain stationary relative to each other. In other words, that signal bridge is in the same position relative to that catenary pole, so far as the route code is concerned. Animating other trains would require additional programming to move objects through the route code, changing their position relative to other objects with every frame redraw. It sounds simple on the surface, but you also need to keep multiple moving objects lined up with their own tracks regardless of how those other tracks may be turning, rising or falling relative to your view as it progresses through the route code.---PCJ

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Apr-9-03 · 45 posts

RE: Update on Mackoy's site

Update on Mackoy's site – image 15

>Animating other trains would still complicate matters for
>BVE's graphics engine. Right now, BVE only animates a bunch
>of objects toward you that remain stationary relative to
>each other.
>
This is the point: BVE will still be only a train cab simulator with external shenery view.Some little improvement could be in the shenery if more functions will be allowed by the new direct3d X file format (I think by example flashing signals).Main news, concerning train's dynamic, sounds and panel instruments (meter objects) are all related to the cab simulation.Luigi Cartello
http://web.tiscali.it/lcartello/

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Apr-6-03 · 24 posts

The programmer's view to moving trains

In fact, the landscape 3D model is static. Objects are omitted when you passed them and new ones are added some 100m in front of you (every time you enter the next 25m section). Thus the scenery *does* change. In programming terms, they are all objects in a virtual 3D space and by deleting, adding or moving an object, the scenery changes. DirectX does the rest.
Furthermore, positioning of walls, dikes etc. is normally done relative to a track and the same could be done with a train object. The functions for displaying it in the correct position, angle, height are existing. The only thing to do is to move the object from one point to another which again can be calculated by the existing functions.
Thus, as far as I as a software developer can analyze how BVE is written, moving trains should be possible. But the train object must of course be moved in each frame and not only when you pass 25m borders. What will happen to the framerate? Remember that BVE is written in Visual Basic which is not very fast, and the engine is not optimized like modern commercial 3D games. Each addition of graphical functionality will decrease the framerate which already is quite small in routes with many large bitmaps (and we are talking about a small resolution!).Conclusion:I think that moving trains or other moving objects would need BVE to be completely rewritten from scratch in a different native programming language like C++ using an optimized 3D engine, i.e. the 3DState engine which is free for freeware products (3dstate.com). A nice benefit would be bump maps and things like that...Sorry, but we should forget about moving trains in BVE.UwePS: Maybe when Routebuilder is done, I'll make kind of BVE clone, ask again in 1 or 2 years

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Apr-19-03 · 53 posts

RE: The programmer's view to moving trains

Update on Mackoy's site – image 16

LAST EDITED ON Jun-04-03 AT 07:20 AM (EDT)

With respect to sound, BVE does use a pitch shifter of sorts with regards to motor sounds. however, adding too much functionality could destabilize slower machines.
employing an ADSR envolope could be interesting. i think though, any ADSR would have to be preset in BVE: i.e determined by other conditions, such as speed, etc. i know exactly what you're saying though. i've never attempted to use the .announce or .doppler features to any great extent, but, there could be a command such as this, say for a passing level crosing sound. a static sound could be a sound that is played from the lineside, such as this;
static <filename><loudness (1-5)><pan (-1 to 1)><loop>
1000,. static LC.wav;4;-90;-1;1,
this is , a looped LC sound with loudness of 4 on the left hand side. it increases in volume as you get closer to it. BVE cold then do a pitch shift and begin to decrease the volume as you get further away from it.

Easternsim: Routes for BVE

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Apr-24-03 · 24 posts

RE: The programmer's view to moving trains

The doppler is a simplified version of what you think of with less variables. The doppler pitch and volume shifts a looped sound where you place it, making it seem static. Works great on SRv2

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 17 posts

RE: The programmer's view to moving trains

Update on Mackoy's site – image 17

OOOOH!Nice, I knew it's possible somehow!

--
Tom Beevers
http://brj.rr.nu

Alert | IP


[ Home | MSTS Forum | MSTS FAQ | File Library ] Copyright © 2002 by Nels Anderson. All Rights Reserved.

Restored from the Train-Sim.Com archive, captured June 5, 2003. About this archive.