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Welcome to the Railsimroutes.net Blog, where I'll be posting progress updates, work-in-progress screenshots, information about the progress I'm making with active projects, as well as anything else I feel is worth mentioning. Hopefully more frequent updates here will make the wait for upcoming releases more bearable! News from 2008, all the way back to 2001, can be found in the News Archive.

Railsimroutes.net YouTube Channel My openBVE videos and other comments from users and myself can also be found via my YouTube channel.



Blog and Progress Updates


Pantograph sparking

Posted by admin on January 25, 2009 at 10:00 pm

openBVE / X-City South screenshot - see video belowThe latest additions to Cross-City South v1.4’s collection of animated objects include sparking effects between the pantograph head and the contact wire. These spark objects aren’t just small points of blue with emissive properties, but they flicker and flash, and through the use of a large surface with a mainly translucent blue sunburst gradient texture with emissive properties applied to it’s mesh, appear to illuminate anything behind the surface, creating quite a nice effect, especially in low light or at night. Through the use of texture shifting, yellow sparks also appear to fly off the pantograph head.

I originally wondered if this effect should be included in an animated car object along with the animated doors, wheels and so-on which are already planned, where the meshes with spark textures are positioned at the centre of the pantograph head, and perhaps flash depending on the speed of the train. However, my routes feature overhead lines which are registered and staggered (i.e. they zig-zag from left to right where appropriate), which could render the sparking effect less effective if the spark itself doesn’t appear near enough to where the contact wire is touching the pantograph head at a particular location in the route. Including the spark objects in the route itself rather than the car object allows me to overcome this little problem and align the spark with the contact wire, even if it takes longer to add the objects to the route. The animations are controlled using the Distance[i] variable, but with a very low distance specified, so the sparking is only visible for a short time as the centre of the referenced car is within around a metre of the animated object’s insertion point. The spark csv objects themselves are offset along the z-axis, so as the referenced car’s centre passes the animated object’s insertion location, the spark is displayed where the pantograph is located instead. As with the animated vegetation, I’ll include this effect at station areas, and points of interest.

A new video is available below to demonstrate the effect; I’ve included it as part of a compilation of my previous videos and uploaded the full video to YouTube this time. It’s available in YouTube’s High Definition format (embedded below), and a link to the high quality version on YouTube can also be found below, if you don’t have the downstream bandwidth or a fast enough CPU/graphics card to watch the higher resolution content smoothly.

Video: Demonstration of animated object based sparking effects, along with a compilation of previous openBVE videos:



» Link to YouTube page (HD – best quality) «
» Link to YouTube page (High Quality) «

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Posted in openBVE | 3 Comments »



Fewer updates and unseen work…

Posted by admin on January 25, 2009 at 9:00 pm

There aren’t as many progress updates at the moment, partly due to hardware upgrades and operating system re-installations, etc, but that doesn’t mean I haven’t been busy; rather there’s just been quite a bit of work which is either “under the hood”, or merely a continuation of features I’ve already talked about. For example, I’m still implementing transition curves throughout the Cross-City South, however I’ve also updated most of the curve radii after determining the likely values from aerial photographs of the route (thanks to » this thread « at the Trainsimcentral forum). Quite a number of curve radii were too large previously, and the route is looking more accurate now as a result of the changes, but it’s taking time, as changing the curve radii also means the overhead wire object rotations are no longer correct and don’t join up with each other any more, and all these objects need to be re-aligned, which is rather tedious and time consuming.

I’ve also been editing the route file as I proceed through it, re-arranging the code and commands to make the file easier to read and navigate through; not just to make the work tidier and weed out bad code, but also for the benefit of anyone wanting to more easily edit the route after it’s released, create new diagrams/scenarios/activities if so desired, etc. Previously I simply placed all commands at a particular line number on the same line; this meant that scrolling vertically through the route file in a text editor is easier and quicker for me (which I spend more time doing as a rule), however when numerous commands are placed on the same line, despite me usually making some effort to group and order them, this can make it harder to find a command and edit it, and also I gather, makes it harder for others to feel comfortable editing it too, as it seems too complicated. This time, I’ve compromised and placed groups of related commands on their own lines, so for example, catenary related commands are placed together on their own line; scenery, curve and railtype, or pointwork related commands are all placed on their own seperate lines, etc, making it easier to locate a command, without the route file becoming excessively long.

