CCG/Kind: Interior Steam Cab
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< CCG
STEAM CAB INTERIORS
TRS steam cab interiors have been set-up in generally the same way as diesel and electric cabs with a few additional steam specific features.
Many of the levers and fireplates have several moving objects and required mouse controlled animations. This differed from the usual lever types with only one object, set to rotate around an attachment point.
Not only did the levers need reviewing, but the cab firebox itself had to produce fire and glow variations and the coal shoveller needed to be controlled and linked to the coal requirements also.
Download PB15 Interior source and in-games files here: http://www.auran.com/TRS2004/downloads/contentcreation/TRS2004_PB15_interior.zip
PB15 Steam Interior Config.txt
kuid <KUID:-3:10191> kind "interior" script "pb15cabin" class "PB15Cabin" camera -0.769, 0.566, 0.617 cameralist { camera0 0.817, 0.026, 0.654, 0.026, -0.146 camera1 -0.808, 0.474, 0.694, 0.214, -0.773 camera2 -1.429, 0.461, 0.617, 0.162, -0.075 camera3 -0.769, 0.566, 0.617,0.157, -0.125 camera4 0.703, 0.831, 0.694, -0.715, -0.561 camera5 1.344, 0.305, 0.617, -0.015, -0.049 } cameradefault 3 obsolete-table { 0 <KUID:44179:55003> } soundscript { coal_on { trigger coal_on attachment a.coalman ambient 1 nostartdelay 1 repeat-delay 0,0.001 distance 5,200 sound { sound/coal_shovel2.wav } } shovel_againstmetal { trigger shovel_againstmetal attachment a.coalman ambient 1 nostartdelay 1 repeat-delay 0,0.001 distance 5,200 sound { sound/shovel_hit.wav } } step_metal { trigger step_metal attachment a.coalman ambient 1 nostartdelay 1 repeat-delay 0,0.001 distance 5,200 sound { sound/metal_footstep_left.wav } } coal_off { trigger coal_off attachment a.coalman nostartdelay 1 repeat-delay 0,0.001 distance 5,200 sound { sound/coal_into_firebox1.wav } } } mesh-table { default { mesh PB_interior_main.im auto-create 1 } trainbrake_lever { mesh brake_lever/brake_lever.im auto-create 1 att a.brake limits 0, 4 angles -0.75, 0.35 notches 0, 0.5,1.0 notchheight 1, 1, 1 radius 0.16 att-parent default kind lever } left_window { mesh window_sides.im auto-create 1 limits 0, 1.0 angles 0, -1 notches 0, 1.0 notchheight 1,1 att a.window_l att-parent default kind lever } right_window { mesh window_sides.im auto-create 1 att a.window_r att-parent default limits 0, 1.0 angles 0, -1 notches 0, 1.0 notchheight 1,1 kind lever } left_sliding_window { mesh window_sliding.im auto-create 1 att a.windowsliding_l att-parent default limits 0, 1.0 angles 0, -0.009 notches 0, 1.0 notchheight 1,1 kind lever } right_sliding_window { mesh window_sliding.im auto-create 1 att a.windowsliding_r att-parent default limits 0, 1 angles 0, -0.009 notches 0, 1.0 notchheight 1,1 kind lever } cylinder_drain { limits 0,4 angles 0,-0.3 mesh cylinder_clean/cylinder_clean.im auto-create 1 limits 0, 1.0 notches 0, 1.0 notchheight 1, 1 att a.cylinderclean att-parent default kind lever } regulator { mesh regulator/regulator.im anim regulator/regulator.kin auto-create 1 att a.regulator limits 0, 1.0 x-notches 0, 0.25, 0.5, 0.75, 1.0 x-notchheight 1, 1, 1, 1, 1 att-parent default kind animated-lever test-collisions 0 mousespeed -1.0 } regulator-collision-box { mesh regulator/selection_box/selection_box.im att-parent regulator att a.selection_box auto-create 1 kind collision-proxy opacity 0 collision-parent regulator } seat0 { mesh seat/seat.im anim seat/seat.kin auto-create 1 limits 0, 1.0 notches 0, 1.0 notchheight 1, 1 att a.seat0 att-parent default kind animated-lever test-collisions 0 } seat0-collision-box { mesh seat/selection_box/selection_box.im att-parent seat0 att a.selection_box auto-create 1 kind collision-proxy opacity 0 collision-parent seat0 } seat1 { mesh seat/seat.im anim seat/seat.kin auto-create 1 limits 0, 1.0 notches 0, 1.0 notchheight 1, 1 att a.seat1 att-parent default kind animated-lever test-collisions 0 } seat1-collision-box { mesh seat/selection_box/selection_box.im att-parent seat1 att a.selection_box auto-create 1 kind collision-proxy opacity 0 collision-parent seat1 } water_injector_0 { mesh injector/injector.im anim