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    10 hours ago, Distanced said:

    Will we get a loco to go along with these? Love the rusty texture!

    Vehicle one will be pulled with DR232s, i'll make shorter shunting config that uses DR219s

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    Day 8 on torpedo ladle: Gave it a go in the game and tested animated second wheelsets:

    Saturation will need a bit rework, wheels will be edited, i will add bumpers, and complete spec, normal, illumination and alpha maps, LOD making and then it's done. 

     

    lrM5FSB.png

    1wEkX0I.png

    tylhh6c.png

    0lYWRq7.pngYZfx3Yo.png

     

     

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    RELEASED: DR 232 Demag Molten Steel Transport:

    5 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1377524077

    3 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1377524690

     

    Prop pack will be released as single piece (in contrast with rotating bogies in vehicle). Also other colors (notably white clean and beige) will be released. 

    IYhit5d.jpg

    u5EwQ6k.jpg

    oRE46N0.jpg

    0bsw9W6.jpg

     

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  • Original Poster
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    I'm back to modern age with J700 and ICE 1. ICE 1 will be first to released, then J700 and old asset updates. 

    Also, If you don't follow me already on twitter, you should. The reason is I'm also using twitter to ask quick feedback and suggestions, one such case is the lenght of ICE 1 cars as can be seen below. 

    These cars are same lenght as ICE 2 ones, the problem is ICE1 in real life is 11-14 cars lenght. In order to keep real life size I will have to shrink cars even more, but when it's done it will look very weird. Or, I keep consistent lenght as ICE2, but final set number will be lower than real life size. 

    The poll was posted on twitter: 
     

    HjyRfAA.png

     

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    I'd stick to reducing the number of cars, I'd imagine it is easier to release the full length later if there are stations released to support it rather than remodel longer cars. How long is the full set it in real life?

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    The full lenght is 410m, and they were used in different configurations. Number of passenger cars varied between 9 and 12 and after the refurbishment, they standardized to 12, which makes the full set is composed of 4 cars - 12 passenger and 2 locomotives.

    Obviously I won't be able to keep that number, 9 + 2 seems the closest possibility to real life use. If it's used, player has to add platform extensions and use move it to extend station tracks. 

    I might release 12 + 2 full config but quite possibly it will clog the train network. 

    7 + 2 will likely work, as it's equal the lenght of the ICE 2 set I've released. 

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    12+2 can work on a rail network that's set to relatively high speeds and has stations spaced apart well, but it'll really limit the amount of stations allowed.


    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

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    I tested some variants so here it how it goes: 

    6 car variant fits perfectly on default station, so it will certainly released

    8 car version is untested but it's ICE 2 lenght, and so far according to the feedback i'm getting, ICE2 lenght is the maximum size you can extend train station tracks with Move It mod, while keeping them functional. 

    10 car version is 2 car longer than ICE 2 lenght, but it's working fine in the game, only the weird switching.

    I also tested 14 car version that is huge, LIKE HUGE, while it looks fine, extending station tracks to span 10 car variant did break the functionality. After a while game stopped recognizing station as I extended tracks too much. 

    I can start with 6 and 8 cars, and later I can bring 10 car to the game as experimental since it will glitch during switching. 

    Some pictures about the stuff: 

     

    cCWEr8D.jpg

    ZcT2CeJ.jpg

     

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    Looks great, but had to laugh when seeing it jut out of the station like that :-).

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    32 minutes ago, hemeac said:

    Looks great, but had to laugh when seeing it jut out of the station like that :-).

    No probs, I had the same reaction lol.  That was the 14car version, that I won't be releasing. I finally decided to release 8 and 6 car version on-the-go as they dont need much of a work. 

    10 car variant will be released as well but players will have to combine Move-It and platform extension to make it look fine, aside that, 10 car version is operational as well. 

     

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    @R3V0 , Congratulations on your beautiful work.

    Dexter, creator of cleyra map, is inactive?

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    4 hours ago, willham said:

    @R3V0 , Congratulations on your beautiful work.

    Dexter, creator of cleyra map, is inactive?

    Thanks willham. As for dexter, he's been working on another map you can follow him on twitter: https://twitter.com/Dexteryify

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    14 minutes ago, R3V0 said:

    Obrigado willham. Quanto a Dexter, ele está trabalhando em outro mapa, você pode segui-lo no twitter:  https://twitter.com/Dexteryify

    Wow Here comes a good thing for us...*:ohyes:

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    You didnt think I'd leave you with default monorails for your theme parks did you ? 

