Hello everyone.
Apart from working on the mod I also work on some projects that may or may not work.
This topic is designed to showcase some of the Modding I have done and am doing at the moment.
First off... Rural Dashed lines without Puzzle Pieces ;D
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fz4wY87A.jpg&hash=cac4550daf0f2d9ce1c0e4d76d1b8693b74dfad6)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F2durvYc.jpg&hash=d0b9b130c8b5e9d069128379ba2dc0a4967673c7)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FatVniEG.jpg&hash=cbea65a4927362c886129d807885264b4b653c2c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FkWs1FRG.jpg&hash=b822dfdcc1247bffb5b2bec4068818d263f4aacc)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSiSb40P.jpg&hash=51bd98fdd7c42fa4f78bc5603e053596a10abe80)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FTp1N8Qu.jpg&hash=cd006745818c871b9863d01cce3d2070323aced9)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F8H7nPsO.jpg&hash=079be093cd77dcfe54a325a90110252ca602be72)
So basically this is a mod that allows you to have dashed lines on the road according to the slope it is on using the T21 method.
It took a while to get running and I am all for opinions on this project. I feel it is quite neat in that the slopes can determine weather you have solid or dashed lines.
This project I feel will allow for greater flexibility and there are no complicated patterns or overrides to worry about ;) . Just draw the road and according to the slope you will get the lines that are applicable to the slope.
Unfortunately you can't have semi dashed lines with this method but I believe that this will bring more flexibility into rural scenes.
So... What do others think?
More projects will be showcased here in the future ;)
-eggman121
can it be made to work with rhw-2 ?
Quote from: Kitsune on June 25, 2017, 07:38:45 PM
can it be made to work with rhw-2 ?
Yep. That is the versatility of the T21s. Since the two networks are similar by geometry it would not be hard to make that work on the RHW 2.
-eggman121
Interesting. Alas US highways always have a solid middle line unless it's a passing location (so straightaways and slopes), so I probably wouldn't use it, but I applaud your novel use of T21s.
Hopefully it will be of great use for other users.
super clever! This would pretty closely mimic rural roads that I'm used to seeing. &apls
I literally went in five seconds from "no, that's absolutely impossible in SC4" to "now I need to have that". Simply magical &apls
Quote from: APSMS on June 25, 2017, 09:02:17 PM
Interesting. Alas US highways always have a solid middle line unless it's a passing location (so straightaways and slopes), so I probably wouldn't use it, but I applaud your novel use of T21s.
Hopefully it will be of great use for other users.
In Europe it is the norm. ;D So the arrival of this mod is magic! You are amazing, and SC4 too, I did not think it was possible... But the yellow traitilles, it is not very beautiful in my opinion, I prefer in white, but it is only a detail with respect to the mod itself.
Good work! &apls
Pretty neat finding! :) In Germany, the lines would be always dashed unless overtaking is not allowed, which is usually in sharp curves and the top of a hill, where you can't see the oncoming traffic. So with a bit of tinkering (and white lines), it would mimic rural roads nicely alright.
Thanks for all the kind comments everyone :)
In Australia it is the norm to have dashed lines on major highways (Australia also uses white line marking) since such vast areas are not covered by 4 lane highways. The majority of highways (Even between cities and rural areas are two lane, that is one lane in each direction of travel).
A European/ White line marking would be easy to fill as well. I may have a look at doing that today.
-eggman121
Quote from: eggman121 on June 26, 2017, 03:32:36 PM
Thanks for all the kind comments everyone :)
In Australia it is the norm to have dashed lines on major highways (Australia also uses white line marking) since such vast areas are not covered by 4 lane highways. The majority of highways (Even between cities and rural areas are two lane, that is one lane in each direction of travel).
A European/ White line marking would be easy to fill as well. I may have a look at doing that today.
-eggman121
Same in Canada. We also have passing lanes on the rural 2 lane making it 3 lanes .... ie the westbound has a lane added for passing, however the markings on the road allow the eastbound to use it so long as there is no westbound traffic in that middle lane. It can cause your heart to drop when your going westbound in that non-passing lane.
