It is currently Sat Dec 19, 2009 11:39 am



Welcome
Welcome to Australian MSTS Workshops.

You are currently viewing our boards as a guest, which gives you access to view most discussions. By joining the Australian MSTS Workshops forum, you will have access to post topics, communicate privately with other members (PM), respond to polls and Download MSTS addon content that is not available to non members.
Registration is fast, simple, and absolutely free, so please register and Join the Australian MSTS Workshops Forum today!


Post new topic Reply to topic  [ 75 posts ]  Go to page Previous  1, 2, 3
Author Message
 Post subject:
PostPosted: Sun Jun 22, 2008 12:36 am 
Offline
User avatar

Joined: Mon May 19, 2008 8:07 pm
Posts: 169
Location: Pushing a stalled VR S class steamer up a steep 1 in 609446 gradient
guard class 2 wrote:
Solved the long straight problem.
Used an Excel spreadsheet called "Object Rotator", by Michael Vone (Author of "Step by step guide to route building").
Results are shown below, covered a distance of 38 Km's without a curve and ended up right on the marker.

Wayne


Wayne, your competency with this already is admirable. Please keep the updates coming :)


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jun 28, 2008 5:43 pm 
Offline
User avatar

Joined: Tue May 20, 2008 7:26 pm
Posts: 56
First pic of a test train on the new section of track from Thevenard to Penong.
Train is just passing through Penong Junction , and the line to Port Lincoln can be seen curving away to the right in the background.
Also first trial of new Yx wagons for use on Gypsum traffic from Kevin to Thevenard.

Image


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jun 28, 2008 11:04 pm 
Offline
Site Admin

Joined: Sun May 18, 2008 12:05 am
Posts: 311
Hi Wayne,
I have been given permission to give you the NG 830's as well as to reskin some more. Please let me know a couple of EP line diesels. Next time you come over bring a jump drive and I'll give you some of the NG stock as well.
Cheers


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jun 28, 2008 11:20 pm 
Offline
User avatar

Joined: Tue May 20, 2008 7:26 pm
Posts: 56
Thanks Allan, that will be great, especially the narrow gauge 830's. I have just been having some fun this weekend playing around with the Yx to see what I can do.

Wayne


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jun 30, 2008 1:27 pm 
Offline
User avatar

Joined: Mon May 19, 2008 8:07 pm
Posts: 169
Location: Pushing a stalled VR S class steamer up a steep 1 in 609446 gradient
Any chance of a screenie from the activity editor Wayne? 8)


Top
 Profile  
 
 Post subject:
PostPosted: Fri Jul 11, 2008 9:11 pm 
Offline
User avatar

Joined: Mon May 19, 2008 8:07 pm
Posts: 169
Location: Pushing a stalled VR S class steamer up a steep 1 in 609446 gradient
Excuse my ignorance, but where do you download this VM metre gauge from?


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 12, 2008 12:18 am 
Offline

Joined: Mon May 19, 2008 5:04 pm
Posts: 488
Location: Dubbo,NSW
Hi ARG706,
This is where the file is I had to download to get the narrow guage routes to work.
http://www.trensim.com/lib/pafiledb.php ... gory&id=45

"VÍA MÉTRICA" is the file I down loaded.

Geoff


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 12, 2008 1:13 pm 
Offline
User avatar

Joined: Mon May 19, 2008 8:07 pm
Posts: 169
Location: Pushing a stalled VR S class steamer up a steep 1 in 609446 gradient
Thanks very much for the link. It has some potential, although an alpha channel

Rowie, if you're reading this would you be able to send that track texture my way please?


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 12, 2008 4:31 pm 
Offline

Joined: Mon May 19, 2008 5:04 pm
Posts: 488
Location: Dubbo,NSW
Hi,
A question from a non route builder.
I had to install "VÍA MÉTRICA" for the Lozere route.
If I was creating my own route using this guage is that file all I would need?
Geoff


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 12, 2008 4:46 pm 
Offline
User avatar

Joined: Tue May 20, 2008 7:26 pm
Posts: 56
Yes Geoff, that is all you need to use it in a route you are building, however, thanks to Rowie, we also have some "Australianised" texture files which we can use with the VM track to change its appearance.

Cheers,
Wayne


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 13, 2008 11:29 pm 
Offline
User avatar

Joined: Tue May 20, 2008 7:26 pm
Posts: 56
Quote:
Any chance of a screenie from the activity editor Wayne?


