donoteat makes some trains

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    • Hi

      I'm having issues with some of your mods on linux due to the case of the file names and names in lua files differing.

      The MP54 and the MP70 crash the game as there are model files not found, the k4s pacific works, but the texture on the front of the train is missing.

      EDIT:

      Using a small script I think I have a list of what's misnamed in some of the mods (though I could be missing stuff):

      Source Code

      1. MP54
      2. res/textures/models/vehicle/train/MP54_bogie_color_dirt_rust.dds
      3. res/textures/models/vehicle/train/MP54_bogie_metal_gloss_AO.dds
      4. res/textures/models/vehicle/train/MP54_powerbogie_color_dirt_rust.dds
      5. res/textures/models/vehicle/train/MP54_powerbogie_metal_gloss_AO.dds
      6. res/textures/models/vehicle/train/mp54_seats.dds
      7. res/models/material/vehicle/train/MP54_seats.mtl
      8. K4s
      9. res/textures/models/vehicle/train/k4s_frame_diffuse.dds
      10. res/textures/models/vehicle/train/k4s_frame_cblend_dirt_rust.dds
      11. res/textures/models/vehicle/train/k4s_frame_metal_gloss_AO.dds
      12. res/textures/models/vehicle/train/k4s_frame_normal.dds
      13. res/textures/models/vehicle/train/k4s_main_diffuse.dds
      14. res/textures/models/vehicle/train/k4s_main_cblend_dirt_rust.dds
      15. res/textures/models/vehicle/train/k4s_main_metal_gloss_AO.dds
      16. res/textures/models/vehicle/train/k4s_main_normal.dds
      17. res/textures/models/vehicle/train/k4s_running_gear_diffuse.dds
      18. res/textures/models/vehicle/train/k4s_running_gear_cblend_dirt_rust.dds
      19. res/textures/models/vehicle/train/k4s_running_gear_normal.dds
      20. res/textures/models/vehicle/train/k4s_tender_truck_diffuse.dds
      21. res/textures/models/vehicle/train/k4s_tender_truck_cblend_dirt_rust.dds
      22. res/textures/models/vehicle/train/k4s_tender_truck_metal_gloss_AO.dds
      23. res/textures/models/vehicle/train/k4s_tender_truck_normal.dds
      24. res/models/material/vehicle/waggon/bettendorf_truck.mtl
      25. res/models/material/vehicle/waggon/bettendorf_truck.mtl
      26. res/models/material/vehicle/waggon/bettendorf_truck.mtl
      27. (not sure what the last 3 ones are as such a file doesn't seem to exist anythere, is it from another mod?)
      28. MP70
      29. res/textures/models/vehicle/train/mp70_interior.dds
      30. res/textures/models/vehicle/train/p54_main_PRR.dds
      31. res/textures/models/vehicle/train/MP_54_color_dirt_rust.dds
      32. res/textures/models/vehicle/train/P_54_metal_gloss_AO.dds
      33. res/textures/models/vehicle/train/mp54_normal.dds
      34. res/textures/models/vehicle/train/mp54_seats.dds
      35. res/models/mesh/vehicle/train/MP70/MP70_interior.msh (shows up in a bunch of files)
      36. X-12
      37. res/textures/models/vehicle/train/x-12_AEC_diffuse.tga
      38. res/textures/models/vehicle/train/x-12_main_normal.tga
      39. res/textures/models/vehicle/train/Untitled.tga
      40. res/models/material/vehicle/train/EMD_Co_bogie.mtl
      41. res/models/material/vehicle/train/EMD_Co_bogie.mtl
      42. res/models/mesh/vehicle/train/DNE_Common/EMD_Co_Bogie.msh
      43. res/models/mesh/vehicle/train/DNE_Common/EMD_Co_Bogie_LOD_1.msh
      Display All
      Edit2:
      Bash script attached (with txt extension as .sh isn't allowed). Works on linux, may or may not work in a bash shell on windows or macOS)
      Files
      • filenames.txt

        (754 Byte, downloaded 94 times, last: )

      The post was edited 2 times, last by oln ().

    • I'm gonna try and knock out the naming bugs this weekend, assuming the freezing temperatures don't knock out my power or something rediculous

      In the mean time, working on some proper ore jennies, since I'm sick of the default gondolas...
      Images
      • G39_ore_jenny_CR.png

        308.17 kB, 896×504, viewed 91 times
      • G39_ore_jenny_PC.png

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      • G39_ore_jenny_PRR.png

        307.33 kB, 896×504, viewed 99 times
    • Anyone here ever had an issue where random parts of your model appear to have metallic reflections, despite the entire metalness map being set to 0,0,0 (fully dielectric)?

      EDIT: Nvm, was a bad normal map export from blender....

      EDIT2: Now available on the Workshop, still awaiting moderator approval here.... and also here!
      Images
      • 20180105174204_1.jpg

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      • 20180105174636_1.jpg

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      • 20180105174714_1.jpg

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      The post was edited 3 times, last by donoteat ().

    • They look great!

      But i think the capacity of the gondola is way to high!
      I found this drawing listing a capacity of 1324 cubic feet! Transfering this to metric system its around 37.5 m³ / 4 for TpF makes around 9-10 Units wich fits much better for the size of the gondola imho.

      Using the possible cargo weight as cargo unit is not usefull imho, because you can change the weight of each freight typ in baseconfig.lua.
    • Zootier wrote:



      But i think the capacity of the gondola is way to high!
      I found this drawing listing a capacity of 1324 cubic feet! Transfering this to metric system its around 37.5 m³ / 4 for TpF makes around 9-10 Units wich fits much better for the size of the gondola imho.

      Using the possible cargo weight as cargo unit is not usefull imho, because you can change the weight of each freight typ in baseconfig.lua.
      Nah, don't think I'm going to change it -- urbangames's dumb unitless measure of freight capacity implies "tons" to me so I'm just going to keep it at a capacity of (75/4) because I can't be arsed to go through and make calculations for volume-based capacity, especially since no one ships anything based on volume except Amazon.


      also, I guess I was inspired by the cold -- finished a wooden reefer model today, need to do a few more skins (including old-fashioned billboards!) before I release though
      Images
      • 20180106201534_1.jpg

        502.78 kB, 1,600×900, viewed 87 times
    • MaikC I'll take a look at it, didn't feel like re-exporting 21 models for this one though.

      Released on the workshop, coming soon to the filebase here... and also at the filebase here.

      Images
      • wood_reefer_coors.png

        579.68 kB, 1,200×675, viewed 68 times
      • wood_reefer_FGE.png

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      • wood_reefer_LOL.png

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      • wood_reefer_NRCX.png

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      • wood_reefer_PFE.png

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      • wood_reefer_PRR.png

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      The post was edited 1 time, last by donoteat ().

    • probably a new record... start to finish in one day

      released on the Workshop, am uploading to filebase as I type... it's up on the filebase too
      Images
      • H21_hopper_black.png

        474.87 kB, 1,168×657, viewed 85 times
      • H21_hopper_circle.png

        478.56 kB, 1,168×657, viewed 82 times
      • H21_hopper_NW.png

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      • H21_hopper_PC.png

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      The post was edited 1 time, last by donoteat ().

    • The PRR cars would have been used for service from the area around Pittsburg/Wheeling to either the export piers in Philly or various coal dealers, power plants, and steel mills between Philly and Chicago, so you'd be moving the load anywhere between 20 to 450 miles in these cars. The N&W ones almost exclusively went from West Virginia to the export piers in Norfolk, so that's something on the order of 300 miles.

      Coal trains could get up to 45 MPH, but usually only for very brief periods of time. Average speeds look more like 10-15mph, even today.

      The thing about coal is, it doesn't exactly go bad, it's pretty damn fungible, and there's still no such thing as "just in time delivery" in the coal industry--it's still all stockpiled. Consistency in shipment arrivals is much more important than the speed of shipping, so it might take anywhere from 4 days to 2 weeks to go those 450 miles, but as long as a train shows up once every day it didn't matter how long it was in transit.
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