Very cool. I can't wait to see what comes from this thread...I love your work, you are a game changer. Thank you for all you do!
Cheers, tiger
So it's now possible to get different textures according to the slope it is on? That's unexpected. I wonder if we can use this technic in other aspects of the game as well, like on railroads, avenues, and even in building's lots.
Quote from: Andreas on June 26, 2017, 02:29:04 PM
In Germany, the lines would be always dashed unless overtaking is not allowed, which is usually in sharp curves and the top of a hill, where you can't see the oncoming traffic.
Same in Greece too. Dashed lines in straight sections, and solid lines in curves and uphill/downhill sections of the road.
So is this dashed line thing an override network or what? It'd be great to have dashed lines without puzle pieces...
Quote from: Wiimeiser on June 27, 2017, 08:49:33 PM
So is this dashed line thing an override network or what? It'd be great to have dashed lines without puzle pieces...
It's the most basic of T21 mods, but ingenious in execution.
Thanks again for all the positive comments :thumbsup:
So glad that this project is gaining traction ;D
Anyway. I have had a go at making a euro mod to compliment the textures.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMr5fZdq.gif&hash=1e34f0c587f68ea5cae601055ab615e6f1d9ca61)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fka41reG.jpg&hash=0b4e2feb0cddd4b69455245ec1191131b8e7fd08)
I will have a go at making the bends when I get home from work.
This type of process may have applications that are wider in scope than just adding rural road lines.
I really do appreciate the enthusiasm that this project is getting :)
I may organize and open beta once the mod matures.
-eggman121
Wow, I enter sc4devotion again and what do I see? Eggman once again came up with some new awesomeness :D
By the way, I know that the default euro textures have single dashed line, but what if there's possibilty to rechange them by the way for a double solid? Like in Australia (or Poland)? :D
What an excellent find! It's nice to see that this old game to still turn up some nice surprises &apls
Yay for euro/white version! ;D
that's how the road marking here mostly. although I find there is another version for 2 lane roads here which consist of double dashed white line marking.
I do like the dashed lines for rural roads. Keeping in mind of the original RHW (Rural Highway Mod) back in the day.
Only this time it is time for a road to get attention. It always bothered me that the default Maxis road has a solid line even in very rural environments.
Great job and hopeful it will make NAM 36.
Finally, stupendous job on the Real Expressway (REW) Mod about to be debuted.
Thanks
dyoungynQuoteOnly this time it is time for a road to get attention. It always bothered me that the default Maxis road has a solid line even in very rural environments.
This is just my mod thread to highlight modding that I do aside from the NAM. The modding not tied to the NAM so it gives me some time to work on at my own pace.
QuoteFinally, stupendous job on the Real Expressway (REW) Mod about to be debuted.
The REW will
not be part of NAM 36 unfortunately. It will be released at some stage (probably NAM 37) and I am working behind the scenes to get the project rolling.
As all things this will take some time. We (The NAM team) Reserve the right to withhold projects that are not yet ready for prime time. Apologies in advance.
-eggman121
Just dusting off this thread ;)
(https://i.imgur.com/tw5cdBE.jpg)
No fooling. This is still in active development so it won't feature for some time, (NAM 37).
While I have your attention, you can suggest viaduct pieces for myself to model since the whole SAM range will eventually get covered $%Grinno$%
Preferably links to google maps would be helpful :)
-eggman121
Don't you think this song looks really appropriate for this... breakthrough? &hlp &apls :bnn:
https://youtu.be/CEjU9KVABao (https://youtu.be/CEjU9KVABao)
Too cool. I was only thinking last night what a shame it is to have to use the herringbone red brick bridges because there is no better match for SAM3. Seeing as about 98% of my region is SAM3 and 99% is SAM-something or other, this is very exciting news.
This development of SAM is very cool!
Another would be "NVM" as well to develop.
There is one discrepancy in this picture: САМ-3 is a dirt road, and there is no soil on a brick bridge.
Well, I'd assume the dirt on the road would spread across a paved bridge as well, maybe not as evenly as the textures imply. ;)
Really promising work here! :)
I can tell you from personal experience small amounts of dirt on this type of bridge blows off immediately. And if somebody decides to dump a foot of dirt on such bridge, it blows off eventually....
