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Trolca

Train Mods

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  • Original Poster
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    The LIRR commuter train is nearly complete. Here's what it looks like. Unless anyone finds serious faults with it, this is how the end product will appear. I still need to make the lighting (night appearance).
    /idealbb/files/LIRRPC30.jpg 
     
    /idealbb/files/LIRRPC31.jpg 
    /idealbb/files/LIRRPC32.jpg
    They still look odd going around turns but there's nothing I can do about it without drasticly shortening them.
    /idealbb/files/LIRRPC33.jpg
    Edit:
    I do think I'll increase the hight.

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    Posted:
    Last Online: A long, long time ago... 
     
    Nice LIRR bi-leveled set, reminds me of that trip to NY before Christmas.

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    Practically all the metropolitian and intercity passenger services within the CityRail Network (Sydney and surrounds) use bi-level trains.
     
    1. Millennium trains (these have digital voice announcements, digital stop displays (inside too), and in fact digital everything. Shame they've had problems with them... 8.gif&nbsp2.gif
     
    /idealbb/files/mtrain.jpg
    (not bad, eh? hehe...)
     
    Then there's the tangaras (uninspired late 80's ****e although they (finally) introduced air conditioning to Sydney trains. (a much needed addition given some of our hot summer days)
     
     /idealbb/files/train21.jpg
     
    And then there's the older ones (these don't really have a name, they're just the "older trains" to most people):
     
    /idealbb/files/oldtraincityrail.jpg
     
    The 1st pic was a CityRail promo pic, the second taken by my friend on the Harbour bridge, and the 3rd by my uncle, who's a CityRail employee, thus why the shot is able to be taken from on CityRail land. A different promo shot for the Millennium train was taken not far away from this location.

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  • Original Poster
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    Here's what I hope is the finished product.
    The set contains one engine and three cars. There isn't any difference in the cars during the day but they are each lit differently at night.
    /idealbb/files/LIRR40.jpg 
    /idealbb/files/LIRR41.jpg

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    Posted:
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    Trolca, you love taking shots of your dirt roads, don't ya? They seem to be in every one.

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  • Original Poster
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    ----------------

    On 12/30/2003 2:06:35 AM kassarc16 wrote:Trolca, you love taking shots of your dirt roads, don't ya? They seem to be in every one.

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

    All the screen shots are taken from my test city in which I also have the street mods.

    Here's two sets of River Haven (
    RH
    Mining) hoppers (ore cars). One set replaces the original cars, the other have their own ID's and shouldn't replace any other mods I've made.

    Here's some screen shots with the dirt roads.

    /idealbb/files/RHHOP01.jpg

     

    /idealbb/files/RHHOP02.jpg


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    Trolca, your train mods kinda clutter up the UDI Menus...could you remove the extra UDI properties in any additional engines that u plan to inclued in set? thanks 1.gif

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  • Original Poster
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    Nearly all my time spent with Sim City is taken up with modding. I didn't know there are UDI menus. I'd look it up in my book but I can't seem to find it. A search on this site didn't help with how to get these menus to appear.

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    Posted:
    Last Online: A long, long time ago... 
     
    Think you could do SEPTA (SouthEastPennsylvaniaTransportationAuthority) trains?
    /idealbb/files/septa 1.jpg
     
    /idealbb/files/septa 3.jpg
     
     

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  • Original Poster
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    I've done searches on this and other sites for UDI menus and I can't find anything. Please give more information on what they are and how to activate them in the game.

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  • Original Poster
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    I'll add SEPTA to my list.
     
    I found the UDI menu and now understand the propblem. I could go about this two different ways. I can remove the UDI option from all the engines except the replacements for the original freight, steam and passenger or I can find out how to create custom icons for each engine instead of having the default one for all of them.
     
    For some time I've been wanting to create a set with Chamberlain as part of the fictional road name in honor of one of my favorite people of all time, Joshua Lawrence Chamberlain of Maine.
     
    Here's the company logo.
     
    /idealbb/files/Chamberlain04.jpg
    I'd be making this for myself but am willing to post it if anyone is interested.

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  • Original Poster
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    I was hoping I'd get some feedback on the UDI menu problem.
     
    For now, here's some new cattle cars. Once they might be useful for CSX once they're converted to props.
    /idealbb/files/CAT10.jpg /idealbb/files/CAT11.jpg 
    /idealbb/files/CAT12.jpg 
    /idealbb/files/CAT13.jpg
     
    Edit:

    gizmo28, when you have the time, perhaps you can convert these into props. Grandpa Al had shown some interest in cattle car props for his lots.

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    Posted:
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    Anything that is called props is interesting to Nexis also .I mean, I can't have enough of these wonderful trains, cars etc.(gizmo already knows that too)
    Good work again Trolca.<ahttps://www.simtropolis.com/idealbb/images/smilies/2.gif>

    "I love long walks, especially when they are taken by people who annoy me." I say what I think, and not what you want to hear most of the time!

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    Theres an idea for the Nexis farm lots...some kind of loading point (rail connected) for cattle...It could be functional like a freight rail station, (similar to the grain one you did)....it would be good if it was transport enabled or whatever its called....you know where the trqains can go through (like the freight yard project)

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    Well heres so feedback on the UDI Problem.
     
    Well for one thing it would be best to just stick with one icon in the UDI Menu. Just for the main passnger or freight engine with the exact identical instance in the game. It would be pointless to make it for the other egaine add-ons because the game won't automatically choose that train because of the randomization, also you do know that the only properties that are most liekly needed for the engine add-ons would be the SFX occupant instance sound and Sound Bank ID, along with the usual Model and Headlight resource keys and what not. <ahttps://www.simtropolis.com/idealbb/images/smilies/3.gif>
     
    BUT don't forget the Sound Bank ID...If it isn't in there the train will not make a sound if used in UDI. That mean horns won't work and you won't be able to hear the engine. <ahttps://www.simtropolis.com/idealbb/images/smilies/14.gif>

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    Posted:
    Last Online: A long, long time ago... 
     

    Hey Trolca,
    Fantastic job on the train mods and props all the more props to use with the Newman Inc industial lots - Thanks a Bunch!!!!
    Keep up the great work9.gif

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    Posted:
    Last Online: A long, long time ago... 
     
    Trolca, could you please attach every train modd to some future post of yours?  It is way to time consuming and hard to try to look through 13 pages of stuff for the modds.

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  • Original Poster
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    ----------------

    On 1/2/2004 12:21:33 PM The Evil Octopus Man wrote:

    Trolca, could you please attach every train modd to some future post of yours?  It is way to time consuming and hard to try to look through 13 pages of stuff for the modds.

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

    All of the post Rush Hour mod sets except River Haven and LIRR are in the mod download page of this site. I'll be sending updates soon so all current sets will be included. I'll try to update some of the pre Rush Hour mods and include them as well.


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    Posted:
    Last Online: A long, long time ago... 
     

    Trolca, I would like to know why I have CP rail engines on my track without cars?

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

    On 1/2/2004 1:02:47 PM Smurfer2 wrote:Trolca, I would like to know why I have CP rail engines on my track without cars?

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

    There are one or two engine mods created from the rail checker. These mods allow engines to move about solo.

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    Posted:
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    Cool!  @_@  Your newest train, the bilevel, is SWEET!  Keep it up!  <ahttps://www.simtropolis.com/idealbb/images/smilies/9.gif> <ahttps://www.simtropolis.com/idealbb/images/smilies/6.gif>

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  • Original Poster
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    Here's two Simtropolis box car variety packs (This and the following post).
    /idealbb/files/STBOX01.jpg

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  • Original Poster
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    Here's part two. Some of the cars in these mods are new, others are from my early mods.
    /idealbb/files/STBOX02.jpg

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    Posted:
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    I should have a updated train prop set tonight sometime with the new cattle cars and the variety cars, I've been a lil busy lately trying to figure out how I've used 2.3 gigs of bandwith on my site in the last four days, thats triple of what I used all of last month. Think I'm going to have to upgrade from 20gig to 40gigs a month for bandwith, guess my work is very popular, LOL.

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    Well let me say that these mods are awsome. I was wondering what program you use to make the trains? I have seen the mention of GMAX and the Lot Editor on this site but couldn't really nail down what is being used for the vehicles. I would like to try to make some Engines for my son. He is into Thomas the Tank Engine and enjoys driving the trains in his region Sodor Island I made for him. He has asked me several times to put Thomas and his friends and a roundhouse into SC4 for him. I would love to try. Can you help? Thanks. 9.gif


    SimDragon

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    Posted:
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    I think FiSHMan and Ilive's Reader are used, which are on the Mods page.  However, I recall Trolca saying that he runs 98 or ME, which FiSHMan does not run on due to it's programming structure.
     
    Anyways, I think a step-by-step tutorial on how to modify and even create new varieties of train skins would be very cool and helpful, and would probably slow the flood of requests for Trolca as well.  <ahttps://www.simtropolis.com/idealbb/images/smilies/1.gif>  I would appreciate this as I have been trying to make a black monorail skin, but have had no luck so far.  <ahttps://www.simtropolis.com/idealbb/images/smilies/15.gif>

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  • Original Poster
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    ----------------

    On 1/4/2004 8:17:17 PM SimDragon wrote:Well let me say that these mods are awsome. I was wondering what program you use to make the trains? I have seen the mention of GMAX and the Lot Editor on this site but couldn't really nail down what is being used for the vehicles. I would like to try to make some Engines for my son. He is into Thomas the Tank Engine and enjoys driving the trains in his region Sodor Island I made for him. He has asked me several times to put Thomas and his friends and a roundhouse into
    SC4
    for him. I would love to try. Can you help? Thanks.
    <a
    https://www.simtropolis.com/idealbb/images/smilies/9.gif border=0>

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

     

    Because of problems I had with exporting/importing 3DS files with the Ilive Reader I don't use any applications such as GMax. For the shape editing I change the Vertices in the S3D files. An object is made up mostly of four and three sided shapes.

    Each point has three values for the X, Y and Z axis. By changing these values I change the shape of the object. X represents the left and right side with zero as center. Y represents height with zero as ground level. Z represents front and back with zero as center.

    The U and V columns represent the texture that over lays the object. U is the horizonal axis and V is the vertical axis.

    Simplified Example:

    X          Y          Z          U          V

    2          2          0         0.0        0.0

    -2         2          0         0.5        0.0

    -2         0          0         0.5        0.5

    2          0          0         0.0       0.5

    In this example a square is formed by four points which extends two units to the left and right of the X center axis, two units tall (Y axis) and flat with reguards to the Z axis. The upper left quarter of the image (FSH file) linked to this mat.

    Example from the reader:

    V 0 / pt 0      0.000017      4.729900      5.000000      -0.006305      0.819881

    V 0 / pt 1      1.706066      4.456600      5.000000      -0.006305      0.995558

    V 0 / pt 2      1.706066      4.456600      -5.000000      0.992696      0.995558

    V 0 / pt 3      0.000031      4.729900      -5.000000      0.992696      0.820507

    This example is a single shape taken from a box car.

    I'm not very good at explaining but I hope this helps.

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