Tutorial Modifying Signal Visuals

Discussion in 'PC Editor Discussion' started by fceschmidt, Oct 21, 2023.

  1. fceschmidt

    fceschmidt Well-Known Member

    Joined:
    Oct 22, 2020
    Messages:
    312
    Likes Received:
    414
    I figured out how to build a signal head that did not exist in the game yet and thought I'd share it with you. The example here is specific to German signalling, but the general "trick" should apply everywhere.

    As for the example: At a train station I am building currently, departures from a specific track are signalled by a somewhat unusual aspect: The signal head just turns itself "off". It's not completely off, it's just a small white light. Typically, such signals would show one green light, but in this case it shows a small white one instead. This aspect is called Kennlicht or marker light, but it is not in the signal pack for MainSpessartBahn which I used initially to set up the route.

    I created a new signal head for this signal by right clicking in Content Browser > Blueprint Class. Click on "All Classes" at the bottom of the popup dialog, then search for "DE_Head_Hv85_Hp1Hp00Zs1Zs7Hp2". (Make sure if you have multiple german routes that you are basing your modified signal head off of the one from the correct route.)

    Create the blueprint and give it some name. When you open your new asset, you get what you see in the first screenshot.
    You can now click on each individual lamp, move it and resize it. What you cannot do here is remove (or add?) any lamps. All the small lamps are managed by a construction script which is precompiled and cannot be modified. However, you can remove them by unticking "Zs 1" and "Zs 7" in the properties panel if you wish.

    In my case I untick the "Zs 7" option to get rid of the small yellow lamp which my signal does not have IRL.

    Then I repurposed the big yellow lamp at the bottom for the small white one which I wanted to add, by scaling and moving it to the position where the small Zs 7 yellow lamp previously was.

    Finally, I can set the Display Rules for each lamp, which govern which aspect leads to which lamps being on, off, or flashing, and which color they should show.

    What I did here is to set the green lamp's Output Color to "off" for all aspects. Next, I set the Output Color of the small white lamp for the Kennlicht aspect to "White" for the aspects that the dispatcher generates whenever departure is allowed, in this case Hp 1 and Hp 2.

    And now in your DESignalView you can select this modified signal head, as seen in the third screenshot.

    Hope you could follow :) If not, feel free to ask any questions.
     

    Attached Files:

    Last edited: Oct 21, 2023
    • Like Like x 4
    • Helpful Helpful x 1
  2. fceschmidt

    fceschmidt Well-Known Member

    Joined:
    Oct 22, 2020
    Messages:
    312
    Likes Received:
    414

Share This Page