injector/injector.kin auto-create 1 limits 0, 1.0 notches 0, 1.0 notchheight 1, 1 att a.injector0 att-parent default kind animated-lever test-collisions 0 mousespeed -1.0 } water_injector_0-collision-box { mesh injector/selection_box/selection_box.im att-parent water_injector_0 att a.selection_box auto-create 1 kind collision-proxy opacity 0 collision-parent water_injector_0 } water_injector_1 { mesh injector/injector.im anim injector/injector.kin auto-create 1 limits 0, 1.0 notches 0, 1.0 notchheight 1, 1 att a.injector1 att-parent default kind animated-lever test-collisions 0 mousespeed -1.0 } water_injector_1-collision-box { mesh injector/selection_box/selection_box.im att-parent water_injector_1 att a.selection_box auto-create 1 kind collision-proxy opacity 0 collision-parent water_injector_1 } fire_plates { mesh fireplates/fireplates.im anim fireplates/fireplates.kin auto-create 1 kind animated-lever test-collisions 0 notches 0, 1.0 notchheight 1,1 limits 0, 1.0 } fire_plates-collision-box { mesh fireplates/selection_box/selection_box.im att-parent fire_plates att a.selection_box auto-create 1 kind collision-proxy opacity 0 collision-parent fire_plates } water_valve0 { mesh water_valve/water_valve.im auto-create 1 att a.water_valve0 att-parent default kind lever } water_valve1 { mesh water_valve/water_valve.im auto-create 1 att a.water_valve1 att-parent default kind lever } water_valve2 { mesh water_valve/water_valve.im auto-create 1 att a.water_valve2 att-parent default kind lever } water_valve3 { mesh water_valve/water_valve.im auto-create 1 att a.water_valve3 att-parent default kind lever } water_valve4 { mesh water_valve/water_valve.im auto-create 1 att a.water_valve4 att-parent default kind lever } water_valve5 { mesh water_valve/water_valve.im auto-create 1 att a.water_valve5 att-parent default kind lever } blowdown { kind lever mesh blowdown/blowdown.im auto-create 1 limits 0, 1.0 notches 0, 1.0 notchheight 1, 1 angles 0, 0.01 att a.blowdown att-parent default mousespeed -1.0 } sanding_lever { kind lever mesh sanding_lever/sanding_lever.im auto-create 1 limits 0, 1.0 notches 0, 1.0 notchheight 1, 1 angles 0, 0.2 att a.sanding_lever att-parent default mousespeed -1.0 } whistle_lever { kind lever mesh whistle_lever/whistle_lever.im auto-create 1 limits 0, 1.0 notches 0, 1.0 notchheight 1, 1 angles 0, 0.3 att a.whistle att-parent default } bplocomain_needle { kind needle mesh main_res_needle/main_res_needle.im auto-create 1 att a.reservoir_press_red att-parent default limits 0, 3600 } bptrainbrakepipe_needle { kind needle mesh trainline_needle_black/trainline_needle_black.im auto-create 1 att a.brake_press_black att-parent default limits 0, 3600 } boiler_needle { kind needle mesh boiler_needle/boiler_needle.im att a.boiler_pressure limits 0, 1570 auto-create 1 } reverser { mesh reverser/reverser.pm anim reverser/reverser.kin auto-create 1 kind animated-lever test-collisions 0 limits -1.0, 1.0 } reverser-collision-box { mesh reverser/selection_box/selection_box.im att-parent reverser att a.selection_box auto-create 1 kind collision-proxy opacity 0 collision-parent reverser } waterglass_right { mesh waterglass_right.im anim waterglass_right.kin auto-create 1 limits 0, 100 kind animated-dial } waterglass_left { mesh waterglass_left.im anim waterglass_left.kin auto-create 1 limits 0, 100 kind animated-dial } firebox { mesh firebox.im auto-create 1 kind firebox test-collisions 0 } fire { mesh fire.im auto-create 1 light 0 test-collisions 0 } coal { mesh coal.im auto-create 1 light 0 test-collisions 0 } fireglow { mesh fireglow.im auto-create 1 light 0 test-collisions 0 } coalman { mesh coalman/coalman.im auto-create 1 att-parent default att a.coalman effects { shovel { kind animation anim coalman/Coalman_shovel.kin } wave { kind animation anim coalman/Coalman_wave.kin } idle1 { kind animation anim coalman/Coalman_loop1.kin } idle2 { kind animation anim coalman/Coalman_loop2.kin } loop2shovel { kind animation anim coalman/Coalman_loop2shovel.kin } shovel2loop { kind animation anim coalman/Coalman_shovel2loop.kin } wipebrow { kind animation anim coalman/Coalman_wipebrow.kin } } } }