Image

Track is laid from Thevenard to Penong as it is vital to get those gypsum trains moving ASAP, and is now starting to proceed from Penong Junction towards a very far distant Port Lincoln.Grain this year will still have to go by road, but there might be some slight chance of moving some of next years Grain harvest by rail.

Cheers,
Wayne


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 14, 2008 10:51 am 
Offline
Site Admin

Joined: Sun May 18, 2008 12:05 am
Posts: 311
Hi Wayne,
You might might need some of these in the short term heh, heh, heh.
lImage
Image
As ARG706 said last night, SAR narrow gauge is just starting to look good.
Cheers


Top
 Profile  
 
 Post subject:
PostPosted: Wed Jul 16, 2008 1:13 am 
Offline
User avatar

Joined: Mon May 19, 2008 8:07 pm
Posts: 169
Location: Pushing a stalled VR S class steamer up a steep 1 in 609446 gradient
guard class 2 wrote:
Grain this year will still have to go by road, but there might be some slight chance of moving some of next years Grain harvest by rail.



Thanks for the snap. Nothing like seeing freshly laid track for the first time in the AE.

You're keen with the mention of Port Lincoln! Where will the route be going to in the interim?

By the way, how have you found route building so far?


Top
 Profile  
 
 Post subject:
PostPosted: Wed Jul 16, 2008 12:18 pm 
Offline
User avatar

Joined: Tue May 20, 2008 7:26 pm
Posts: 56
I have Google Earth markers for the whole of Eyre Peninsula, approx. 800 Kms of track. My particular interest lies in the Kevin/Penong to Thevenard line and in the main line from Thevenard to Minnipa. I currently have the whole of the Penong line track laid, and last night I almost reached Maltee on my way towards Minnipa and eventually Port Lincoln. Not sure yet if I will start doing scenery and ground textures etc. or just continue with track laying for the time being.

Laying track is the easy part, I have no problem with that in RE, but I', sure this is only the easy part, and I think I will have a steep learning curve when it comes to doing everything else scenery wise etc.

Ah well, one step at a time.
As they say, Rome wasn't built in a day.

Cheers,
Wayne


Top
 Profile  
 
 Post subject:
PostPosted: Wed Jul 16, 2008 6:13 pm 
Offline
User avatar

Joined: Mon May 19, 2008 8:07 pm
Posts: 169
Location: Pushing a stalled VR S class steamer up a steep 1 in 609446 gradient
guard class 2 wrote:
I have Google Earth markers for the whole of Eyre Peninsula, approx. 800 Kms of track. My particular interest lies in the Kevin/Penong to Thevenard line and in the main line from Thevenard to Minnipa. I currently have the whole of the Penong line track laid, and last night I almost reached Maltee on my way towards Minnipa and eventually Port Lincoln. Not sure yet if I will start doing scenery and ground textures etc. or just continue with track laying for the time being.



What I have learnt over the past 3 years with building the Barossa/midnorth route is that every so often, you will endure route building fatigue. Sometimes you get so sick of it that you feel like truncating the route prematurely so you don't feel so tied down to covering a predefined distance. Many times, I felt like truncating my route at Burra or Riverton even though the track extended much further so I could catch my breath and not feel so obligated. There was once stage where it took me 4 weeks to do scenery for 25 kms of track. Also, I almost pulled up the branch to Kapunda owing to some of these issues. In June 07. I had 40 kms of scenery done with 270+ still to be modelled.

If you model each bit in 50 mile or so phases, you'll probably find your options are much more flexible. If you find yourself with 500 kilometres of track with no scenery, you'll be adding quite a weight to your shoulders I think

Just my 2c worth 8)


Top
 Profile  
 
 Post subject:
PostPosted: Sun Aug 10, 2008 4:18 pm 
Offline
User avatar

Joined: Tue May 20, 2008 7:26 pm
Posts: 56
How do I remove unwanted entries in the "Placement" window in RE?
For example, it shows many entries starting with "BAB", which are German Autobahn entries that I will never want to use.
I know these are stored in the tsection.dat file in the global folder, do I simply edit this file and remove them, or will that cause more problems elsewhere?

