Budapest-Metro
- 9 Devlogs
- 17 Total hours
here is the final line from Kőbánya-Kispest to Újpest-központ!
i hadn’t chosen the best starting time for this as right now midnight overflow is not handled properly lol
so yeah, i’ve built the remaining tracks (Deák Ferenc tér <> Újpest-központ) which are pretty much half the line, as well as the Újpest-központ reversing sidings
i had misconfigured a switch at the latter siding, so one of the assemblies just hit you in the face on the wrong track
added a relation picker to the main menu, so you can pick which line to travel on
i didn’t have time for escalators unfortunately
made doors white and added the secondary beep sound for a bit more M3 resemblance
oh btw, i’ve managed to fix the WebGL build!
back in the day, SSAO (screen-space ambient occlusion) annoyed me in SpaceTransit, but i had forgotten how to turn it off
now i’ve found it… it wasn’t enabled in the mobile renderer (which gets used on the web) but it was on for PC… so i removed it from both, and now everything renders in your browser!
you’re gonna need a decent GPU to run this though :3
carriage house & Kőbánya-Kispest reversing siding area are DONE (just like i am)
the video shows a wrong turnout (switch) configuration, the lines were flipped because the curve is so curvy that the left state looked like the right state
fun fact: the bug about the onboard display’s destination was already present in the previously released version, i typed Description for the binding path instea of Destination :facepawm:
8 vehicles are most definitely not gonna be enough xd
added a relation picker to the main menu… it’s not perfect but it lets you choose lol
Kőbánya-Kispest reversing sidings done
though they don’t work because the carriage house has not been built yet 
dw, i fixed the overpass height
i’ve also connected Kálvin tér & Deák Ferenc tér, luckily it was pretty simple geometry
ngl i kinda forgor how to use the components i had made back in the day, had to check M4 xd
done with tunnels for now
some parts required multiple segments of different widths, but that’s fine
i created splines about halfway between the tracks which housed the floors and ceilings where two “half” tunnels needed to be connected
most of these were easy, i could just offset the spline by X amount
some required more work (e.g. Nagyvárad tér <> Semmelweis Klinikák)
for Határ út > Kőbánya-Kispest i added support for the tracks so they don’t just float lol
added blocks, pillars and station name signs to middle-platform stations
oh, foreshadowing was definitely there in the previous devlog
some track connections (next property) were not assigned or impropely assigned, so i had to double click each one to make sure that the next track is set to the correct one
replacing the middle-platform station prefab might have messed with it, too
the video showcases the currently working track
refactored the station ID cache to group by relation
added two new station IDs (stations not yet placed)
filled out transfers for M3 stops
i’m gonna tweak out after making tunnels
the shape tracks are just so cooked in some plaes, idk who designed this IRL (they probably had a reason to do it like this, but i wasn’t alive during those times lol)
fully connected Kálvin tér > Kőbánya-Kispest (the other direction)
quickly made some cube-like tunnels for M3 in blender
i’ll have to fill in the gaps in some places, the 2nd image shows that only one half of the tunnel is there (there will be a separate floor and ceiling “tunnel” that connects the left and right pieces)
the last image is the completed line Kőbánya-Kispest <-> Kálvin tér (gotta test track continuity later)
the 3rd image shows a goofy ahh descent as i was beginning to adjust elevation
polished up some stations, double platform stations now have signs
also connected the two platforms of KöKi
lock in
average unity moments as you can see on the first image and the video
i think the attachment limit is 4 which is sad
i’ve “modeled” Határ út in a way that vaguely resembles the actual station, which includes a high overpass and a ramp
the second image shows me checking if the assembly fits under the overpass… not the best amount of headroom but i don’t got a lot of time lol
designed the arrival display for M3
luckily i didn’t have to write a second component to handle this, i just added the properties NextMinutes NextSeconds Double
Double controls whether to show two lines
the display should show --:-- if there are no routes within the next 30 minutes
i had a skill issue trying to figure out how to get the next route:
added station name only signs too, i extracted a superclass from the renderer component
luckily i had written the code in a way that i could just extract a method that does extra logic for the detailed station sign (see the previous devlog)
a recent system upgrade broke unity hub, now it doesn’t show in the system tray (so i can’t fully close it
)
anyways, i’ve connected the line from Kőbánya-Kispest to Kálvin tér (one direction only for now)
fixed elevation betwen KöKi & Határ út, data taken from Google Earth (the track goes underground near the entrance)
also added tunnels, though i’ll have to rework the tunnel model between stations that have their tracks next to each other (the current models would overlap)
i recorded the video before creating the station sign, so that’s why it’s missing
i assume that the direction shows -> Keleti pályaudvar because that’s the placeholder, and i’d forgotten to assign the relation for station IDs
spent a bunch of time designing the M3 station sign
the lack of relation assignment caused the sign to throw an exception, but that was a quick fix
the 1st image (excluding the video) shows when i reused the material for M4, since signs there are tiled 4 times
progress on the 2nd image, some styles from M4 messed with the M3 one, so i moved those declarations to a separate stylesheet
the last image will probably be the final design
still gotta add name-only signs
gotta ship before the end of today because i’m turning 19 tomorrow 
i lapsed about 1h 15 mins:
all - 2 stops twice)the image on the right shows the final audacity project
the left screenshot shows a steep descent into madness that is not supposed to be like that lol
i haven’t modeled the carriages for this line yet, so it’s just a recoroled M4 assembly for now
i’ve placed the stations from Kőbánya-Kispest to Kálvin tér which covers a little under half of the line
the connection from KöKi to Határ út is very basic, i’ve only connected two nodes for the track, and somehow managed to leave the second node at Y = 0 
gonna have to split that section into multiple segments because the mesh library i’m using is not happy about it
on the right side of the left image you can see the future tracks for the carriage house, but i’ll only be building half of it (just look at the horrors)
i really hope that 8 assemblies will be enough to fulfill the line’s needs (Sunday timetable), probably wishful sinking though
at some point i’ll have to make
alternative solution if i don’t have time: no transfer between the two lines (sad emoji)
this project is a somewhat-accurate recreation of the Budapest subway system, i’ll be building metro line M3 during Stardance
took quite a while, but i’ve added a 6th track (track 3) to the Kelenföld carriage house (this is for M4)
had to split up the house entry track to add a second turnout, but i forgot to change the switch to account for this, so the assembly rolled onto the left track (vewy scawy)
to be able to test it easier, i added a simple “Dispatch” context menu that can be used in the Unity editor (it ignores the maximum dispatch time)
experimented with secondary beeps for M3, gonna have to revert them on these prefabs lol