(WIP) Caldwell County Railroad

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Re: (WIP) Caldwell County Railroad

Postby NDORFN » Sun Feb 26, 2012 4:14 am

What do you mean by aliased properly?
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Re: (WIP) Caldwell County Railroad

Postby SCLALINE » Sun Feb 26, 2012 4:37 pm

meaining the terrain blueprint if it has been altered needs to be in your asset folder, if you are using all default stuff no worries, this prevents it from being overwritten by any updates
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Re: (WIP) Caldwell County Railroad

Postby NDORFN » Sun Feb 26, 2012 4:58 pm

I've been backing up the terrain every hour since I had the problems with it not working. I'm as fussy with terrain as I am with track laying so I'd hate to have to redo any of it. But hey, even if there are issues with the terrain initially you will still be able to play around with the track and maybe use some of ideas in your route.

There might be an issue with track as I'm not sure how entirely sure how it works... To maintain a curve radius precisely whilst changing gradient, I measured the exact radius need at 0% then modified the trackrule to that radius, then laid it with the incremental changes in gradient. My trackrule figures have changed about 30 times since I started! It still works though. I'm pretty sure that once the track is down it writes it to a blueprint and doesn't make reference to the trackrule. I'm clueless in this area. I think it'll be fine.
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Re: (WIP) Caldwell County Railroad

Postby NDORFN » Fri Mar 02, 2012 4:29 am

I've been busy detailing then whole Hickory area... getting the hang of making the most of scenes with the least objects necessary. Takes a while to get what you could call a "style" in which the scenery has maximum effect with minimum effort. Still need to figure a few things out but in general it's coming together. I'm keeping it prototypical but I do have the advantage of my version being set in the future so I can get away with a few things... mostly smooth mainline track (has been re-tampered and ballasted) and larger (grown) greenery.

Comparison.jpg
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Re: (WIP) Caldwell County Railroad

Postby SCLALINE » Fri Mar 02, 2012 5:39 am

i think you have it down pretty good, nice job

ill upload those crossing planks and some relay cabinets tonight, sorry ive been laying track like a demon and got caught up
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Re: (WIP) Caldwell County Railroad

Postby PapaXpress » Fri Mar 02, 2012 12:18 pm

Looking good. !!*ok*!! The only thing I caught was the missing power lines.
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Re: (WIP) Caldwell County Railroad

Postby Csxgp38-2 » Fri Mar 02, 2012 6:40 pm

Yes, power lines make the scene of rural NC, please add them. Other than that, looks really good, just like I recall the mountain area.
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Re: (WIP) Caldwell County Railroad

Postby NDORFN » Fri Mar 02, 2012 7:39 pm

I'm definately going to add them. Just been deciding on which ones to use.
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Re: (WIP) Caldwell County Railroad

Postby NDORFN » Sat Mar 03, 2012 2:51 am

Up the hill.jpg

Down the hill.jpg
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Re: (WIP) Caldwell County Railroad

Postby jpetersjr » Sat Mar 03, 2012 8:08 am

If you need old buildings for your route, I've been building some.

Downtown Buildings.jpg


So far I have a small set of them already available for download at my website.
Here's the link.
http://chungington-routes.webs.com/downloads.htm

Also have iron truss bridges and houses also available for download.
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Re: (WIP) Caldwell County Railroad

Postby Machinist » Sat Mar 03, 2012 8:34 am

Awesome indeed! !*brav*! Looking forward the release... !!*ok*!!

As I've been remarking in forums, I hope you are aware and taking care of vegetation in relation to night time of day. This is why 95% or more of foliage stuffs are still RW2 made, I mean they don't reflect (are anot sensible to) the projected headlights (one of the main TS2012 feature) and which make me feel sometimes like driving inside a tunnel.

For example NEC is a good example of non reflective foliage, is very weird you running at night along a corridor plenty of trees close to the tracks and none of them lighting, like if your headlights would be turned off. HSC, in the contrary, has already more reflective vegetation, but not much enough yet. Woodhead has a bit more new shining foliage than HSC, so day by day the routes are becoming fully TS2012 compatible. I've already posted to 3DTrains about the subject and hopefully they will update their ultimate Rural Landscape pack.

Good job!
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Re: (WIP) Caldwell County Railroad

Postby NDORFN » Sat Mar 03, 2012 2:48 pm

Machinist wrote:Awesome indeed! !*brav*! Looking forward the release... !!*ok*!!

As I've been remarking in forums, I hope you are aware and taking care of vegetation in relation to night time of day. This is why 95% or more of foliage stuffs are still RW2 made, I mean they don't reflect (are anot sensible to) the projected headlights (one of the main TS2012 feature) and which make me feel sometimes like driving inside a tunnel.

For example NEC is a good example of non reflective foliage, is very weird you running at night along a corridor plenty of trees close to the tracks and none of them lighting, like if your headlights would be turned off. HSC, in the contrary, has already more reflective vegetation, but not much enough yet. Woodhead has a bit more new shining foliage than HSC, so day by day the routes are becoming fully TS2012 compatible. I've already posted to 3DTrains about the subject and hopefully they will update their ultimate Rural Landscape pack.

Good job!
Doc.


I've tried to strategically place reflective vegitation in with the non-reflective. It looks fairly good at night, but ultimately it'll look best when all the vegitation is reflective. To be honest, on the CCR, even though it is set in a future economic boom, night trains won't be on the schedule.
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Re: (WIP) Caldwell County Railroad

Postby Machinist » Sat Mar 03, 2012 3:45 pm

Since I became a sort of mutant bat enigineer(*) my schedule paper work only holds nighty missions. If scenario is day light time, the first thing I do is mod it to a nighty start time.

I'm glad you are thinking on vegetation... !!*ok*!! one more reason to say can't wait! !*YAAA*! !*roll-laugh*! I didn't see yet a route fully TS2012 compatible (I only don't have Donner yet), I mean with all objects reflecting lights (and also casting shadows from the sun emmiter even at the day), maybe yours will be the first then...

Cheers,
Doc.

(*) bat because since TS2012 I play mostly at night, like DNA (99.99999% of time)
mutant because I navigate by headlights (by eyes) instead by sounds (bye ears as bats do).
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Re: (WIP) Caldwell County Railroad

Postby NDORFN » Sat Mar 03, 2012 5:23 pm

I'll do my best Batman. Until I have time to create my own vegetation, I'll just have to keep strategically placing HSC trees and shrubs in amongst the non-reflective stuff like this...

Shadows 01.jpg


Atleast as you're driving you get moving shadows strewn across the terrain and up the sides of buildings.

Aside from that, having HSC trees and shrubs interspersed along the line, particularly where there are no buildings to reflect off, helps keep a sense of having the line ahead lit up.

Note the shrubs more or less hidden in the non-reflective greenery along the fence line... only really shows up at night.

Night lighting 01.jpg


Night lighting 02.jpg


At this stage, this route is an experiment in route building techniques for me. I will finish the whole thing but not to the degree of detail seen in these pics. It would take me years. I'll release updates etc... but I really need to get into building scenery items soon so that I can release future routes 100% freeware (and this route too... I'll redo the scenery with my own objects eventually).
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Re: (WIP) Caldwell County Railroad

Postby Machinist » Sat Mar 03, 2012 5:53 pm

Robin, my conductor, is on standby ready to work on call, at any (nighty, of course) time! !*YAAA*! !**duh*!! !*brav*! !*drool*! !*salute*!
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