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Self-height-adjusting pantograph script

User manual
Made by alex_trs, #471655

1. Contents of the package:


CDP containing scripted trackside markers used for signaling the wire height
(heights between 3.00m-8.00m) 245 assets
two .gs files: custpanto.gs - the script which actually controls the pantograph
panto_h_mrk.gs - the script used by the trackside markers,
needed for the main script
User manual (this)
2. How to configure locomotives
a. Get a 3D model (in 3DS/gmax etc., not the .im) of the pantograph currently on your
locomotive (you should contact its creator and ask for the model and permission to
modify it.)
b. Recreate the pantograph animation, using linear height increase of the pantographs
contact over time. That means the pantographs height measured at the strips that
touch the wire grows at the same rate throughout the entire animation. Make the
animation go (almost) up to the mechanical limits of the pantograph. Remember
the minimum and maximum of these heights (at the beginning and end of
animation), as well
as the offset of the
center of the
contacts from the Z
axis. (Here, 0.342)

Here you can see what I mean: At frame 0, the height is 0.535m, at 30, 0.777m. at 60,
1.025m. The height differences between frames 30-0 and 60-30 is almost the same ~245mm.
c. Export the new pantograph as a mesh asset (kind "mesh"), remember the names of
the .im mesh file, .kin file and meshs kuid.

d.
e.
f.
g.

Open for edit your loco.


Copy the two script files.
Open the locos config.txt and the custpanto.gs files.
Replace the pantograph tags kuid in config.txt with NULL or with the kuid of an
invisible pantograph (such as <kuid2:45317:390435:1>).
h. If present, remember the values of the following tags: script and class.

i. If you have found the tags class and script, go to custpanto.gs and:
add the following line:
include "script_name.gs"//where script_name is the value of the script tag
Modify the line:
class custpantograph isclass Locomotive
into:
class custpantograph isclass class_name //where class name is the value of the class tag

j. If you havent found those tags add these lines in the config file; if you did found,
replace the old values.
script
class

"custpanto.gs"
"custpantograph"

k. Add inside the mesh table container the following lines, replacing with the
filenames and kuids from the c. section.
scripted-pantograph-1
{
mesh
"panto.im"
anim
"anim.kin"
mesh-asset
<kuid:471655:16093001>
auto-create
1
att
"a.pant0"
att-parent
"default"
}
scripted-pantograph-2
{
mesh
"panto.im"
anim
"anim.kin"
mesh-asset
<kuid:471655:16093001>
auto-create
1
att
"a.pant1"
att-parent
"default"
}

l. Open the default mesh with the PEVSoft Attachment Maker software, and go look
for the X and Z values of the points a.pant0 (and a.pant1 if the loco has two
pantographs). Dont save any mesh out of this program!

m. Add the following container (not inside the mesh-table) and adjust the values.
extensions
{
anim-speed-fps-471655
no-of-pantographs-471655
panto-1-lowest-height
panto-1-highest-height
panto-1-default-height
panto-1-dist-from-car-center
panto-2-lowest-height
panto-2-highest-height
panto-2-default-height
panto-2-dist-from-car-center
}

30
2
4.8
7.239
6.03
-6.4
4.8
7.239
6.03
6.4

lowest-height a.pant* Z value + 0.3 + pantos minimum height (from b.)


highest-height a.pant* Z value + 0.3 + pantos maximum height (from b.)
default-height the height you want the pantograph to reach if theres no specialized
trackmark nearby. Usually ~5.00m.
dist-from-car-center the offset from b. a.pant* X value ( depending on the orientation
of the attachment points)
n. Save files and commit.

DONE EDITING YOUR LOCOMOTIVE!

3. Placing the trackmarks


The special trackmarks needed to signal the current height of the pantograph have to
be placed along the line. Please make sure there are at least 300m between two
consecutive height markers that indicate different heights!
Put every marker in a way that the wire is just above the grey bar or touching its
upper face.
Where the track has constant gradient, you will only need to put the markers under
each catenary pylon and only if the signaled height is different that both of the next and
previous marker.

Where the track has changing gradient, you need to place more markers, even
between the pylons.

4. I AM NOT RESPONSIBLE FOR ANY SHIT YOU FUCK UP IN YOUR GAME


WHILE TRYING TO EDIT THINGS. If you arent sure you can do it, do a backup
before starting to edit.

5. For support, you can contact me at tycoon_alex@yahoo.com .


6. For a video showing how the script works,
https://www.youtube.com/watch?v=Lu1caV3AnzM

NOTE: This script has been created and tested in TS2009 SP4 (3.3).

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