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Looking really great! The expert prop guys are pumped?...even better. Can't wait until your classes end. Take care of that first. 

Cheers, tiger

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    Thank you all for you nice comments, I never expected this project to had a lot of welcome, but I was wrong. Thank you very much :golly:

    @rsc204Of course, help is always needed, so if you or anyone wants to help, that will be great.

    @CT14 Yes, they were scaled to the 133% vertically.

    @Simmer2 I can't wait to see the magic you will surely do with these, and that will be very helpful.

    @DavidDHetzel I'm considering some switchers locomotives, I'm curentelly working on a GP38-2, and I have in mind some MP15's, SW1500's, C30-7's and SD40-2's. But others locomotives will have to wait some time.

    Before making the versions for different angles, I need to know your opinion about the cars, more specific about the size and height, so, if anyone wants to be a tester, please contact me, your opinnion will be helpful and very important to me. :)

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    @Angry Mozart I'm in! Drop me a pm with a file sharing link and I will happily test them.

    Simmer2/Nick


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    @Angry Mozart thanks for confirming that - I would be happy to test on lots as well.

    This is shaping up to be the definitive railcar prop pack!

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    1 minute ago, DavidDHetzel said:

    Check your PMS

    Ahem!  :rofl:

    (sorry - Couldn't resist)

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

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    Model railroad feeling incoming in 3, 2, 1... NOW! Nice recycling of that Maxis building, too. I think it really looks the part. :thumb:

    One thing I noticed is that the trees next to the building seem to be a bit isolated. You see, in a park you may have singular trees on an open grass area, but in a place like this railyard you're more likely to see a mess of wild shrubbery IMO. Everything seems to be a bit too well maintained in that spot, at least for my taste.

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    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
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    Some models have that too bright/saturated white problem on top. Otherwise overall they look great.

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    @T Wrecks That lot, minus Mozart's props, is already out here 

    I'm just recycling the layout for sample purpose. I have sent him a PM regarding a few details which can definitely improve. Thanks for the comment on the lot :)


    There are those who lead and those who follow. Don't look too far...

    Visit my lots and BATs thread here at ST https://community.simtropolis.com/forums/topic/71467-simmer2s-lots-and-bats-lab/?page=3#comment-1663504

    Or at SC4D https://sc4devotion.com/forums/index.php?topic=17211.920

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    Although I like the idea of the unevenness, unless you introduce significantly more variants to choose from (perhaps in a prop family), the repetitiveness (and the oddly flat top, which may be realistic but still looks bad) becomes immediately apparent.

    I was looking into JPG compression the other day for some personal side project of mine, and read some interesting stuff about how our brains can easily detect gradient changes, and any artifacts in images that have them across smooth gradients, but sharp contrasting images can have significantly more artifacts and still look fine to our eyes if the contrast and busy-ness of the picture is sufficiently high.

    All this combines to make smooth textures and repeating patterns very easy to identify, and it's made worse by the fact that the hoppers with the lump evenly in the middle (bottom two cars) appear to repeat even in the same car, again due to that odd effect of the flat top, which is jarring mostly because its unexpected, not because it's a bad effect or unrealistic (I have no idea about the latter condition). A smooth Gaussian distribution of the hopper contents would be less realistic, but more normalized and generally harder to notice outright because our brain ignores the information as standard.

     

    Like I said, I really like this effect, but IMO for it to be properly successful, any cars you model this way will need to be in prop families with varying drop patterns for their contents so that the load is randomized and the repetitiveness is mitigated.

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    I agree with APSMS. Make the load prop like a longitudinal mound and make sure you check the "create map" when creating the plane to be manipulated. Then create a texture with the same aspect ratio as the prop and apply it . The results will be far better.

    Simmer2

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    There are those who lead and those who follow. Don't look too far...

    Visit my lots and BATs thread here at ST https://community.simtropolis.com/forums/topic/71467-simmer2s-lots-and-bats-lab/?page=3#comment-1663504

    Or at SC4D https://sc4devotion.com/forums/index.php?topic=17211.920

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    Repetitiveness is still a problem, I didn't thought about it,  altought using prop families  is a good idea,  I'm afraid that this will have to wait because I don't know yet how prop families work, and I want to finish another details before getting into this. But, if anyone knows about a better or more recent tutorial about prop families (I'm reading a tutorial I found on th SC4 wiki), it would be helpfull if you can link me to it. Happy halloween.

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    Hello Mozart.

    First you will need a prop family range and you can obtain one here https://www.sc4devotion.com/forums/index.php?topic=2490.400

    The actual tutorial is here https://www.sc4devotion.com/forums/index.php?topic=128.0

    However if you think its too daunting then do not worry about it. Like I said in a previous post, I will make the prop families for you.

    Just make 2 maybe 3 variations of the loaded cars textures and the rest is easy.

    On a side note, have you made some containers to go with the inter-modal cars?

     

    Simmer2/Nick

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    There are those who lead and those who follow. Don't look too far...

    Visit my lots and BATs thread here at ST https://community.simtropolis.com/forums/topic/71467-simmer2s-lots-and-bats-lab/?page=3#comment-1663504

    Or at SC4D https://sc4devotion.com/forums/index.php?topic=17211.920

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    @Simmer2 I'll give it a try, but, I think I'm gonna need help with this, altought I have more than five years playing, I'm still new at modding, so, If you could help me I'll provide you whatever you may need for this. Thank you in advance. 