Wayne


Top
 Profile  
 
 Post subject:
PostPosted: Sun Aug 10, 2008 5:59 pm 
Offline

Joined: Mon May 19, 2008 8:38 am
Posts: 173
Location: Sunny Brisbane
Gidday Wayne,

Although I have never actually tried it - there is a facility in Route Riter to create a custom tsection.dat file. I must try it some time!!!

The facility does a search of exactly which track and road sections that you have in your global folders, and 'cuts down' the tsection.dat to suit - this should then present you with a drop-down list in RE of only the actual installed track and roads that you have on your system, and eliminate all the 'junk' sections that you do not have installed.

However, a word of warning, if you try this, NO NOT distribute your modified tsection.dat file to anyone else, as you have a very big chance of screwing up someone eles's system - the cut down file is for use on your system, and your's alone!!!

Brian


Top
 Profile  
 
 Post subject:
PostPosted: Fri Sep 12, 2008 11:28 pm 
Offline
User avatar

Joined: Tue May 20, 2008 7:26 pm
Posts: 56
Maybe a silly question, but it has me stumped.
How do you use copy/paste in RE. I know you should be able to Ctrl-C then Ctrl-V, but I can't seem to get it happening!
Is there something I'm missing, or is it just another quirk of RE?

Cheers,
Wayne


Top
 Profile  
 
 Post subject:
PostPosted: Fri Sep 12, 2008 11:46 pm 
Offline
User avatar

Joined: Tue May 20, 2008 7:26 pm
Posts: 56
Worked out the answer to my own question!
I was trying to copy and paste items which had been placed using the Gantry feature, and this apparently won't work.
Tried just using individual items which I had already placed by hand, and no problem at all.

Oh well, on to the next problem I guess.

Cheers,
Wayne


Top
 Profile  
 
 Post subject:
PostPosted: Fri Sep 12, 2008 11:46 pm 
Offline
Site Admin

Joined: Mon May 19, 2008 6:58 am
Posts: 100
Wayne,

F2 to select object, CRTL + C, F5 to place object, CTRL + V. Copied object is placed on the crosshairs of the Placement Tool. This procedeure also works with multiple objects.

Cheers,
David.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Sep 12, 2008 11:47 pm 
Offline
User avatar

Joined: Tue May 20, 2008 7:26 pm
Posts: 56
Thanks David, I knew all that but couldn't get it to work.
See my post above, at the same time as yours, for the answer.

Wayne


Top
 Profile  
 
 Post subject:
PostPosted: Sat Sep 13, 2008 2:32 pm 
Offline
User avatar

Joined: Tue May 20, 2008 7:26 pm
Posts: 56
Next Problem!

I have been trying some of the forests to see how they look in the sim, but seem to have a problem with them showing 2 levels of bushes, one directly over the top of the other. This shows up very badly in the sim, as the bushes seem to be floating in mid-air.
Not sure at this stage whether this affects all forests or just the bushes, but any help from some of you gurus out there would be most appreciated.

Cheers,
Wayne
Image


Top
 Profile  
 
 Post subject:
PostPosted: Sat Sep 13, 2008 3:44 pm 
Offline
User avatar

Joined: Tue May 20, 2008 7:26 pm
Posts: 56
Had another play with this, and it seems to only be about 4 different varieties of Bushes, all the trees seem to work OK.

Slightly stumped on this one, as I can't see any reason for it.

Wayne


Top
 Profile  
 
 Post subject:
PostPosted: Sat Sep 13, 2008 4:41 pm 
Offline
Site Admin

Joined: Mon May 19, 2008 6:58 am
Posts: 100
Wayne,

Forest regions use the whole texture and the default BushLn textures have 2 seperate areas that the BushLn shapes
are mapped to.

This is a BushLn texture:

Image

And this is a JP2AutoBush texture:

Image

Using the BushLn texture creates the bush floating above the other. And I dont think there is a way
to change the way the forests are mapped to the textures.

Hope this helps!

Cheers,
David.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Sep 14, 2008 9:36 am 
Offline

Joined: Mon May 19, 2008 8:38 am
Posts: 173
Location: Sunny Brisbane
Probably the quickest way to fix this :

Take a copy of the required BushLine .ace file, rename it BushlineA, then edit the new copy to remove the TOP bush image, and do the same for the Alpha channel, and re-save, then edit the Autogantry entry to the new .ace file name. This won't fix any existing bushlines already placed by the Autogantry method - but its a good start for the rest of the route.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 75 posts ]  Go to page Previous  1, 2, 3


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: