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Angry Mozart

Modern Freight Cars Props

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For me #1 with the #2 coal colours. The shape of the coal in the car is better on #1, as DavidDHetzel's picture shows, but the colour of the coal look better on the second picture. :)

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Another vote for #2 here, looks good to go.

Like @T Wrecks said, with bright areas like that on the coal on #2, I check the far out zoom previews to make sure the bright part of the model doesn't end up rendered too large in the distant zooms.

This was something I had to tune for all the lowrider models, to make sure the bumper or small shiny bits like mirrors didn't take up half of the car at zoom 1/2/3. I change the values for Saturation/Value/Specular Level in increments, only to the point where they no longer cause the problem, then leave settings there.

For darkening textures like this coal a Specular Map would work, I use 0.3/0.7 or 0.7/0.3  +/-0.2, depending on which way I want to go.

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I always fall for this when I'm creating...spend too much time on something we won't notice much. 

I think they all look ok. Sure...you could do more with your photo editor maybe...but these look pretty good. 

The only thing I notice is the "fullness" of the cars. Just like David's picture above, the railroads don't top off the car. They load by weight. Having some of the inside of the car side visible would help looking at these loads. 

Great work, 

tiger

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Seems the coal settles into a mound shape. Some of the car inside walls showing, and some coal poking up along the car spine. @DavidDHetzel had another photo near the end of the last page. Here's another modern prototype, similar cars to the above models.

PRB-coal-trains.jpg

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  • Original Poster
  • Thank you everyone. After doing some research, I found the shape of the coal load is determined by the  loading process. The mounds freatured on the picture @DavidDHetzel posted are examples of mounds formed by modern loading process, in which, the coal is poured as the train is moving, leaving a very smooth, flat profile on the top of the load as shown on this picture. 

    train_loading.jpg.0b6bda00ca9929adacdf16768fca241f.jpg

    The mound showed on the car #1 is intended to simulate this loading process, although I need to work more the shape of the mound

    The irregular coal mounds are formed by older loading process where the train cars remained static as the coal was poured, or in process where the coal is loaded by heavy duty equipment, such as bulldozers: IMG_9745.jpg.ae1803c63abc5c7ddfaf5dedd1b42966.jpg

    #2 is an example of a car loaded by one of these process.

    I think I could keep both, with #1 in  bethgons and 100-ton 3 bay hoppers, while #2 will only appear  in the 100-ton 3 bay coal hopper, but it's just an idea.

    The cars were "overfilled" on purpose to show the shape of the mounds. I will make them look less overfilled later. Also, I'll work on the textures, making them  darker to resemble real coal.

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    Looks good to me, on an older screen and a newer one.

    On the alternate paint style on the rightmost car, the grey color on the left of the car could be a little darker. On unit trains of those cars which I have seen, the contrast between the two colors of the car is greater. The lighter part of the car looks just about right, though.

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    47 minutes ago, Angry Mozart said:

    What do you think?

    To me not always everything is a question of realism but sometimes a question of 'colour composition'. If you put a brown car with brown load on brown tracks most probably in game everithing wil look without shapes so colour contrast sometimes can be more important than colors matching real life.

    And I'm doing this BLABLBLA because I don't have much to say as I think those grey car is perfectly textured. I like the precise details on the wall and the overall colour. Maybe the empty car on the inside could be darker, more dirty. Not shure if necessary.

    Oh, they are great.

    Again on the load - it's about the slope of the pile, I think. The grey cars are a good example. You have shadows on the borders as on the borders the load won't be much more than 80% of the car - even if the centre of the pile extends the car. Looking perfect. On the brown cars the slope of the pile don't seems steep enough. You have no shadows between the cars wall and the coal filling so it seems on the outside the pile fills the car 100%. IMO - it's this shadow, the small gap between the cars borders and the coal filling that makes the realism - not the height or shape of the peak.

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    That we are nitpicking at this level is a compliment to your Bats.

    I think that this version looks fantastic.

    You could always make a later on version like "coal edition" if you thought it would be fun to make different loading methods loads...but for now let's just say the "sim loader" loads like this. I think it could help you to keep moving forward on your awesome project if this could be considered good for now. 

    Just my thoughts. I always look forward to your posts. 

    Cheers, tiger

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  • Original Poster
  • @tigerbuilder  I think this one will be the definitive load for now, I'll just work on the details that @Fantozzi pointed at. In fact I got stuck with this part (hopper and gondola loads) for months, so I decided to work on it just when everything else were finished.

    The first part of this prop pack is almost ready,  so this is the last thing that I left pending: The gondola loads. I have 3 different loads for them:

    • Aluminum can bales
    • rust scrap metal
    • mixed scrap metal

    So, what do you think?

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    Nice! Just a few thoughts:

    The can bales could use a little more variation, rotation on the Z axis would help, and maybe position some of them just a tiny bit higher or lower on the Z axis so they stand out more from each other.

    For the rusty metal load, the texture is really great but the load mesh could use more angles so that the walls of the car show in some places on the edges. Like this: /\-/\_/\/\...

    The mixed metal load looks good as-is, maybe rotate the texture as for can bales.

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    The can bales - much better, really like them as they are.

    The metal scrap - looks very realistic to me. Good job.

    The shredded metal (third car?) - not shure, to me it seems I see 3 regular diagonal lines on the texture forming an unnatural zigzag. But @CT14's suggestion would fix that. Or - if not maybe it's me (but I don't take this drugs you see faces on the wallpaper or secret messages on train car loads).

     

     

     

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    I didn't saw that already ! You're offering us a very interesting topic :thumb:There are already lots of freight cars available, but rarely in HD, and not always that detailed. That's a needful work ! Thanks a lot *:yes:

    I don't know if you plan to add engines to all that, you're doing what you want. But I support @Simmer2 advice about shunter engines, those things are everywhere and essential in large industrial facilities and freight yards, and in the same time there are lacking in SC4 (as far as I know, there are one or two japanese automatas and that's it). That's something I'd like to do myself anyway if you prefer to spend your time on other things, but maybe I could suggest you the french class Y8000 engine which is like the one and only model of shunter engines used in France for decades. One made and all possible french freight yards are covered :8)

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  • Original Poster
  • Thank you everybody.

    I know that perfection doesn't exist, and I don't plan to reach it,  I just want this prop pack to be as good as possible. I think it's almost ready, like 90% ready. I just need to export some models and test it, and if everything is going right, release it. 

    @Krasner I was planning to make a few shunter locomotives, the american EMD SW series that  @DavidDHetzel suggested, specially the SW1500, but that will take some time. It would be interesting making an european prop pack, something I've thinking these last weeks, but I don't know a lot about european trains but I will consider it.

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  • Original Poster
  • Hello, It's been a long time since I posted here, but I have good news for you: I think this prop pack is already finished, and I might release it in a few days (still need to be tested and some minors details, such as a readme file, user's guide, etc). 

    Now I want to ask you a favour, I need to test this pack to make sure it is safe to use (not causing CTD, or some other weird things), so, who wants to test it? 

    Before you say "yes" to test it, please have in mind that this pack have around 3,300 props (that's why it took so long) so, it may slow loading times in game, depending on your computer.

     

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    1 minute ago, Angry Mozart said:

    I think  this pack is ready, if anyone still cares about it.

    Please? When I read this I had to take an extra pill against my high blood pressure.

    This is so exciting!

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    "if anyone still cares about it" - seriously? It's "only" the biggest (and probably best) freight car pack that SC4 has ever seen! I know I care about it, and it's great to see that this project hasn't died. It's even better to read that it's finished and will be released soon! *:golly:

    Thank you and all the testers involved for your hard work and your ongoing dedication. You guys rock! CHOO CHOO! *:thumb:

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    18 hours ago, Angry Mozart said:

    if anyone still cares about it.

    Well, I've been waiting for this for about a year... I think I still care about this prop set... 6000??? Oh my...

    Thank you for your hard work....

    - Tyberius

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    I can only echo the comments of others here, great content made with care, yeah that's something worth waiting for. As a creator myself, I know times are hard, hence download numbers may seem low. But please don't ever think that is anything more than a reflection of the contraction of the community. The work you showed off has always been really promising, I'm sure many modders will instantly see such a pack as the go-to resource, when making related content. 6,000 props is clearly a huge effort, I for one would rather it took another 10 years to be done right, instead of having it 6 months ago done badly. Something's are hard if not impossible to rectify later.

    A huge thank you goes out to you for all your hard work, in addition to all those who've been helping with the testing. It isn't every day we get such extraordinarily large packs of such quality to play with. You have a lot to feel proud of for staying the course and getting this far, I for one can't wait to get my hands on this pack. It's going to raise the bar in terms of the level of excellence and detail lotters can achieve with such rail lots.

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