Saxham Market 3-D Virtual Models

The SD3DVM Invisible Level Crossing

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Tutorial

How to use an Invisible Level Crossing and Crossing Controller to synchronise traffic with the SD3DVM Gated Level Crossing

  1. Start by placing a SM3DVM level crossing on the baseboard.


    The yellow marker indicates the centre of the crossing, to assist with the subsequent lining up of the invisible crossing and the crossing boards. The other markers indicate the nodes to which track can be attached as follows:

    • Blue: the first "main" line
    • White: the second "main" line
    • Red: the alignment of a trailing crossover between the two main lines.


  2. Place a SM3DVM invisible level crossing nearby (behind and to the right of the visible level crossing in this picture).



  3. Place a SM3DVM level crossing controller on the map (visible in the distance in this picture, behind the invisible crossing).


    This picture shows the level crossing controller in close-up. The arrow should point toward the invisible crossing.



  4. Use invisible track (such as the SM3DVM "Invisitrack") to link the end of the level crossing controller marked with the red pillar to the invisible level crossing. Include at least intermediate node to allow a junction to be found in the next step. (I've only included one node here. As it turned out, it would have been better to include two nodes, which would have made moving the level crossing controller easier in the later steps)



  5. Add another length of invisible track to the left of the level crossing controller, and form a junction with the previously laid track linking the controller to the invisible crossing. If there are two or more nodes between the crossing controller and the invisible crossing, make the junction at the node nearer, or nearest, the invisible crossing. Trainz will normally add a junction lever automatically, but this lever will be visible in Driver sessions.



  6. Delete the junction lever placed automatically by Trainz, and replace it with an invisible junction lever (e.g. the SM3DVM invisible junction lever).



  7. In this picture, the invisible level crossing has been moved away from the visible crossing to make more space available when the time comes to connect a road.



  8. Give the level crossing a name. This can be anything (within reason - Trainz does have limits on the name length and the characters that can be used). For this tutorial, we'll give the crossing the name Crossing Name.



  9. Give the invisible junction lever a name. The SD3DVM level crossing is scripted to operate a junction lever whose name is formed by appending a space and "(Control)" to the end of the crossing's own name - so, in this example, the invisible junction lever is named Crossing Name (Control).



  10. Attach roads to the invisible junction. The roads in this example aren't put in their final alignment yet.



  11. Attach rails to the invisible junction. As with the roads, the rails in this example aren't put in heir final alignment yet.



  12. Move the invisible level crossing into position on the visible crossing, using the yellow markers at the centre of each to ensure the correct alignment.



  13. Add level crossing boards.


    ... and move them on top of the level crossing itself. Again, use the yellow marker pillars to ensure correct alignment.



  14. Finally, straighten out the road and rail splines to complete the scenic effect.


How it Works

The "invisible" components (the grey objects to the right of the track in the pictures above will disappear in a Driver session. Provided that everything is set up correctly, the sequence of events as a train approaches and crosses the level crossing will be:


Scripted Assets

Both the visible level crossing and the level crossing controller are scripted (the invisible level crossing and the invisible junction lever aren't, the only thing Special about those components is that they (along with the level crossing controller and the invisible track) disappear in a Driver session.

The visible level crossing script animates the level crossing gates and also switches the lamps on top of each gate off when the gate starts to move and back on when the gate has opened or closed fully. I haven't found a way of keeping the lamps shining as the gates move, or at least I haven't found a way of doing this elegantly and without making the computer do a lot of work that doesn't add that much to the visual effect. The script also switches a junction lever, which it locates by matching its own name with the junction lever name, to make it appear to the the invisible level crossing that a train is on its way.


Troubleshooting

I said before "provided that everything is set up correctly". That was because a few rules have to be adhered to if the scripts are to recognise and associate the components that need to work together. Things can go wrong. For example: