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Trolca

Train Mods

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    On 9/19/2003 10:14:15 PM tlannister wrote:Trocla.....The Union Pacific I posted was not a passenger service.  Twas a Frieght.  Just a note.

    ----------------


    Yes but the one before yours had six or so pictures of various passenger service trains.

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  • Original Poster
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    Here is a series of upgraded coal (ore) cars. These cars do not replace the original ones.
     
    Here is one of the original cars using the Ilive reader.
    /idealbb/files/CoalCarOriginal.jpg
    Here are the new upgraded cars.
    /idealbb/files/CoalCarEroOre2142.jpg /idealbb/files/CoalCarEroOre2222.jpg 
    /idealbb/files/CoalCarEroOre2307.jpg /idealbb/files/CoalCarEroOre2310.jpg
    A car both empty and full from a 3D view.
    /idealbb/files/CoalCarEroOre01.jpg /idealbb/files/CoalCarEroOre02.jpg

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  • Original Poster
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    Here is my first attempt at a covered hopper.
    /idealbb/files/CovHopGATX01.jpg /idealbb/files/CovHopGATX02.jpg 
    /idealbb/files/CovHopGATX03.jpg

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    Here is a covered hopper set of five cars, including the one from the previous post. I increased the length and made some minor changes.
    /idealbb/files/CovHop1.jpg /idealbb/files/CovHop2.jpg 
    /idealbb/files/CovHop31.jpg /idealbb/files/CovHop4.jpg /idealbb/files/CovHop5.jpg
    Screen shots. I hope that the extra zoom with the U Drive It in Rush Hour will allow more detail to be seen.
    /idealbb/files/CHSS1.jpg
    /idealbb/files/CHSS31.jpg
    /idealbb/files/CHSS2.jpg

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  • Original Poster
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    Here is the first of the CP Rail series. The engines ID is 10AA00 so it replaces the original one.
    /idealbb/files/FECPR10AA00.jpg
    /idealbb/files/FECPR01.jpg 
    /idealbb/files/FECPR02.jpg /idealbb/files/FECPR03.jpg
    /idealbb/files/FECPR04.jpg

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  • Original Poster
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    Here is another CP Rail engine. I made some minor changes to the first one and included it in the ZIP file.
     
    Here are both as seen from the Ilive viewer.
    /idealbb/files/FECPR230_10AA00.jpg /idealbb/files/FECPR1206_10AA07.jpg
     
    Screen shots of the second engine (ID 10AA07).
    /idealbb/files/FECPR031.jpg 
    /idealbb/files/FECPR041.jpg
     
    I plan on making a switching engine, box car set, covered hopper set and two cabooses before moving on.

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  • Original Poster
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    Here is a switcher to go with the CP Rail series.
    /idealbb/files/FESCPR01.jpg /idealbb/files/FESCPR02.jpg 
    /idealbb/files/FESCPR03.jpg 
    /idealbb/files/FESCPR04.jpg 
    /idealbb/files/FESCPR05.jpg

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    Posted:
    Last Online: A long, long time ago... 
     
    The CP engines look great trolca, hope you'll do the CN ones too, but don't sweat it. I got RH and just finished driving the passenger train around my city for over an hour. It's a blast almost like having a virtual tyco train set, cept you can't unhook cars, but you can plow through semi trucks 11.gif .  Something you may want to know is you're trains may not function properly in u-drive mode. I am not sure but I was driving the passenger train which I never changed so was familiar with train controls. Then I saw the CP train and grabbed it, the controls were all messed up like I was driving a car not a train. Also they added lights to the engines.
     
     EDIT forgot to mention, trians appear to be able to have random cargo appear on them, how cool is that. One draw back, you cannot back up a train so if you are heading to a dead end you are SOL.
     
     
     
     

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    The CP Rail set is going to be delayed a little because of Rush Hour. I hope to get back to it by the end of the week.

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    Posted:
    Last Online: A long, long time ago... 
     
    Trolca I can confirm you're trains do not function properly in u-drive mode, they get the car options instead of train options. Hopefully most of the work you did was graphics and should be easy to upgrade them. Unfortunatly ilives reader does not seem to work (i have not tried) so I guess you will have to wait for that. I do have one request, I would like you to fix the steamengine replacement first, steam engine sucks.
     