I know of an entire dirt road in Arkansas where the state did this back in the early 80s when I was a kid. It was my dad's bus route, so I was very familiar with it. Before the 3rd year, the dirt on the bridges was gone, blown and washed out. It was essentially a foot up/down hill to get onto the (concrete) bridge.
Ahh, the brilliance of back-woods highways and those who construct them.
There is a suggestion:
Make dirt only at the entrance to the bridge, and then concrete slabs.
My opinion is that it will be more natural.
This looks so natural that it wasn't until the third look I realised what this was and how impressive it actually is. Wow :o
Very nice work, but I agree with the opinion of jaredh. I do not think dirt would stay on deck for long. In any case, this is very promising! &apls
This is great ;D Keep it up !
How cool is this!!! &apls &apls
Hello Everyone
I would like to showcase some of the workings that I have been doing over the past few days...
#1) Catenaries
(https://i.imgur.com/58Pn11n.jpg)
(https://i.imgur.com/9oe5mPA.jpg)
(https://i.imgur.com/CTzWTIo.jpg)
The catenaries are going to become a thing for the RRW! They will however be limited to minicurve, Flextrack and ERRW pieces. No Puzzle pieces will have Wires on them! So please don't request that functionality.
Now that is out of the way I have sorted most of the mechanics with cohorts and the alike to make the catenaries and poles work. As for the actual models none of these are BATs ;D I can export True 3d Models through a special secret :-X with Gmax.
The wires will be standard but the Poles will eventually be interchangeable by making the IIDs and models in separate files. That way if someone wants different variants can be made. A standard set will start off this mod however.
#2) E-SAM
(https://i.imgur.com/CZjvY9h.jpg)
(https://i.imgur.com/HcC2v2r.jpg)
The E-SAM will have two variants and will be designed to blend in with the current SAM networks. Currently slated for NAM 37. I have adjusted to Roadbase to make it look more Realistic and add flavor to the relevant SAM networks.
I hope you have all enjoyed this edition of eggman's Misc Modding
-eggman121
All looking good! Will I have to wait all the way to NAM 37 for those catenaries? They are looking superb! (You say no puzzle pieces will have them, what about Bridges?(or are they classed as the same thing?))
Catenaries are looking awesome :o Can't wait to get my hands on them! Keep up all the great work with everything :thumbsup:
These are amazing things! I'm really looking forward to the release. This is not enough. :thumbsup: :thumbsup: :thumbsup:
Thread %%Order?/ Now!
I am still working on the wires. A simplification was needed too make the props more suitable in more areas of the mod.
Here is a picture of the current progress...
(https://i.imgur.com/SXRxwOa.jpg)
Starting simple with the minicurves will mean that I can get the fundamentals right and than I can progress onto flextrack. I have been able to cover most of Flex Track with the current few Items I have made. The project is fully True 3d and textures on the poles can be interchanged to emulate different styles of poles found around the world.
-eggman121
Great stuff!! &apls &apls
Excellent :thumbsup:
The catenaries and catenary wires look fantastic! They really add to the realism of the rrw :thumbsup:
Yes, that's awesome :thumbsup:
Looks great, E. :bnn:
One thing, the distance between the masts on the straight sections longs a bit to long. Maybe 65-75 % would make it look even more realistic.
Thanks for everyone that pressed like and/or posted.
Quote from: vester on March 12, 2018, 04:35:04 PM
Looks great, E. :bnn:
One thing, the distance between the masts on the straight sections longs a bit to long. Maybe 65-75 % would make it look even more realistic.
Thanks. Do you mean the spacing for the poles or the poles geometry in general?
I still have to do a bit with the T21s but I do plan to make them shorter if you mean the spacing ;)
-eggman121
Here is a picture showing the ability to change the texture files to make a new set of poles.
Here is a type of pole found in europe.
(https://i.imgur.com/sKphc1t.jpg)
-eggman121
Awesome!!! &apls &apls &apls &apls &apls
Great!
