Jump to content

619 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

As always, that's wonderful, and I can't wait to discover other versions (Neuchâtel ... Montmartre, Lyon-Fourvière?).

I nevertheless encountered some problems:
- junctions between the Basic, Elevated and Bridge segments isn't always straight.
=> I corrected this problem by disabling the parameter "Flat Junctions" in the 3 elevations.

- in some cases, the "pavement" texture covers the track on the ground.
=> I corrected this problem by modifying 3 parameters (of Basic):
Follow Terrain : o
Clip Terrain : x
Lower Terrain : x

This solution has some disadvantages:
- the terrain is excavated when built on flat ground (personally, I don't find that serious since there are few flat portions in a funicular track).
- junction with the elevated parts floats a little.
To correct that, I added the meshe of the standard quay to the Basic: I find the result interesting. This meshe isn't suitable because it covers tracks and it isn't closed at the ends: it must be repositioned under the meshe of the track and, either integrate the meshe of the quay-end, or adapt the latter (which I do not know how to do...). But, it creates perfectly a wall of support to the tracks, usable also for tracks on side of mountain.

I'm far from having your skills or those of Ronyx69, but I also wonder if the proposed changes to Basic parameters (probably supplemented by other options like "Max Slope" set at 0.35 for all elevations and down to 0.2 for Tunnel, not to mention the deactivation of "Flat Junctions") could not solve the untimely use of tunnels. I also think that a higher "Max Slope" for the Slope segments would reduce the length of the meshe for more "vertical" entrances. It's imperative to solve this problem of tunnels, especially if you have to develop "historical" versions.

2 remarks to finish:
- in Bridge, Middle Pillar is not defined;
- would there not be a way for Station Tracks to appear only in the editor?

Thanks again for this great addition to C:S (and for all of your work).

PS: I know it comes out of your favourite field, but I think that what you have developed for the funicular could be transposed for an oil pipeline.

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    @Dezelles thanks for the detailed feedback. As for them: 

    Bending junctions: 

    If there's bending or curvature, this is intended. The problem with funicular network is the fact that not all of them follows a constant inclined trajectory between A and B, Neuchatel and Stoosbahn are 2 examples. Base station in Neuchatel is flat while top station is slightly inclined.  For Stoosbahn, both stations are flat and thus tracks are bending along the way, while compartments a rotating to keep the level. So I made tracks bending for this reason. At least that was the initial decision. More I thinker with tracks, I created a second sets of tracks, in which path is completely straight between 2 points. so there's no bending nor curvature on junctions. The drawback is, that this is not looking realistic thus it will required to model stations as closed roof, if the station is flat and track is steep.

    Pavement issue: 

    It should occur only in basic segment. Terrain excavation issue, I believe is when it's connected to elevated track. It creates a small "trench" between contact zone. If so, I'd like to see how you solved them (with picture). Otherwise, I will try to work on the basic track mesh, by creating a deeper footprint.

    As for tunnels, tunneling never gave results I wanted as game decides to do automatic tunneling on very steep terrain. So I removed tunnel segment altogether. Again I will see what can be done with slope modification, as I tried before and failed. 

     

     

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    On 11.1.2018 at 11:25 PM, R3V0 said:

    RELEASED: Alstom TGV Euroduplex, Rhin-Rhône Livery

    Comes with 3 sets + prop pack

    [...]

    10 car: http://steamcommunity.com/sharedfiles/filedetails/?id=1265971418

    I found an issue in at least this asset: seems like something is wrong with the lods of the carriages:

    L2Ulx3y.png

    probably they are missing the lod_d texture? ;) Nice job otherwise!

    • Like 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    1 hour ago, Delta2k5 said:

    I found an issue in at least this asset: seems like something is wrong with the lods of the carriages:

    L2Ulx3y.png

    probably they are missing the lod_d texture? ;) Nice job otherwise!

    Which variant is this i will check directly 

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Rhin-Rhône Livery, full-set - just as quoted ;)

    Edit: seems like also your newest release has this issue - probably it's some strange shadowing which could be caused by the meshs UV... I guess it's barely visible in normal cases (I got the "sharp textures" mod installed - so something like this catches my eyes more easy ;) ) - but as I see the train by night right now: The carriages are completely glowing. Um. Could be a typo in the lod-textures name as it seems like none of the lods have any textures? Just some guessing.

    qs2f3sJ.png

    (this is the Carmillon livery - so it seems like all Euroduplex assets could have that faulty lod)

    • Like 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    30 minutes ago, Delta2k5 said:

    Rhin-Rhône Livery, full-set - just as quoted ;)

    Edit: seems like also your newest release has this issue - probably it's some strange shadowing which could be caused by the meshs UV... I guess you it's barely visible in normal cases (I got the "sharp textures" mod installed - so something like this catches my eyes more easy ;) ) - but as I see the train by night right now: The carriages are completely glowing. Um. Could be a typo in the lod-textures name as it seems like none of the lods have any textures? Just some guessing.

    qs2f3sJ.png

    (this is the Carmillon livery - so it seems like all Euroduplex assets could have that faulty lod)

    could be.. That's weird because I checked their LOD before the release. 

