smooth walls and dikes

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smooth walls and dikes

Postby busheyheath on Tue, 30th Jun 2009, 20:21

Hello, I am wondering if it would be possible, within Open BVE, to smooth out dikes and walls. When used on sharp curves (300 m) sometimes gaps will occur, and then again I will have to place a tree or another object to mask.
Of course, dikes can be curved, but that would slow down the program due to the very many vertices. Any ideas of how these structures can be smoothed?
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Re: smooth walls and dikes

Postby tinhare on Wed, 1st Jul 2009, 12:56

You could try making the walls and dikes a bit longer than 25m if that is what you are using. 25.5m more or less will allow the objects to merge or overlap and this should get rid of the gaps.
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Re: smooth walls and dikes

Postby Ducatista on Fri, 28th Aug 2009, 10:17

I use Z vertices in the range -2 to +7. This way, each Dike / Wall will be 29mts long and you'll see no gaps.

Michelle:
Maybe you could enable OpenBVE to repeat objects (dikes, walls, poles) at any desired distance by introducing the repetitive distance interval. Ex: .Dike x;s;i;r, where x = rail index; s = side; i = dike index; and a new one r = repetitive length. This would allow for dikes sections longer than 25mts and smooth curved dikes (shorter than 5mts) using straight dikes, instead of making curved dikes.
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Re: smooth walls and dikes

Postby alvinwong on Fri, 28th Aug 2009, 12:03

You may set BlockLength to 5m!
Problems, solutions, problems, solutions...
Tired on these, and trying to make openBVE train Exterior, then...
Problems... ###again### Crazy...
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Re: smooth walls and dikes

Postby Ducatista on Fri, 28th Aug 2009, 14:01

Thanks,
I had a feeling it was something like that, but I would prefer a solution on which the user could set the desired block length via an external parameter in the route file (like I said in my previous post). This way the user could choose a block length of 5mts in order to have smooth curves, or 25mts to match the rails length, or 50 or even 100 mts in order to achieve complex long dikes / walls.
I don't want to repeat myself, but here it goes... I'm not a programmer. I may have some ideas to make a better OpenBVE program but I let the operational work to Michelle. This way everybody can profit all the features.
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Re: smooth walls and dikes

Postby busheyheath on Fri, 28th Aug 2009, 16:30

I have made a quick and dirty solution for the time being: I have doubled all walls and dikes, then I changed both sets so they would have x zero on the high (far) end and to the low (near) end. This involves more track.wall commands, but it helps a lot :D
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Re: smooth walls and dikes

Postby alvinwong on Sat, 29th Aug 2009, 05:56

@Ducatista:
I don't understand what you are actually wanting to say, but according to Developing for openBVE, there is an Options.BlockLength command, and I also used this command for making my route.
Problems, solutions, problems, solutions...
Tired on these, and trying to make openBVE train Exterior, then...
Problems... ###again### Crazy...
Please visit http://www.hochun.nets.hk/discuz/index.php
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Re: smooth walls and dikes

Postby Nels180 on Sat, 29th Aug 2009, 13:03

Ducatista is suggesting that if Options.Blocklength is Set to 5m, then the rail/wall/dike objects shorten to match.
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