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    I really like that the freight cars are being looked at, we have plenty of engines but a lack of the rest of the train. Wonderful work hope to see them released.


    I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

     

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    @DavidDHetzel Thank you for that link, it will be helpful.

    @philforhockey51Thank you for you comments, I hope I will be relasing it soon.

    I have been working on diagonal/FA's versions of the props, and as some of you have sugested, there are versions at 4 different angles:11.25, 22.5, 33 45 degrees. This will be the longest part of the project (There are a lot of models to be exported). These are the first results:

     

    diag1.png

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    Also, I have been working on locomotives. In my last picture, I showed you a set of three GP38-2's: BNSF, UP, NS. Now I'll show you three new schemes for the GP38-2:

    • ATSF
    • CN
    • CP

    More schemes will come in future posts, as well as new locomotive models and maybe some other things.

    loco1.png

    loco2.png

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    We are all waiting eagerly for this pack... I appreciate your taking your time and getting all the details right as it will be so crucial when it comes out!

    I'm still willing to test those grainers in LE if you feel like sending them my way. I'd also be willing to help with the Herculean task of creating angle versions... after testing angles on just one car model (at 45, 39.375, 33.75, 28.125, 22.5, 16.875, 11.25, 5.625) I feel your pain!

    A few notes on the latest previews -

    Angles and WRC

    It looks like you're going for just four angles. While all angles are good, keep in mind unit trains require more angles to fit Wide Radius Curve tracks end to end. For example there is no way to use the Jestarr angled cars prop pack on WRC without leaving lots of air in between the couplers.

    Also on the angle topic, my understanding is that the 33 degree version strictly speaking is 33.75 deg (5.625 * 6), unless NAM RRW slipped in some 33 degree network that I missed.... like the 18.4 deg FAR 3 and 26.6 deg FAR 2 angles which I forgot to put in that set I mentioned.

    There is also the new "FAR1.5/1.33" in NAM 35, which has a run of 5 and a rise of 3, seems to be around 31 degrees. Probably not worth it until @Simmer2 feels like extending the RRW overlay texture packs, since no one will be lotting FAR1.5/1.33.

    Textures

    That CN geep may be a little over saturated. I feel it could be closer to the excellent levels of saturation on the CP Rail unit without losing that 'new paint' look.

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    Those locomotive liveries are among the best I've ever seen. The red on the CN one may be a bit too saturated, but other than that these are just wonderful.

    Being a person who doesn't recreate precise real-world scenarios (and I can't be the only one, or can I?), I wonder if there's a chance of having a simple and generic one or two-colour livery without company lettering?


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    Hello everyone, it's been almost a month since my last entry, sorry about that, but university  kept me very occupied these last weeks. But now my semester is (amost) over and I will have more time to work in this.

    First of all, thank you for your patience, this is a big project and it will take some time to get it finished.

    @CT14 Thank you, I already made some models at  45, 39.375, 33.75, 28.125, 26.6, 22.5, 18.4, 16.875, 11.25, and 5.625 degrees. I'll work on the saturation of the CN locomotive. About the files, sorry, I forgot about it, I'll send you those files right now.

    @T Wrecks Yes, I will have two or three generic models. Thanks for the advise.

    @markussaage Of course there will be CSX. You can see the model in the picture.

     

    loco2.png

    The new schemes are:

    • CSX
    • Kansas City Southern
    • Ferromex
    • Southern Pacific

     

    loco1.png

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    12 hours ago, Angry Mozart said:

    Hello everyone, it's been almost a month since my last entry, sorry about that, but university  kept me very occupied these last weeks. But now my semester is (amost) over and I will have more time to work in this.

    First of all, thank you for your patience, this is a big project and it will take some time to get it finished.

    @CT14 Thank you, I already made some models at  45, 39.375, 33.75, 28.125, 26.6, 22.5, 18.4, 16.875, 11.25, and 5.625 degrees. I'll work on the saturation of the CN locomotive. About the files, sorry, I forgot about it, I'll send you those files right now.

    @T Wrecks Yes, I will have two or three generic models. Thanks for the advise.

    @markussaage Of course there will be CSX. You can see the model in the picture.

     

    loco2.png

    The new schemes are:

    • CSX
    • Kansas City Southern
    • Ferromex
    • Southern Pacific

    That is awesome work, dude! I can't wait to see those in the game!

    Kind regards!

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    It looks like a few LODs may not have been rotated with the models, but these angled boxcars are already looking 100% in at least one view. Here are the 8 major angles on a SM2 45 to ortho transition overlay texture set. On this curve the best fit was to use every other angle, this was done twice to produce the side by side lines of 4 cars - using each of the 8 angles once. One nuance: the two lines thus constructed aren't identical translated copies of each other, in the same way that, for example, the rail overlay has been duplicated straight to the side. to make four tracks instead of two.

    9vNNDHs.jpg

    Visible on the other shots are a few LOD issues.

    twCGXha.jpg

    5vc6SZ8.jpg

    HwoGM8Q.jpg

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          You guys that have the patience to create all of this awesome stuff for SC4 , I have to give a big Thank you . Thank you all for keeping SC4 immortal and ever growing with wonderful content . @Angry Mozart That CSX Engine skin , I think you nailed it . :thumb: 

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    Residing in West Virginia , Product Of Maryland , Viewer Discretion Advised . 

    When I'm not on Simtropolis or playing SC4 HERE you can see what else I'm into . 

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