[WIP] Vehicle creator - 1.0

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scrat
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[WIP] Vehicle creator - 1.0

Post by scrat »

0.07 Alpha Changes:
Antialiasing added
Light transition is now smooth.

http://www.buzzing-bumblebee.fiberworld.nl/

Vehicle Creator for Locomotion

COPYRIGHT AND DISCLAIMER
Copyright 2004-2005 by Buzzing-Bumblebee Solutions.
Use of this program is at your own risk. The author cannot be held responsible for any damage, direct or indirect, ensuing the installation or use of this program. By using this program you acknowledge to have read this disclaimer and agree to its contents.
This product includes software developed by vbAccelerator (http://vbaccelerator.com/).

Before you submit a bug or ask a question, please read this file entirely and read these two webpages:
http://www.catb.org/~esr/faqs/smart-questions.html
http://www.chiark.greenend.org.uk/~sgtatham/bugs.html

The official website of Vehicle Creator for Locomotion is:
http://www.buzzing-bumblebee.fiberworld.nl

The Vehicle Creator for Locomotion discussion thread is (-- submit bug reports, ask questions, request features, etc.):
http://www.tt-forums.net/viewtopic.php?t=11894

Brief Manual for the MSTS 2 Locomotion plugin:

- Load a MSTS shape (*.s file). Default folder is in Options (Default MSTS Folder)
- Make sure the distance is correct. Use the measuring tool to aid in this.
- Select either locomotive or wagon.
- Press export. This exports a complete BMP render sequence to a subfolder named after the loaded shape file in your Default Graphics Folder (Options).
- NOTE: You still have to convert the BMPs to PNG and apply the Locomotion palette yourself.
Attachments
vehiclecreator.rar
For those of you who have already downloaded 0.06 alpha, just extract the .exe and copy into the install location.
(92.09 KiB) Downloaded 2002 times
Last edited by scrat on 07 May 2005 16:00, edited 15 times in total.
fatpaul
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Post by fatpaul »

cool man!
still in alpha stage?
scrat
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Post by scrat »

fatpaul wrote:cool man!
still in alpha stage?
Yup. I'm working on this right now. First milestone should be generation of non-complex diesel/electric locomotives, carriages and multiple units. Then steam. Then tilting. Then multi-state wagons (freight). Then road vehicles. Then trams. Etc.

I'll release each milestone as is for the beta traject. I expect the first milestone to be reached in a matter of days, depending on how much time I have to spend on my regular work.
So long and thanks for all the fish.
fatpaul
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Post by fatpaul »

scrat wrote:
fatpaul wrote:cool man!
still in alpha stage?
Yup. I'm working on this right now. First milestone should be generation of non-complex diesel/electric locomotives, carriages and multiple units. Then steam. Then tilting. Then multi-state wagons (freight). Then road vehicles. Then trams. Etc.

I'll release each milestone as is for the beta traject. I expect the first milestone to be reached in a matter of days, depending on how much time I have to spend on my regular work.
cool I can use it to have some quick mod for Hong Kong loco which already have model in the game :wink:
another_lomo_player
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Post by another_lomo_player »

Good work! We need more tools to lomo
Another LoMo player.

Various tools to Locomotion at my fresh site:
http://home.no/locomotion/
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oppie
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Post by oppie »

Scrat, you're a genius! :D I suppose you're also building in the automatic generation of xofs and yofs values?
scrat
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Post by scrat »

oppie wrote:Scrat, you're a genius! :D I suppose you're also building in the automatic generation of xofs and yofs values?
That's already implemented. For MODders, there is an unsupported download available that only generates the xofs/yofs xml; you only need to point it towards your sprites folder. Look for it in this thread: http://www.tt-forums.net/viewtopic.php?t=11778
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Villem
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Post by Villem »

fatpaul wrote:
scrat wrote:
fatpaul wrote:cool man!
still in alpha stage?
Yup. I'm working on this right now. First milestone should be generation of non-complex diesel/electric locomotives, carriages and multiple units. Then steam. Then tilting. Then multi-state wagons (freight). Then road vehicles. Then trams. Etc.