Quote from: eggman121 on March 12, 2018, 06:08:50 PM
Thanks for everyone that pressed like and/or posted.
Quote from: vester on March 12, 2018, 04:35:04 PM
Looks great, E. :bnn:
One thing, the distance between the masts on the straight sections longs a bit to long. Maybe 65-75 % would make it look even more realistic.
Thanks. Do you mean the spacing for the poles or the poles geometry in general?
It was the spacing between the poles I meant.
Don't your poles deserve a train with a better texture on ?
Quote from: vester on March 14, 2018, 09:41:34 AM
It was the spacing between the poles I meant.
Fixed the other day ;)
QuoteDon't your poles deserve a train with a better texture on ?
Yes. I tried my hand on making my own automata for rails. I will see if I can improve the models and textures. Thanks for the hint.
-eggman121
Double posting here ::)
I have made some steady progress over the past few days.
(https://i.imgur.com/ru9r7TM.jpg)
Using Rivits German train set to compliment the wires and poles.
-eggman121
German catenary poles are usually green, but this is looking really great so far. :)
Quote from: Andreas on March 14, 2018, 02:20:30 PM
German catenary poles are usually green, but this is looking really great so far. :)
(https://i.imgur.com/keqJ6LR.jpg)
This is the advantage of using True 3d props ;) You can customize the template to suit most poles :)
No Bating required
I just did a quick Texture edit and voila you have an edited set.
-eggman121
Long time... No post.
I have been quietly resuming the Real Railway Catenary project and have a bit of show and tell ;)
(https://i.imgur.com/L9qdLIk.jpg)
(https://i.imgur.com/dBp8l1a.jpg)
(https://i.imgur.com/EAeor3f.jpg)
Sorry about the grainy images :-[
I am slowly working my way through the RRW and have a good system going. They should be ready for shipping with NAM 37 ::)
Remember these are skinnable meaning that the textures can be swapped out to make local variants.
The poles have to have the same geometry but I have designed them to be quite customisable :)
That is it for this edition of the misc modding postings
-eggman121
I know it's a rather boring and repetitive work, but the outcome is well worth the wait for sure! :thumbsup:
That looks fantastic! Very exciting indeed
It's... It's glorious!! &apls
Oh man that is just sensational!!
.
(https://i.imgur.com/i17Tg4o.gif)
Simmer2
&apls &apls &apls
I love this project, finally a dream of many players comes true ;D
Nothing new to say, still a gorgeous project... And great news ;D I really, can't wait to get it ::)
Well done!!! &apls &apls &apls &apls &apls &apls &apls
Waiting for up to date!!! :popcorn: :thumbsup:
OMG! &apls &apls &apls &apls &apls &apls
It is looking truly amazing :thumbsup:
Thanks for the all the comments and Likes $%Grinno$%
I have FARR all wired up on the straights ;)
(https://i.imgur.com/U7e7R49.jpg)
It has only taken my a couple of hours to wire up the FARR straights.
This will form the basis of the positioning poles on the various curves and turnouts.
I am making steady progress to have this in time for the NAM 37 release.
-eggman121
This was a great job for you ! :thumbsup:
and it gives me a closer appreciation for what you have been working so hard on these past weeks &apls
This is coming along quite well... :)
Its... too much... perfect... I'm dying
Great, great, great &apls &apls &apls
Bravo!! &apls
:o
Awesome!
Way to go!!! &apls &apls &apls &apls &apls &apls &apls
Beautiful work, it's a real pleasure to finally see for SC4 catenaries as well done! Congratulations! &apls
Not much to say that hasn't been already but this is a fantastic and beautiful project that will highly valued by many people and your "skinnable" implementation is a brilliant technique that is clearly already yielding fruit with additional great-looking options that will suit many regions and players. Awesome! &apls
Loving all the details on this. NAM37 is going to be a cracker :thumbsup:
Quote from: mattb325 on May 16, 2018, 04:00:20 PM
Loving all the details on this. NAM37 is going to be a cracker :thumbsup:
Sure is. Trying to get the remaining holdouts onto the right train ?=mad)=
Anyway DTR... meet STR ()stsfd()
(https://i.imgur.com/HJa4mgc.jpg)
And with a train.
(https://i.imgur.com/Z87gDOz.jpg)
-eggman121
This is... is superhuman &hlp &hlp &hlp
This is incredible. Thank you so much for all the effort you have put into the rails. I think you have even exceeded everyones dreams. Please keep going. :thumbsup:
Cheers, Tiger
Thanks for all the reply's and likes :thumbsup:
https://www.youtube.com/v/V4ikT972tmE&feature=youtu.be
Guess the new component ::)
-eggman121
Could it really be? It is so beautiful &apls :thumbsup:
You know, there's an entire SFBT prop pack with those... :satisfied:
Quote from: Andreas on June 28, 2018, 12:27:57 AM
You know, there's an entire SFBT prop pack with those... :satisfied:
Yep... I do know of those. They are very nice I will add.
Hint... Look at the signal lights watching the video ;)
-eggman121
Oh, I did see that. :thumbsup: There's also a never released German railway crossing set with animated gates, but royal ran into some problems when making them (not sure what it was). I wonder if you wanna take a look at those?
How cool! This will add even more realism to the game. Great idea.
That's really cool &apls &apls
I am curious, is the shape and size of the light twistable?
You're sending us signals!!! &apls
Yeah I'm curious how modable it is, ie can it be replaced with north american searchlight signals.
This is very cool indeed.
Thanks everyone for the comments and likes :thumbsup:
To answer a few questions.
Quote from: Andreas on June 28, 2018, 04:36:54 AM
Oh, I did see that. :thumbsup: There's also a never released German railway crossing set with animated gates, but royal ran into some problems when making them (not sure what it was). I wonder if you wanna take a look at those?
Sure. I can take a look at those if you like.
Quote from: Girafe on June 28, 2018, 10:20:21 AM
That's really cool &apls &apls
I am curious, is the shape and size of the light twistable?
How do you mean by twistable Girafe? It should not be too hard to make variant signal props if that is what you are wondering?
Quote from: Kitsune on June 28, 2018, 10:47:38 AM
Yeah I'm curious how modable it is, ie can it be replaced with north american searchlight signals.
Following on Girafe's comment I am sure you can make variants of signals for different localities.
So basically to get this to work I used the same type of Idea as railway Level Crossing props and used some RUL1 tweakery to get them to work. You need a
stop path on the tile for the signals to function. Preferably a car stop path mimicking the Level crossing. I am still determining weather the piece needs to have a road network code in the piece to function. I think the stop path is sufficient. That means while I am doing the catenaries I can add the signals a well... kill two birds with one stone.
I am surprised it worked as well as it did. Well at the turnouts you will know which way the trains are going :satisfied:
-eggman121
I'll have to check my archive and maybe translate whatever readme might be included, but I'll drop you a line once I gathered what I have :)
WOW, that's really fancy!!!
But it's just me, or that fractionally angled junction at the beggining of the video is also new?
Very cool indeed! :thumbsup:
Once again, the simulation of the railway tracks will become even more realistic and successful thanks to your exceptional work! :thumbsup:
QuoteThat's really cool &apls &apls
I am curious, is the shape and size of the twistable light?
QuoteHow do you mean by Twistable Giraffe? It should not be too hard to make a difference if you are wondering?
About lights, I guess the question was about the shape of the light since it is not always cross-shaped but often round in many countries.
()lurker() %%Order?/
(https://i.imgur.com/XqgoPrq.jpg)
(https://i.imgur.com/6yLbQY1.jpg)
(https://i.imgur.com/QdtnX4l.jpg)
:blahblah: ("It, is, going, to, happen?") &opr
:satisfied:
-eggman121
Wow!
Another milestone in the history of SC4 which we can thank to You! It's truely amazing! &apls &apls &apls
Thank you for making it possible!
