Yup, this is another one of those "can you make me a" posts, since I don't want to take the time to learn 3D canvas or whatever, or how to make rolling stock.I got a wierd project going over in the sound design forum, we've added sounds to the AI section of some engines that blows the whistle or honks the horn (depending on steam/diesel, of course) when the AI train approaches within a certain distance of the player. Nice thing for meets, player waiting at a red signal hears a horn in the distance, then again a little louder, and finally sees the AI train.Problem so far is like everything else in MSTS, it requires more fiddling around than a blind whore at a wiener roast to get the simplest thing working, and then it only works halfway. We can either get the horn audible at 800+ meters and then the choo-choo-choo is way too loud with no distance to volume ratio, or you can't hear the horn/whistle past about 200 meters.So scefhwil came up with another idea, put the proximity whistle sound in the tender instead. That would work for steam, so I was thinking another wagon type with the special sms file coupled behind the engine for diesel, but if you wanted a coal/grain/oil/stack/pig/whatever unit AItrain, you'd need to include one oddball car or clone it for the car type you're using. So here's my latest brainstorm, a really short (1 meter or less, if possible) invisible car to be coupled on ahead of the AI engine. Preferably the shape file for this phantom sound car would have no ace textures addressed at all, if that's not possible I could just make an ace file that was all alpha channel to skin it. The phantom sound car would need to be as short as possible since it would define the leading edge of the AI train, and govern how far away from a signal it would appear to stop (if you made a 50 meter invisible car, the front of the AI train engine would appear to be stopping 50 meters short of the signal). Also it would define collisions, unless there's a way to make it without collision detection, which would be even better since the visible front of the AI train would be the actual collision/coupling point.So, anybody up for a challenge, make me an invisible car. Johnf, if you're reading this don't volunteer, since Mike says Percy the green engine should be YOUR first priority!
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RE: 3D model makers - need a project?, timken, May-27-03, 11:37 AM, (1) RE: 3D model makers - need a project?, smmille1, May-27-03, 11:49 AM, (2) RE: 3D model makers - need a project?, sniper297, May-27-03, 01:06 PM, (3) RE: 3D model makers - need a project?, Railbug, May-27-03, 02:47 PM, (4) RE: 3D model makers - need a project?, sniper297, May-27-03, 02:53 PM, (5) RE: 3D model makers - need a project?, yellowdog, May-27-03, 04:14 PM, (6) RE: 3D model makers - need a project?, smmille1, May-27-03, 05:17 PM, (7) RE: 3D model makers - need a project?, yellowdog, May-27-03, 05:36 PM, (9) RE: 3D model makers - need a project?, Railbug, May-27-03, 05:30 PM, (8) RE: WHONKING!?, Captain Bazza, May-27-03, 07:41 PM, (10) Here a Whonk, there a Whonk, everywhere a Whonk-Whonk.., sniper297, May-27-03, 08:57 PM, (11) RE: Here a Whonk, there a Whonk, everywhere a Whonk-Who, sniper297, May-28-03, 04:51 PM, (12) Get it while it's hot!, sniper297, May-30-03, 10:43 AM, (13) RE: Get it while it's hot!, CStevens, May-30-03, 02:18 PM, (14) RE: Get it while it's hot!, sniper297, May-31-03, 01:49 PM, (15)
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Got the vis cranked all the way to 2000 meters, the AI train is just visible as a whisker on the horizon at 12:10:58, WHONK-WHONK!
That's all the Thomas clone has to say, since there's only the two sound shots in the .sms. I hacked the inertial tensor and size both for 0-0-0 meters, so the coupling looks right. Forgot to cut the smoke effects out of the .eng file,
Rumor has it the activity editor VCR isn't all that accurate, but I've found that it's fairly accurate for AI trains, just not for the player since it really can't predict what he's gonna do. In this case I just sit still by MP75 waiting for the AI train to come, and at 12:10:58 he's just coming to MP74, a little over a mile away!?Gotta go bug Stu over in the sound forum about this, a mile max is great but I should be able to play 2 shots at 2 different distances. As The Terminator says, "I'll be back!"
Thanks to everybody in the loco design and sound forum. Nice thing about the train-sim.com community, by pooling our talents we come up with a lot better stuff than anyone could individually, and in a lot less time.
Since the consist builder built into the activity editor don't use icons with descriptions:
Like I said, you can add it to a train and take it on faith that it's there and in the right place, or just use conbuilder to make/edit the consist, either before or after setting it up as an AI train.As far as hacking it goes, probably better to look for that in the sound forum, for the most part all I did was copy the text Stu gave me, pasted it in and tested it.The .sms files are like all the other unicode stuff, can be opened and edited in wordpad, and you can change the;( Distance_Dec_Past 950 PlayOneShot ( 1 File ( "AIdieselhorn.wav" -1 )to other numbers and wav files, altho 950 looks like it might be the max limit. Example,( Distance_Dec_Past 50 PlayOneShot ( 1 File ( "Yodeling.wav" -1 )couple that behind "Hiking Hilda", the female hiker AI train from Ohio Rails, and a recording of some scandahoovian types saved as "yodeling.wav" will cause Hilda to start yodeling when she gets within 50 meters of the player. I don't have a microphone or any of that fancy recording studio stuff (again, I was merely dabbling here, not looking to change careers), but I have the demo of Goldwave and you can hunt for sounds from the internet. Think I'm gonna do that now, see if I can find some farting sounds:( Distance_Dec_Past 10 PlayOneShot ( 1 File ( "Nice_Rip.wav" -1 )