I'll release each milestone as is for the beta traject. I expect the first milestone to be reached in a matter of days, depending on how much time I have to spend on my regular work.
cool I can use it to have some quick mod for Hong Kong loco which already have model in the game :wink:
What Locomotive it is? 8)
scrat
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Post by scrat »

I'm making good progress.
Attachments
GENERATED_XML.txt
the xml the proggy generated based on test data and a pointer towards a sprites folder
(67.9 KiB) Downloaded 1052 times
graphics data tab
graphics data tab
vc_main_graphics.png (21.81 KiB) Viewed 3254 times
general data tab
general data tab
vc_main_general.png (25.4 KiB) Viewed 3404 times
So long and thanks for all the fish.
scrat
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Post by scrat »

0.01 Alpha available:

http://www.buzzing-bumblebee.fiberworld ... /lm_vc.rar

It seems to work just fine actually. I managed to exactly replicate the NL ICM0 'Koploper' EMU-3 without having to fire up my trusty old XML editor. (You'll need LocoTool to generate the .dat file). Imported it into the game and it's working perfectly.

Fields with a yellow background colour do not need to be edited per se to have a working vehicle. No documentation available.
So long and thanks for all the fish.
scrat
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Post by scrat »

Some screenshots of 0.02 Alpha. Work is progressing a lot faster than I estimated. I also stumbled onto a way of using the XP interface through VB6 without any extra coding, so the program loses its 'Win98' look. (Well, at least on WinXP computers. :wink: )
Attachments
vc_0.02alpha_3.png
vc_0.02alpha_3.png (29.47 KiB) Viewed 27034 times
vc_0.02alpha_2.png
vc_0.02alpha_2.png (32.03 KiB) Viewed 27051 times
vc_0.02alpha_1.png
vc_0.02alpha_1.png (35.68 KiB) Viewed 27087 times
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PurdueGuy
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Post by PurdueGuy »

Nice!
another_lomo_player
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Post by another_lomo_player »

Good work!
Another LoMo player.

Various tools to Locomotion at my fresh site:
http://home.no/locomotion/
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Overlord1191
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Post by Overlord1191 »

This is great stuff!!
Overlord 1191 aka Brian Wilgus
creator of
Mods: Mars Terrain Set, Starport Style Names
Scenarios: Flordia, Georgia, Asheville, Nashville, Authoritive New England, and the only map from another planet Mars
scrat
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Post by scrat »

Thanks, guys!

If all goes according to schedule I should be able to release 0.02 Alpha for download tomorrow. Meanwhile I made the app a lot flashier ("effe wat ophoeren", as we say in Rotterdam) and user-friendly.
Attachments
vc_0.02alpha_4.png
vc_0.02alpha_4.png (41.42 KiB) Viewed 2955 times
So long and thanks for all the fish.
scrat
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Post by scrat »

Almost done now. Left to do are:
- Normalizing the tab indexes. A major pita in the vb6 IDE.
- Writing text for all the balloon tips. (75% complete)
- Some minor stuff.
- Two solid days of testing.

In the screen shot, you can see I am working on a soon to be released locomotive for the NL vehicle set.
Attachments
Doesn't the GUI look just lovely?
Doesn't the GUI look just lovely?
vc_0.02alpha_5.png (38.4 KiB) Viewed 27028 times
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Daan Timmer
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Post by Daan Timmer »

what language is it :-|
Image

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scrat
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Post by scrat »

Programming language: Visual Basic 6.0
Language: US English
So long and thanks for all the fish.
scrat
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Post by scrat »

Okay, 0.02 Alpha has been released. There are still issues with vehicle sounds, but nothing that can't be overcome. (It's still in alpha anyway :wink: )
Attachments
These were done exclusively with the vehicle creator.
These were done exclusively with the vehicle creator.
NL1000+COALWAGONS.png (19.92 KiB) Viewed 27677 times
So long and thanks for all the fish.
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PurdueGuy
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Post by PurdueGuy »

When you say "exclusively", you mean the code part, not the visuals, correct? Doing the graphics is still going to be a pain in the butt, I assume?
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