I’ve also now re-introduced the marker images which used to feature in the BVE 2 versions of the route, and it’s nice to have them back again in » openBVE «. One of the main tasks in the immediate future will be taking the animated features I’ve demonstrated so far, and extending them throughout the length of the route, rather than just the test locations which are featured in the videos, along with creating more detailed geometry for the 323’s exterior car objects, and preparing animated components like wheels, wipers, doors, and perhaps other things too.

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3D lineside vegetation with wind and turbulence effects, animated butterflies, new Autumn textures and leaf fall

Posted by admin on January 7, 2009 at 10:00 pm

I’ve been working on some more animated objects for Cross-City South v1.4 and » openBVE «; this time, I’ve tried something I’d wished I could have achieved ever since I created the grassy embankments for the Watford Junction to Rugby route, and hence even long before the openBVE project was started; namely animated lineside vegetation which sways in the wind, and responds to the turbulence created by the passage of the player’s train. One criticism pointed out to me in my routes is the use of 2D lineside trees, which becomes a problem when viewed side-on as is now possible with openBVE’s camera views. Rotating the trees appropriately is one way to reduce this problem and is ideal where performance is important, but I wanted to try using 3D trees just to see how well they worked; so I’ve now created largely 3D trees, which include trunks and branches, as well as foliage clusters, with each component animated appropriately to create quite a nice effect, hopefully bringing some of the beauty of nature to life in the route.

I was originally planning to release the new scenery as part of the Watford Junction to Rugby project, however I’ve now decided to include this in Cross-City South v1.4 instead, which will be released sooner than the aforementioned route. The Cross-City update is proving to be a far more significant upgrade than I originally planned, which does mean Watford to Rugby will be delayed again (I had said privately, that by April I might be closer to finishing it, but this is unlikely now–sorry), so I thought it might be better to have some of it’s features brought forward and included as part of the next Cross-City release instead.

The newest preview video includes photo-realistic Summer and Autumn objects, textures, and higher resolution backdrops, and features grass, foliage, flowers and bushes which sway gently in the breeze, but which as mentioned above, also appear to be disturbed by turbulence caused by the passage of the player’s train, achieved easily by using the Distance variable (which currently provides the distance from the player’s train to the animated object), along with an additional rotation function with associated damping. I’ve also created some animated butterflies (which are simply adapted from the flashing level crossing light available in Michelle’s » DemoRoute1 «, with different objects, a faster refresh rate and extra translation functions applied), which complement the new plant life and animated birds in the Summer routes. The Autumn trees also include falling leaves which gently sway back and forth in the breeze as they float to the ground, which adds a little more fun to wheelslip scenarios. Emoticon Smile

These animated vegetation objects are loaded via Ground and Dike commands so can be cycled and repeated respectively, and a reasonably fast PC will likely be needed for full enjoyment; however to keep framerates higher, the use of animated vegetation will probably be limited to maybe 300m lengths of route at locations like station areas, signals which could be held at red whilst enroute, and various points of interest (see below for more information). Waiting for departure at a station, or for a signal to clear from red, needn’t be so dull in future. Emoticon Smile In between these selected locations, static, but nevertheless 3D trees will be used, probably along with static versions of the grassy embankments although using animated versions may be possible performance wise; I’m not sure about this yet. You can’t easily appreciate the animation from the cab when travelling at speed anyway, so it’s not really a problem. Further away from the track, simple, non-animated 2D trees will be retained (but rotated and placed carefully to minimise the 2D appearance), as openBVE is primarily a cab-view simulator of course.

Download openBVE / X-City South video - please use the YouTube links to the right
Video: Demonstration of 3D animated vegetation and turbulence on passage of player’s train, animated butterflies, new Summer and Autumn textures, and Autumn leaf fall effects. Also includes the swinging cables and flying birds » previously demonstrated «.