    I will check both carmillon and RR sets, thank you for the feedback, i'll keep you posted regarding the issue

    • Like 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    @Delta2k5

    So I tested Steam versions of Carmillon and RR variants, and I dont have this LOD issue you have. I put multiple pictures of LOD testing here, I tested both in day and night: 

    https://imgur.com/a/YLeQQ

    I also have sharp textures enabled, it's set at -0.4 (Very Sharp)

    I will ask others (mainly on twitter) to see how trains perform.  

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I like the Carmillon livery. The original orange TGV livery looked cool, the blue livery looked good as well, except for the terrible neon greens and pinks on the doors, and the Carmillon livery is great too.

    I've observed a general trend that trains in Southern Europe (France, Italy) tend to be colored in contrasting, eye-cancer-inducing neon colors.

    • Yes 1

    When do we get underground tram stations? CO pls.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    3 hours ago, R3V0 said:

    @Delta2k5

    So I tested Steam versions of Carmillon and RR variants, and I dont have this LOD issue you have. I put multiple pictures of LOD testing here, I tested both in day and night: 

    https://imgur.com/a/YLeQQ

    I also have sharp textures enabled, it's set at -0.4 (Very Sharp)

    I will ask others (mainly on twitter) to see how trains perform.  

    I found the reason! It's the loading screen mods mesh/texture sharing functionality causing the issue ;)

    https://steamcommunity.com/sharedfiles/filedetails/?id=667342976&searchtext=loading+screen+mod

    maybe you can find a way around that - otherwise you should mention that problem in the description. giving the meshes individual names should do the job (euroduplexcar1_lod.fbx, euroduplexcar2_lod.fbx, euroduplexcar3_lod.fbx and so on). Well, I know this would mean you gotta import those assets from scratch - so I'd be fine without you doing so!

    But I found another point: the "2" on the carriages has a feature called "Z-fighting" build in (guess the number is placed on some extra-triangles just above the main mesh in some distance. Seems like it shall be a bit further above the mesh, at least on full-hd-screens-with-crappy-stock-AA :) ).

    UHPGXoG.png

    • Like 2

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    7 hours ago, Delta2k5 said:

    I found the reason! It's the loading screen mods mesh/texture sharing functionality causing the issue ;)

    https://steamcommunity.com/sharedfiles/filedetails/?id=667342976&searchtext=loading+screen+mod

    maybe you can find a way around that - otherwise you should mention that problem in the description. giving the meshes individual names should do the job (euroduplexcar1_lod.fbx, euroduplexcar2_lod.fbx, euroduplexcar3_lod.fbx and so on). Well, I know this would mean you gotta import those assets from scratch - so I'd be fine without you doing so!

    But I found another point: the "2" on the carriages has a feature called "Z-fighting" build in (guess the number is placed on some extra-triangles just above the main mesh in some distance. Seems like it shall be a bit further above the mesh, at least on full-hd-screens-with-crappy-stock-AA :) ).

    UHPGXoG.png

    Yeah but asset names are already individual, first class car doesnt use second class mesh or textures. If you mean "name 8 cars differently" by using "individual names" it is not gonna work as 8 cars + 2 engines will skyrocket the size. Also does loading screen has an option, becausei also use it (and 40ish mods) and i dont have any of the LOD issue you have. 

     

    As for Z fighting, i am aware of it, (numbers are on 2 faces, in order ti save texture space). I will fix it on next update after the release of Siemens C2 

    • Like 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    So as medal winning asset maker of trains, I though I should put some WIP shots before announcing the release: 

    Entire meshing and texturing took 5 days.

    We started with simple vertices and finished the face: 
    FGuA16T.png

    Mesh making took 1,5 days.