    0h0E0or.png

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    Mark VI WIP

    Need to finish texture maps and it's done. 

    Too bad I dont have access to beta so I won't be able include at least a theme park in showcase shots... I'll probably hold the release till the release day of parklife so it'll be tested until then and i can use theme park stuff

     

    zRfzq6y.png

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    Just to confirm - these are the Disney monorails, right? They look awesome!


    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

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    @Distanced

    It is when I sort out the shader issue. Current monorail is based on ship shader that cause rolling stock look like crap. The workaround is to use prop shade, and it gives pictures below. Problem is since it's prop, it doesnt trigger LOD models. I talked with ronyx because his monorail uses this method, altought no matter what i did, i wasn't able to trigger LOD meshes when prop shader is enabled. Even using his monorails as a template doesnt work. 

    So enjoy pictures that you will never see in the game because CO decided that using ship shader on a monorail is a good idea. 

    2eQ189w.png

    ZrPOh9q.png

     

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    Ooof that sucks haha. At least the pictures look good!

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    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

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    @R3VO, Why can't the train shader be used as an alternative?

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    1 hour ago, hemeac said:

    @R3VO, Why can't the train shader be used as an alternative?

    From what I gather, train shader will cause rotation, because of the skirts on the monorail. They will act wheels for the body and since they are part of the main mesh it will cause rotation. I consulted Ronyx and sent him the files to figure out what's wrong. I'm waiting what he can do. His suspended monorail is using the same trick but I wasn't able to determine the factor causing disappear of the LOD models on my case, hopefully Master Ronyx will save the day once more 

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    Ronyx used submeshes as skirts to keep it from rotating I think - he mentioned this in his topic and tested it using vanilla tram on monorail tracks. :)

    Nice monorail btw :)

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    2 hours ago, Delta2k5 said:

    Ronyx used submeshes as skirts to keep it from rotating I think - he mentioned this in his topic and tested it using vanilla tram on monorail tracks. :)

    Nice monorail btw :)

    That was a test before monorails were available, and we didn't know it uses the ship shader.

    You can use the train shader for the locomotive, but not for the trailers, because you can unset the vertex paint (which defines the wheels) for the asset when and it saves, but once you add trailers, their vertex paint gets recalculated and changing it there doesn't save, so the loco is fine but the passenger cars will spin. If your monorail has nothing under 0 then it's not a problem, but it is of course if it has a skirt like this one.

    Once we have the new update with sub meshes, we can have prop shader for the main train, train or maybe even additive shader for the windows sub mesh, building nobase sub mesh for chrome parts... etc.  Unfortunately I don't think it's possible to make the rotors shader not spin on a vehicle when it's moving, so transparent windows might only work on trains for which the windows are small, spaced out, and completely straight on an axis.

     

    In this case the lod material and lod material combined was set to prop shader, I'm guessing automatically, so it has to be manually set back to ship and the lod works.

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    Ronyx rhymes with electronics...  

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

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    Hi @R3V0

    You're the guy on the trains, you never thought to do something like that.

    csm_HTW_E3_en_72c2e49b0d.jpg

    maxresdefault.jpg

    obras-de-moderniza%C3%A7%C3%A3o-01-04.jp

    In the workshop today there is nothing relative there are maintenance wagons.

     

    Very good this monorail. thankyou

     

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    4 hours ago, willham said:

    Hi @R3V0

    You're the guy on the trains, you never thought to do something like that.

    csm_HTW_E3_en_72c2e49b0d.jpg

    maxresdefault.jpg

    obras-de-moderniza%C3%A7%C3%A3o-01-04.jp

    In the workshop today there is nothing relative there are maintenance wagons.

     

    Very good this monorail. thankyou

     

    It's in my plans, more pictures blueprints are always welcome

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    I am happy to hear that. Would you like for me to provide you with more photos?

    • Yes 1

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    On 25/05/2018 at 1:32 PM, willham said:

    I am happy to hear that. Would you like for me to provide you with more photos?

    Yes please 

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    Those new Shinkansens look great. I imagine some people may get there knickers in a knot about the description, based on the commentary you recieved for that giant station.

    Hey something that crossed my mind when I was in Adelaide a while back; An O-bahn network. I imagine it would be very popular on the workshop as people seem to love buses. 

     

     

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