- Tyberius
&apls &apls &apls Thank you for all the work you have done on the railways! They have never been so realistic! :popcorn:
Hehe. Cannot wait to try those out once released. They will take realism to another level dimension. &apls &apls
Surreal! &apls
As we've said before: "grid? what's a grid?" &apls &apls &apls
Mesmerizing &cry2
Brilliant! Love this new set-up :thumbsup:
OMG OMG I hadn't seen that yet Now I have. Drooling. &apls
Thanks for the attention that the aforementioned post attracted ()stsfd()
Ready for some more :clap:
https://www.youtube.com/v/epMM9cBmrog&feature=youtu.be
This is still a work in progress and I don't anticipate a release in the immediate future but I am working to make this project as functional as possible.
-eggman121
Beautiful work! Great video! &apls &apls :)
Thank you!
- Tyberius
Did you turn your attention to the traffic light? :thumbsup: :thumbsup: :thumbsup:
Very nice. I really like how the RHSR looks much more like rail now. Personally, I like that the texture differs only slightly from RRW (concrete vs wooden sleepers).
:)
Toooooot toooooooooootttt....... 🚄 :thumbsup: :bnn: Nice RHSR! Better than original HSR! ()stsfd()
Sexy curves &apls
OMG!!!!
Yes, SC4 is still the best building game when I see everything that is possible to do with! Even CS can not exceed it! Congrulations! :bnn:
Ditto on that and so thankful that there is still deep interest in SC4 and it's improvement.
My main complaint about CS is that one is limited to the region/map size. Also, I can't see an easy way to build the suburbs as in commercial big box stores and small chain fast food and gas joints.
SC4 is truly breaking that ever annoying grid system restriction. Thank so much to all those in the NAM team members and all others for their truly hard and tiring work.
dyoungyn
Hello everyone.
Thanks for all the comments and likes :thumbsup:
Here is another one ;D
https://www.youtube.com/v/_1br_AAPOX4&feature=youtu.be
Comments appreciated.
I plan to roll out this project onto other parts of the RRW as well. I will show in time ;)
-eggman121
Oh, this is an exciting project of yours! Really cleaver and nice! &apls &apls &apls
Thank you very much!
- Tyberius
Seeing it in much greater action, I have just one word: wow :o
I love that project and I hope that these stop lights would be customizable later on ::)
Ok, this broke me, it's simply too perfect!!
............................
.
(https://i.imgur.com/vg6KCVd.gif)
Nick
If Santa only would use eggman's revolutionary traffic management - this year he would do it in time to come to all of my towns!
(https://i.pinimg.com/originals/d9/71/35/d971355f88cddbbd9aa72f58affaa916.jpg)
Awesome work with the signals &apls RHSR looks outstanding as well. Small issue compared to all the brilliant catenary work but you've done a really nice job with the textures. Don't know why but I just never can get anything I'm quite happy with when trying to make rail textures with concrete sleepers, though learning from what works for you has helped somewhat ;)
Thank you everyone for the likes and comments :thumbsup:
I will now pick some comments to reply on.
Quote from: Girafe on December 18, 2018, 07:16:24 AM
I love that project and I hope that these stop lights would be customizable later on ::)
The posts (or poles) will be customizable but the lights will need me to be involved. I could do a quick FSH edit but the lights are True 3D based and as such harder to manipulate.
Quote from: fantozzi on December 19, 2018, 01:34:47 AM
If Santa only would use eggman's revolutionary traffic management - this year he would do it in time to come to all of my towns!
Thanks
fantozzi I hope to get these out before too long. Not this year however. Too short of time with work and stuff.
Quote from: noahclem on December 19, 2018, 11:29:54 AM
Awesome work with the signals &apls RHSR looks outstanding as well. Small issue compared to all the brilliant catenary work but you've done a really nice job with the textures. Don't know why but I just never can get anything I'm quite happy with when trying to make rail textures with concrete sleepers, though learning from what works for you has helped somewhat ;)
Thanks Noah. I use the Reskin method to make the ballast and sleepers. The design of the new RRW stuff leaves the textures with Rails/Sleepers/Ballast in the appropriate layers.
That takes alot of the heavy lifting of making the textures off me. Thanks to Rivit and mgb204 for helping me out on that front.
-eggman121
Reviving this thread.
I have been doing alot of NAM modding of late so time to work on some other things, time to wake up this thread. ()meeting() %%Order?/
Here is what I have been working on atm.
(https://i.imgur.com/c7D3Hsl.jpg)
Inter modal shipping transport.
Than also translates too...
(https://i.imgur.com/6xNeqGj.jpg)
And don't worry. I have not forgotten about the signals.
Some appear in the lower picture.
-eggman121
So nice to see some activity in this thread :)
I love to see more signals. Do you think you will complete the electrification of RRW (PP mainly missing)?
:thumbsup:
%%Order?/ ... Wake up Thread. ;D
I have been working on some new automata and have made my first locomotive.
This is the Australian National BL class locomotive.
(https://i.imgur.com/lDIVGhJ.jpg)
It is in the one livery for the moment but I will endeavor to more wrappers for it in due coarse.
Here it is in action...
(https://i.imgur.com/oD9316q.jpg)
(https://i.imgur.com/Ny3OXcl.jpg)
(https://i.imgur.com/BrAjfo1.jpg)
I plan to get some of the projects that I have worked on a while back ready for use. It may take a bit of time. A month or two I think.
I would really like to get the Signals out at some stage but The T21s are the issue.
As for the catenaries. They won't appear on the RRW unless someone else would like to mod them however the HRW will have catenaries and is due for an update post NAM 40.
Any tips on how to improve the Automata and request for a specific engine are welcome.
-eggman121
Quote from: eggman121 on February 23, 2021, 09:55:19 PMAs for the catenaries. They won't appear on the RRW
Any reason why? I was greatly looking forward to having overhead lines on my RRW network... :(
Quote from: art128 on February 24, 2021, 09:53:38 AM
Quote from: eggman121 on February 23, 2021, 09:55:19 PMAs for the catenaries. They won't appear on the RRW
Any reason why? I was greatly looking forward to having overhead lines on my RRW network... :(
I guess it's just because it's a lot of work that cannot be easily transferred from a network to another, and as the NAM Team is in an historically low number of members, it's hard to find anyone else capable to do it.
Quote from: art128 on February 24, 2021, 09:53:38 AM
Quote from: eggman121 on February 23, 2021, 09:55:19 PMAs for the catenaries. They won't appear on the RRW
Any reason why? I was greatly looking forward to having overhead lines on my RRW network... :(
We (at least I) had been testing it at one point during the summer, but it had too many issues and uncovered configurations as the mod expanded and expanded in recent years. The RRW is a huge and complex mod itself with a bunch of variable things and attaching the catenaries for the models/textures/configurations caused a bunch of troubles. Shortly it seemed to be way too much work even just fixing those stuffs what we had without adding more and more of them to the remaining or future parts of the RRW.
I was looking forward to it, but I would rather see Stephen to make new nice stuffs, than seeing him burning out on this catenary project... :(
- Tyberius
QuoteWe (at least I) had been testing it at one point during the summer, but it had too many issues and uncovered configurations as the mod expanded and expanded in recent years. The RRW is a huge and complex mod itself with a bunch of variable things and attaching the catenaries for the models/textures/configurations caused a bunch of troubles. Shortly it seemed to be way too much work even just fixing those stuffs what we had without adding more and more of them to the remaining or future parts of the RRW.
I was looking forward to it, but I would rather see Stephen to make new nice stuffs, than seeing him burning out on this catenary project... :(
- Tyberius
I guess catenaries are props that are supposed to represent overhead wires. I would like to know (just out of curiosity) if you have succeeded in putting the catenaries on each part (by catenary I'm talking about the electric wire) of RRW and that the problem is to put the gantries in a coherent way, or if you had not succeeded to put the catenaries on each part (because the work is obviously huge) or that there are problems related to the creation of offset prop needed to create some T21 (especially in large curves).
I don't know if I am very clear, but I ask this question because if the catenary props are already existing for all configurations, it is possible for players to create their own T21 with gantries of their choice, using these props as a canvas / path.
Like many others, I am very interested in catenaries, and would love to see them appear above the RRW, but having done a few T21s in the past, I fully understand that the task is boring especially considering the colossal number of pieces.