Note: This video is now included as part of a compilation on YouTube.

« [YouTube “High Quality” version] | [YouTube “High Definition” version]

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Posted in openBVE | 1 Comment »



Superelevation, Flashing Aspects, Animated Points, and Station Signs

Posted by admin on December 23, 2008 at 10:00 pm

I’ve been continuing with some more cosmetic updates for Cross-City South v1.4, and I’m in the process of adding superelevated track, transition curves and lead-in/lead-out track objects to enable smooth changes from level to canted track. With » Watford Junction to Rugby «, which already includes superelevated track objects and lead in/out objects, I’d adopted a system where curved track objects with 35mm, 70mm and 125mm cants were modelled, with a set of lead-in/out transition objects going from 0-35mm, 35-70mm and 70-125mm at varying curve radii, which enabled a nice, gradual increase or decrease in cant within a curve. These lead in/out objects are placed not as .Rail objects, but as .FreeObjects, and are used in conjunction with one of several invisible null rails which each have a different run sound, such that I don’t need to add too many new railtypes to cover all the possible combinations of run sound and required canted transition curve objects. This technique still results in quite a number of FreeObjects however.

While looking at the » ATS-Sn/P Test Route «, I was impressed by the appearance of the superelevated track and transition curves, which I felt were better than my attempts, and while looking at how the author achieved such a good result, I was pleasantly surprised to find that the technique used is actually more straightforward and efficient than that which I’d adopted, with just a simple pair of straight, left/right lead-in and lead-out objects used. I’ve trialled this on the Cross-City South, and I’m pleased with the results on the sharper curves, although for larger radius, higher speed curves, I’ll retain graduated 0-70mm and 70-125mm canted transition curve objects:

openBVE screenshot (Cross-City South v1.4 WIP) openBVE screenshot (Cross-City South v1.4 WIP)
– Please note that the grass and terrain textures are only temporary

I’ve also been experimenting with the signalling functionality recently introduced into openBVE’s » animated object format «. I’ve now implemented flashing aspects which are used on the approaches to the 60 mph and 70 mph crossovers between the fast and slow lines on the WCML’s New Ledburn and Hanslope Junctions, respectively. I’ve also incorporated lens hoods which become illuminated according to the aspect displayed by these new signal objects, and these look better than the standard flat bitmaps usually used to represent signal aspects in BVE.

Jason Morgan, one of the people we can thank for introducing BVE to Western railsim users several years ago, asked me whether or not it would be possible to have animated points linked to a signal, such that the blades moved to the correct position prior to the signal clearing, for example, while the player’s train is waiting in a passing loop before being cleared to rejoin the main line. Indeed this is possible, either by making the point blade position depend upon the state of a section, or by making the animation functions conditional, for example, by basing them upon the distance from the set of points to the player’s train. When basing the point blade position upon a section state, this can be done simply with the aid of a .Pretrain command, such that the point blades move as the signal changes from red. However, by using a .Section 0;2;3;4;5 command (UK routes with 4 aspect signals usually use .Section 0;2;3;4), and a specially modified animated signal object which displays an aspect sequence of Red > Red > Yellow > Double Yellow > Green, the point blades can move prior to the signal aspect appearing to change from red, which looks more prototypical. This is only suitable when the player arrives at the signal while it’s associated section state is still 0 (red), however.

As part of the experiment, I created some fully animated point objects, which include moving point blades, stretcher bars, backdrive assemblies, linkages and levers. » openBVE’s « rotation damping functions also enable a rather nice motion of the point blades, which looks quite realistic. Both conventional and High Performance Switch System (HPSS) points are modelled.

Important note: Currently, trains in openBVE follow a single path throughout a route as with BVE Trainsim (based on Rail 0), with this one path coded in the route file which cannot be changed en-route. Therefore, these points are cosmetic only!

Download openBVE / Watford Junction to Rugby video - please use the YouTube links to the rightVideo: Demonstration of working 3D bulb and LED signals, flashing apects, and animated pointwork

Note: this video is now included as part of a compilation on YouTube.