    Then I textured and mesh tweaked along the way: 
    lNlwoHj.png

    Final before Import:
    2pSGPpY.png


     

    • Like 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    On ‎14‎/‎01‎/‎2018 at 7:17 PM, R3V0 said:

    @Delta2k5

    So I tested Steam versions of Carmillon and RR variants, and I dont have this LOD issue you have. I put multiple pictures of LOD testing here, I tested both in day and night: 

    https://imgur.com/a/YLeQQ

    I also have sharp textures enabled, it's set at -0.4 (Very Sharp)

    I will ask others (mainly on twitter) to see how trains perform.  

    Quick question. First I have heard of "sharp textures enabled" 

    Can you use that on props? ( eg a neon sign) and if so how? I made one recently and it looks very out of focus unless you get up real close.

    Keen fan of all your work BTW.

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    1 hour ago, mntoes said:

    Quick question. First I have heard of "sharp textures enabled" 

    Can you use that on props? ( eg a neon sign) and if so how? I made one recently and it looks very out of focus unless you get up real close.

    Keen fan of all your work BTW.

    It's a mod, not some setting. It just enables mipmapping on all assets ingame which is set to off by default causing blurry textures in the distance. Also it fixes textures visually "shrinking" If zoomed out which causes white edges to appear on the models.

    Cheers.

    • Yes 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    7 hours ago, Delta2k5 said:

    It's a mod, not some setting. It just enables mipmapping on all assets ingame which is set to off by default causing blurry textures in the distance. Also it fixes textures visually "shrinking" If zoomed out which causes white edges to appear on the models.

    Cheers.

    ackhshually

    Mipmapping is in the vanilla game, as is anisotropy.

    But the mipmapping is very strong by default (making things lose resolution quickly as you zoom out), so the sharp textures mod reduces the mip map bias to make it less apparrent.

    It also sets anisotropy to a specific value for all textures. By default, most textures have anisotropy quite low and it's not the same for all textures either.

    • Thanks 1

    Ronyx rhymes with electronics...  

    Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    @R3V0 As I'm building a new city right now a question came to my mind: Did you by now read anything about Emperor Li about his maglev station for which you created the station track? I think it's a shame that nothing has been released by now as it would require quiet small changes to the model. Probably reminding him would be a good idea? :)

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    3 hours ago, Delta2k5 said:

    @R3V0 As I'm building a new city right now a question came to my mind: Did you by now read anything about Emperor Li about his maglev station for which you created the station track? I think it's a shame that nothing has been released by now as it would require quiet small changes to the model. Probably reminding him would be a good idea? :)

    The last time we talked he was going to test tracks, no news since then 

    • Sad 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    RELEASED: Stadler KISS - Caltrain (USA)

    * Line Colored
    * First in CS: Animated articulations
    * Magically optimized
    * 2048*1536 textures
    * 780 passengers
    * 180km/h
    * Custom LOD
    * End car is set to engine, no additional mod needed

    http://steamcommunity.com/sharedfiles/filedetails/?id=1290545737

    tPux8Hb.jpgxObHh2n.jpg
    QM8cz4G.jpggS8NuXy.jpg

    • Like 4

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    My best guess is a fancy way of saying that the walkway between carriages is actually a separate trailer to make it look better when going trough curves. Did I guess correctly @R3V0? :)

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    1 hour ago, Acc3ssViolation said:

    My best guess is a fancy way of saying that the walkway between carriages is actually a separate trailer to make it look better when going trough curves. Did I guess correctly @R3V0? :)

    yup

    Isn't it fancy tho :party:

    • Yes 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Nice one, even if you are not *really* the first one who did something like this ;)

    One of the Combinos that are around on the workshop had something like this, I guess it was this one:

    https://steamcommunity.com/sharedfiles/filedetails/?id=640402690

    Anyway, good job in providing something for my U.S. themed regions :) thank you!

    • Sad 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    5 minutes ago, Delta2k5 said:

    Nice one, even if you are not *really* the first one who did something like this ;)

    One of the Combinos that are around on the workshop had something like this, I guess it was this one:

    https://steamcommunity.com/sharedfiles/filedetails/?id=640402690

    Anyway, good job in providing something for my U.S. themed regions :) thank you!

    Wow I didn't know. Credits to where credits due, I'll fix the picture tomorrow

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    5 minutes ago, R3V0 said:

    Wow I didn't know. Credits to where credits due, I'll fix the picture tomorrow

    Ha, nvm :) I thought about doing simliar after I saw that Combino in action, but as my trains don't really require something like that (besides, probably, the Acela) I didn't use it.

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    @R3V0 Any chance you might ever add tail lights to your trains? Specifically the Alstom Euroduplex's ? Love the CalTrain btw. Did you just re-texture your original KISS model? 


    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections