Seligman Sub: Episode IV - A New Hope

Discussion about RailWorks route design.

Seligman Sub: Episode IV - A New Hope

Unread postby BNSF511 » Thu Mar 07, 2019 5:00 am

Since my friend helped me get my map overlay working, I decided to restart my Seligman sub route once again. I'm taking a completely different approach this time by working in sections; I've already finished detailing a good 2/3 of Winslow in the last few days.

I've been relying pretty heavily on Sherman Hill grass, but its view range is pretty low and disappears quick. Perhaps I should use some other vegetation?

Image

Image

Image

Image

Image

Image

Let me know what you guys think of this version so far!

Old Version 3: viewtopic.php?f=7&t=19588
BNSF511
 
Posts: 28
Joined: Thu Dec 17, 2015 10:23 pm

Re: Seligman Sub: Episode IV - A New Hope

Unread postby UPSD70ACe » Thu Mar 07, 2019 11:15 am

Wow looks great keep up the great work,Looking forward to testing it when ready.
UPSD70ACe
 
Posts: 842
Joined: Sun Dec 12, 2010 12:57 pm

Re: Seligman Sub: Episode IV - A New Hope

Unread postby thegevo5k » Thu Mar 07, 2019 11:55 am

Looks good, but if you want grass, here's some excellent grass assets: https://www.vulcanproductions.co.uk/routebuilding.html
thegevo5k
 

Re: Seligman Sub: Episode IV - A New Hope

Unread postby BoostedFridge » Thu Mar 07, 2019 9:09 pm

This looks really nice. Keep up the good work!

Because of the long, unobstructed viewlines in this region, this route would benefit greatly from adding low res 'distant terrain' before it is complete. That way your horizons don't look like the world ends just over the distant hills.

BNSF511 wrote:I've been relying pretty heavily on Sherman Hill grass, but its view range is pretty low and disappears quick. Perhaps I should use some other vegetation?


Your in game graphics settings can have a big impact on the asset draw distance. Double check your 'view distance' setting is maxed first.

A trick that I use to help 'blend' the grass assets into the terrain is by 'dabbing' small patches of a green terrain texture that is close in colour to your grass texture under the grass assets. That way when the users view point passes gets to the distance where the the asset no longer draws, the ground doesn't look so monochrome. I hope its of use to you.
User avatar
BoostedFridge
 
Posts: 2277
Joined: Sat Aug 24, 2013 6:39 am
Location: Vancouver, BC

Re: Seligman Sub: Episode IV - A New Hope

Unread postby BNSF511 » Fri Mar 08, 2019 4:09 am

Would anyone happen to be familiar with creating Route Markers? I tried following the documentation, but they won't appear in-game.
BNSF511
 
Posts: 28
Joined: Thu Dec 17, 2015 10:23 pm

Re: Seligman Sub: Episode IV - A New Hope

Unread postby SAR704 » Fri Mar 08, 2019 6:26 am

It's been a while since I've added them, but this thread may help you. Just don't forget to close the tab after reading, or hit back to avoid the 'you are leaving Steam' nonsense.

https://steamcommunity.com/app/24010/di ... 7243872506
Geforce GTX 1060
16GB RAM
Intel Core i5-3350 3.10ghz
Win te(n) Home
SAR704
 
Posts: 716
Joined: Tue Jun 21, 2011 9:48 am
Location: Adelaide, South Australia

Re: Seligman Sub: Episode IV - A New Hope

Unread postby Boss1 » Fri Mar 15, 2019 10:33 am

Looking great so far! !!*ok*!!
“We sleep safe in our beds because rough men stand ready in the day and night to visit violence on those who would do us harm”.

Intel i-9 13900KF @ 6.0 Ghz, MSI RTX 4090 Suprim Liquid X 24GB, MSI Z790 A-PRO WIFI, MSI MPG A1000G 1000W, G.SKILL 48Gb Ram @76000 MHz DDR5, MSI SPATIUM M480 PCIe 4.0 NVMe M.2 2TB, Windows 11 Pro Ghost Spectre x64
User avatar
Boss1
 
Posts: 399
Joined: Thu Jul 03, 2014 10:11 pm
Location: Arizona


Return to Route Design

Who is online

Users browsing this forum: No registered users and 3 guests