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  • Original Poster
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    I have converted one of my Right Rail freight engines to be Rush Hour compatible. The correct controls now appear and work correctly with this engine. The headlight works as well.
    /idealbb/files/RHFERRAAOO1.jpg
    I like the extra detail I get from the new zoom.
     
    I'm holding off releasing any downloads until I can complete a complete set. I hope to make alternitive options for the steam engine later today as well.

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  • Original Poster
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    Due to a non-game related delay I wont be able to complete any upgrades until Friday night or Saturday. I do hope to be completely caught up by then end of the weekend though.

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    Woowoo, Bay Line stuff 1.gif Thanks trolca... I haven't been onto Simtropolis in ages b/c I havent had the net (just moved into a new house and found the previous tennants left a huge unpaid phonebill 7.gif).. I gotta say tho, I need broadband back!!! I'm on poopy ol 56k at the moment and the pages on this thread take FOREVER to load with all the pictures and things.
     
    Why can't you have all the frieght engines/cabooses etc? Can't you just assign them new numbers rather than have them replace each other? (wants Bay Line/CN/ConRail all in the one city)
     
    Oh, if you make one of those virgin ones, they don't actually tilt 2.gif, they're not allowed to because our track is crap here in the UK (and will never seemigly get better until someone sorts out our rail system and the idiotic way it was privatised)
     
    I need to get rushhour next....I can't wait to have a go at driving some trains round 9.gif

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    Why can't you have all the frieght engines/cabooses etc? Can't you just assign them new numbers rather than have them replace each other? (wants Bay Line/CN/ConRail all in the one city)
     
    Now that I need to do alot of rework I can make all engines and cabooses have their own ID's. I just thought not very many wanted mutiple road names at the same time.

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  • Original Poster
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    Here is the first part of the Bay Line series for Rush Hour.
    /idealbb/files/RHBL04.jpg 
    /idealbb/files/RHBL03.jpg 
    /idealbb/files/RHBL06.jpg 
    /idealbb/files/RHBL05.jpg

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  • Original Poster
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    Here is the second part. This is the box car set and two cabooses. No changes was needed for them to work in Rush Hour. There will be another Bay Line set. I plan on completing CP Rail and changing it to Rush Hour. After that I'm going to switch to passenger service. Upgrade the Amtrak set and create a few new ones.
     
    I don't have any images for this download.

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    Here is the coal car upgrade. I replaced the original coal cars with this set. The cars can be seen in the images with the Bay Line Engine Set post.

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    Here is the covered hopper car upgrade. I replaced the original covered hopper cars with this set. The cars can be seen in the images with the Bay Line Engine Set post.

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    I have realized that the sets I posted as ready for Rush Hour are not 100%. They work correctly with the U drive it and the head light works in night mode but they don't have undercarriages. For anyone that wants train derailments, when one of these engines or cars are on their sides, what will be seen is the hollow shell of that object. Unless most of the those downloading my train sets want undercarriages, I will move on for now. If you rather have what was released for RH be reworked to include the undercarriage, please let me know.

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    Posted:
    Last Online: A long, long time ago... 
     
    can i ask what program do you use to make your new train mods??

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    ----------------

    On 9/28/2003 5:36:10 PM Deano03 wrote:

    can i ask what program do you use to make your new train mods??

    ----------------


    The Ilive reader and FiSHman which can be used to extract BMPs from a FSH file as well as imbed BMPs into FSH files. FSH files are ths skins for the 3DS files which are the frames for the objects.

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    Is it possible if you can make an american rail line, such as CSX or Norfolk Southern when you have some free time? Would be much appreciated.1.gif

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    ----------------

    On 9/28/2003 5:54:15 PM Deano03 wrote:

    so what do  i need to ilive reader for exactly
     

    ----------------


    The reader is used to change Instance numbers. Each engine and car has its own Instance number, if two are in the Plugin folder with the same number, one will over-ride the other. I also use the reader to edit the S3D. By changing the Vertices in the S3D file you can change the objects look. The X, Y and Z co-ordinances make up three and four sided objects. The U and V are the X and Y co-ordinances for the overlaying FSH skin.

    Is it possible if you can make an american rail line, such as CSX or Norfolk Southern when you have some free time? Would be much appreciated.1.gif

    Once a Simcity fan, always a Simcity fan!

    I'll add them to my list.

    Because I got no responce reguarding the missing undercarriages I will assume that its not very important with most of those downloading my mods. I do hope to correct them at some later time.

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    Posted:
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    I have been inspired by your work, Trolca.  I've done some work, and finally have a working engine mod.  It's the standard diesel freight engine with a new paint job.  However, when I loaded the game and was taking a close look to make sure everything was working, I noticed that the mesh appears to missing some parts.  The backside of the cab (both left and right) and the rear of the engine body are see-through.  The problem also afflicts the un-modified game, so the error seems to be in the (RH) simcity1.dat file.  I don't remember seeing this before RH, but we also didn't have zoom level 6.  Have you noticed this too?
     
    -Dearnen

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  • Original Poster
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    If anyone notices something strange with the Bay Line set, please let me know. What to look for would be invisible cars in a train. There will be a gap the size of one or more cars. Some times flaws will cause results like this. I try to catch them during testing but one might of got past me.

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    On 9/29/2003 12:00:16 AM Dearnen wrote:

    I have been inspired by your work, Trolca.  I've done some work, and finally have a working engine mod.  It's the standard diesel freight engine with a new paint job.  However, when I loaded the game and was taking a close look to make sure everything was working, I noticed that the mesh appears to missing some parts.  The backside of the cab (both left and right) and the rear of the engine body are see-through.  The problem also afflicts the un-modified game, so the error seems to be in the (
    RH
    ) simcity1.dat file.  I don't remember seeing this before
    RH
    , but we also didn't have zoom level 6.  Have you noticed this too?
     
    -Dearnen

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    Here is a guide I use to help line up all parts of the freight engine.

    Here is a test skin I used to help line up the Bay Line color scheme. Some tweaking in the Vertice will be needed in most cases.

    /idealbb/files/dottest.gif

    This is what an alpha channel looks like. Where there is black, that part of the object is transparent, where it is white, that part of the skin is seen providing it is mapped to show on some part of the object.

    /idealbb/files/FEBayLine3Alpha.gif

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    Posted:
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    Trolca, those skins will be helpful.  (It took me a couple of hours to get the alpha channel thing to work last night.) 
     
    They don't quite address the problem I mentioned, however.
     
    Here's a screenshot from the unmodified game:
     
    /idealbb/files/bad diesel.jpg
     
    Notice that the rear end of the body is invisible.  The backside of the cab is also.  It seems to be a problem with S3D file, not the FSH file (it is not an alpha channel problem).
     
    I've opened the S3D file in gmax and the planes in question are missing.  Are you still using the S3D files from the original game (non-RH), Trolca?  Since your engines are fine, I think it may just be the new RH files that are messed up.
     
    I figured this was something that anyone else working on a similar project might want to know about. 
     
    -Dearnen

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  • Original Poster
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    On 9/29/2003 1:38:42 PM Dearnen wrote:

    Trolca, those skins will be helpful.  (It took me a couple of hours to get the alpha channel thing to work last night.) 
     
    They don't quite address the problem I mentioned, however.
     
    Here's a screenshot from the unmodified game:
     
    /idealbb/files/bad diesel.jpg
     
    Notice that the rear end of the body is invisible.  The backside of the cab is also.  It seems to be a problem with S3D file, not the FSH file (it is not an alpha channel problem).
     
    I've opened the S3D file in gmax and the planes in question are missing.  Are you still using the S3D files from the original game (non-
    RH
    ), Trolca?  Since your engines are fine, I think it may just be the new
    RH
    files that are messed up.
     
    I figured this was something that anyone else working on a similar project might want to know about. 
     
    -Dearnen

    ----------------

    Thanks for pointing this out. I never looked at the original that closely until now. I removed all my mods and took a look and it is the same in my game as well.

    What I find odd though is the reader shows it as it should be.

    /idealbb/files/Image124.jpg

    Except for the alpha channel, which seems to be seperate, there is not any noticable flaws. The biggest problem with not using the original to create others is that there wont be an undercarriage.

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