« [YouTube “High Quality” version] | [YouTube “High Definition” version]

Stephen Cross has also kindly created a set of station sign textures for use in Cross-City South v1.4, so I’ll be creating a new set of objects allowing the actual station names to be displayed on signs at each station on the route:

openBVE screenshot (Cross-City South v1.4 WIP)

I’ll also create some new lampost objects for the stations, as the existing ones look, well lets be honest, terrible. Emoticon Smile If I have time, I’ll update the route to include London Midland textures as well, although this isn’t a priority for me at the moment.

Finally, I’d like to wish visitors to Rail Sim Routes UK a very Happy Christmas! Emoticon Smile

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Posted in openBVE | 4 Comments »



Animated, Segmented Objects

Posted by admin on December 6, 2008 at 10:00 pm

While creating the swinging cable objects demonstrated in the recent openBVE Object Animation/X-City South video (see the 1st December 2008 entry below), I opted to keep things simple and just rotate each 50m length of cable around it’s Z-axis to create the swinging effect I wanted; this was appropriate and sufficient for the types of cables in question. However, it’s also possible to split such an object up into segments, which can each be rotated and translated individually, to create more complex motion, bouncing, or to create the impression of elastic properties. When I was thinking about how best to animate the cables, it occurred to me that there was a rather nice application for the segmented object approach, in the form of people with animated limbs and simulated joints. I’ve been working on a slightly more ambitious animated object this time, namely a walking person which appears to have articulated limbs (please forgive the temporary placeholder objects comprising the figure, this is just an experiment and an early demonstration):

Download openBVE / X-City South video - please use the YouTube links to the right

Video: openBVE v0.9.1.15 and X-City South v1.4 (work in progress)

Animated, segmented bouncing cables; plus animated person with simulated articulated limbs (temporary meshes only)

Note: This video is now included as part of a compilation on YouTube.

« [YouTube “High Quality” version] | [YouTube “High Definition” version]

Each 50m long bouncing cable is comprised of 8 segment objects, each individually rotated and translated to create the overall movement shown. The animated person as a whole is comprised of 15 separate component parts, which means the upper and lower arms, upper and lower legs, upper and lower torso, feet, neck and head can be manipulated individually to create certain animated movements. It would be possible to have the figure waving, or moving one of his/her arms to check the time on a wrist watch, for example. The tricky part now, will be creating more detailed geometry and textures for the animated people which I hope to include in Cross-City South v1.4.

Finally, if you find the above interesting, then I recommend you visit the » openBVE homepage « and download the latest version 0.9.1.15 of the program, along with the updated DemoRoute1. In another stroke of genius, Michelle has added both a working signal with a flashing aspect, and a working lower quadrant semaphore signal to the route, complete with lamp and damped semaphore arm motion. Highly impressive! As she mentions in her » Developer Log «, the .AnimatedObj command can now reference sections in a similar way to the .SigF command, and an animated object can get the state of that section, therefore the flashing aspects found on the signals approaching the New Ledburn and Hanslope Junctions on my Watford to Rugby route can now be implemented realistically. I’ll be having a play with this new functionality during the next few days.

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More Animated Objects

Posted by admin on December 1, 2008 at 10:00 pm

While my favourite games are naturally openBVE and BVE Trainsim, another game which has also made a great impression on me is the first-person shooter Half-Life 2 and it’s follow-on episodes. I love this series of games because of the unfolding sci-fi story arc, mythology, characters, exotic technology, blend of elements of past, present and future, interactive environments and physics modelling; but they also feature some exceptionally high quality photo-realistic textures, lighting, atmospheric scenes, visual effects and a variety of nice touches which help to bring Half-Life 2’s dystopian world to life. Now that openBVE’s animation capabilities can be experimented with, I thought I’d bring a couple of the things I’ve noticed in Half-Life 2 to my own routes–no, not portal storms, teleportation devices or xenomorphic creatures wreaking havok in the streets of Birmingham, tempting though that is; rather animated birds and cables. Okay, maybe not quite as exciting, but anyway, Half-Life 2 features birds which fly past in places, and cables which sway in the wind:

Screenshot (Half-Life 2) Screenshot (Half-Life 2 Episode 2)

Using openBVE’s animated object translation and rotation functions, similar effects can be created. I downloaded a Reverse Polish Notation calculator to assist me in understanding what some of the translation values being calculated actually are, and this helped me to create birds which move at the right speed at the right time, and have flapping wings to add a little life to them, although I haven’t figured out how to increase the speed of the flapping yet. The return conductor cables sway back and forth as though buffeted by strong gusts of wind, and I exchanged the sine and cosine functions in alternating objects so each cable length doesn’t sway at the same time as the next, making the overall movement look rather more natural. I’ve amended my previous video with some extra shots of these features:

Download openBVE / X-City South video - please use the YouTube links to the rightVideo: openBVE v0.9.1.7 and X-City South v1.4 (textures and scenery not finished yet)

Animated clouds, flying birds, falling rain, swaying cables, moving water, and a passing train

Note: This video is now included as part of a compilation on YouTube.

« [YouTube “High Quality” version] | [YouTube “High Definition” version]

Class 150 objects from » Network West Midlands «

I hope you like the effects. Emoticon Smile

Note: Just to reiterate, openBVE will have built-in rainfall in future, so using animated objects to create this effect won’t be required eventually; but I was curious to see if such effects were possible with animated objects alone. The passing train is just a fun experiment, and animated objects aren’t really suited for this purpose as the animated object doesn’t follow any track, but rather a direction defined in the animated object file; I probably won’t include it in the final release route as there’s no sound accompanying the train.

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Posted in openBVE | 1 Comment »



openBVE’s Object Animation

Posted by admin on November 26, 2008 at 10:00 pm

If you’ve visited the » openBVE Homepage « recently, you’ll know that Michelle has released openBVE v0.9.1.5 and DemoRoute1, and these introduce animated objects to the community for the first time. While the new animation capabilities are just a preview, aren’t supported yet and are subject to change, I’ve been playing with the new functionality to see what might be possible. As the animation capabilities may be altered in future versions of openBVE, none of these X-City demonstrations should be considered final.

In Michelle’s DemoRoute1 we can see an animated departure screen, clock, an A320 flying overhead, flashing level crossing light, moving cars and simulated interaction, and an escalator. These are the kinds of features I’d like to add to Cross-City South v1.4 as well, as they’re just brilliant–but rather than show you what Michelle has already demonstrated, I thought I’d start with something a little different. In the video below, I’ve used .PointOfInterest commands, and placed animated sheets of rain to create the effect of precipitation (achieved via texture shifting), moving clouds achieved via the same method, and animated water on the canal.

Note: openBVE will have built-in rainfall in future, so using animated objects to create this effect won’t be required eventually; but I was curious to see if such effects were possible with animated objects alone.

Download openBVE / X-City South video - please use the YouTube links to the rightVideo: openBVE v0.9.1.7 and X-City South v1.4 (textures not finished yet)

Animated clouds, falling rain, moving water, and a passing train

Note: This video is now included as part of a compliation on YouTube.

« [YouTube “High Quality” version] | [YouTube “High Definition” version]

Class 150 objects from » Network West Midlands «

A note on the passing train–this is just a fun experiment, and animated objects aren’t really suited for this purpose as the animated object doesn’t follow any track, but rather a direction defined in the animated object file; I probably won’t include it in the final release route as there’s no sound accompanying the train. However, the technique is suitable for trains passing over or under bridges for example, like in the » IIYAMA Line 2060 « route, where the train is some distance from the player, moving across the screen (Lichfield Trent Valley on the Cross-City North route could also be a suitable location for such an effect):


openBVE screenshot

The moving water in the above X-City South v1.4 video also needs some work, but involves a static canal object with ordinary texture, and then two animated, texture shifted alpha-enabled surfaces overlaid; one moving left to right (to match the cloud’s direction of movement), and the other moving along the Z-axis. When combined, they make the water appear to ripple slightly if you look closely for a few seconds, particularly where the tree reflections are visible on the right.

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Cross-City South v1.4 Update

Posted by admin on November 26, 2008 at 9:00 pm

The Cross-City South v1.4 update has been in progress for the past few days. To start with, I’ve rearranged all the files into a less complicated directory structure, and removed the seasonal variations for the time being, with just Summer remaining for now. I’ve also removed all but two route files from the package, which I’ll work on to create a new foundation on which other route files can be created in future; this makes maintenance much easier and the updated route quicker to check for problems. I’ve also been removing all .X format objects, which I’ll replace with .CSV versions, with surface illumination achieved via openBVE’s new extended commands instead, along with day/night texture transitions achieved using single objects rather than seperate day and night objects, as was the case in Cross-City South v1.3 for BVE4. This helps to save some disk space, along with making the route much easier to maintain.

Along with openBVE’s error reports, I’ve also been using Oskari’s » BRR.NET « utility to check for other issues, to ensure that the new “template” route files are as trouble free as possible. I’ve also been updating the route with new vegetation textures and track objects, taken from the Watford Junction to Rugby route; here’s how it’s looking so far in the openBVE Route Viewer tool (the reported errors are temporary, due to missing textures which I haven’t relocated yet!):

openBVE screenshot openBVE screenshot openBVE screenshot

The shadow effect used for the bullhead rails is based on an idea which Simon Gathercole came up with a while ago. The next time consuming task will be updating all the pointwork, which I’ll start work on soon. I’ll also be exchanging the terrain and grass textures for new versions, making the scenery look better when using the external views, adding backfaces to various objects so the route can be viewed in the opposite direction without needing to hit F11 in openBVE, and adding soft shadows to various objects, which together with the new textures shown above, should improve the appearance of the route considerably. Due to popular demand I’ll be creating a new diagram which starts from the Longbridge reversal siding rather than Redditch, and I’ll also be looking into more animated object possibilities; I have a few ideas already.

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Lighting, Shading and Contrast

Posted by admin on November 20, 2008 at 9:00 pm

In this first entry, I’m going to talk about shadows, contrast and realism. Recently, I’ve been playing around with improved shadows and lighting effects, which are now possible thanks to » openBVE’s « support for daytime/nightime texture transitions, as well as support for alpha-enabled PNG images which can be used as textures. Michelle and I briefly discussed time-of-day texture transitions and headlight glow effects recently, and it occured to me that not only could a glow effect be achieved with openBVE’s extended commands, but soft shadows could also be created. In these two screenshots of the Class 323 EMU on Cross-City South, you can see how these openBVE capabilities facilitate a rather nice effect in-game, which I feel adds to the visual quality and immersiveness considerably:

openBVE screenshotopenBVE screenshot

A while ago, » Daniel Beardsmore « and I were discussing my Watford Junction to Rugby screenshots, and that while they looked good, there was just something… not quite right about them. He hit the nail on the head when he mentioned contrast–which is simply too low in my textures–resulting in a somewhat washed out appearance to many of the scenes:

openBVE screenshot

While helping with some of the » now resolved « openBVE plugin compatibility issues recently, I spent some time enjoying… sorry, testing… the rather stunning Japanese » ATS-Sn/P Test Route «, and afterwards, the deficiency in my own textures became even more obvious, as the ATS-Sn/P Test route’s textures have greater contrast and more shading, creating a much richer and more realistic and compelling visual experience, despite both routes using photo-realistic textures:

openBVE screenshot openBVE screenshot

The effect of shadows and contrast is also shown to good effect in the Joetsu Border and South routes (available here: » http://gri.s60.xrea.com «):

openBVE screenshot openBVE screenshot

Adding better shadows to Watford Junction to Rugby helps considerably, although I need to up the contrast further still, particularly in the vegetation textures, and add more shading to the track textures:

openBVE screenshot openBVE screenshot openBVE screenshot openBVE screenshot openBVE screenshot openBVE screenshot

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