Beiträge von Tattoo

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    I see what you mean now but the long cuts for the color was/is necessary. I only applied color to the model originally to create the sprites for Locomotion. The models were never mapped so those long cuts tell me where the color is on the bodies. Once the textures are made, yes, those cuts can be removed but not until. Some seems also can not be removed like the one between the body and the front. If you understood the model, you'd know why and removing that one seem isn't going to make all that much of a difference when the rest of the things are made high poly. I still have to bring down the polys on the pantos and bogies but am not there yet.


    This is also the very first model I made from scratch. I've imported and converted thing but this was the very first model I made myself so if it a little rough around the edges, that's why. And yes, the overlapping has been changed already. Like I said it was just a fast thing I did to show some progress of the thing.


    I appreciate the tips tho. There are a lot of other things I'd like to know as well but have no one to ask so I just wing it and/or Google it. I also found a bunch of tutorials that I've used to learn. But I do appreciate tips from other modelers as well and thank you again for trying to help out.

    Thanks Bastargre. there's just so much to do on it. I work on it a little, play a little, work on something else and so on. I started too many things at once. A couple things I did and thought was an easy mod ended up taking more time than I thought. I'm still testing my road mods too.



    You should look at "pelting" and "relaxing" for the unwrapping in the program you're using. The unwrap you showed got several overlaps. I'd also merge some of the parallel loops you have on the model - primarily the vertical ones on the straight part of the body. Also on the roof just over the cab.


    Just some tips. ;)


    Thanks for the tips but am not sure what that is. I don't know a lot about modelling or max. I haven't been doing it long and taught myself what I know with a little help from one person in the Locomotion forums. I've heard of "pelting" and "relaxing" but don't know how to use them and I've never heard of parallel loops in a model. I know the doors are overlapped but them will be moved. I just did it like that for the size of the mapped objects so they're the same size. That mapping was just a fast screen shot and has all been changed since that pic.

    Hello,


    Here are all 5 of the Rail Bridges with No Pillars. Sorry for taking so long to do these. These work just like the first bridge I made without pillars. They work best when built perpendicular to what you are going over.


    I also did the Road Bridges with No Pillars. These also work best when built perpendicular to what you are going over. The road bridges are very hard to work and might not work in a lot of places. I did these and posted them for those who would want them and can use them. I tested them and they work but are hard to use.


    THESE BRIDGES ARE NOT COMPATIBLE WITH SAVED GAMES. THEY CHANGE THE LOOK OF THE BRIDGES THAT ARE ALREADY BUILT.


    THE BRIDGES WILL FUNCTION CORRECTLY BUT THEY WILL LOOK WRONG LIKE IN THIS IMAGE - Steel bridge 2


    I hope you all can use these and please inform me of any problems.


    Tattoo


    Download link - All Bridges - No Pillars

    Here's a couple shots of the minor updates I made to this. I redid the vents on the first car and re-cut the new body for the pantographs and started mapping all of the bodies. The image with the pantos might look the same as before but this new shot is of the new bodies where the other shots were taken of the old bodies. All the bodies had to be redone to make the doors animated. I couldn't do this with the old bodies because they were not made as accurate since I only used them to make small sprites for Locomotion.


    Sorry there hasn't been more but there were problems in the games I had going and that needed my attention first. If you read the forums and seen the mods I worked on and the guide I wrote, you'd know where my time was spent. So please don't ask to see progress of this when there's nothing to show. You'd get flamed hard in the Locomotion forums for asking about the progress of a project but I won't do that because I think that's ignorant and one of the reasons I don't post there any more.


    I have the bodies partially mapped now but have a lot more work to go before I can make the textures for them. I'm going to work on the textures today because I want to get this in the game to see how it'll look so I know where to go from there. This is going to take longer than I expected. I could rush thru it and release it quick but after all the work I put into the bodies, pantographs and bogies, I'm not going to rush this just so someone waiting for it gets its sooner than expected. I plan on this being one badass model of this train and it's looking good, to me, so far. I still have to reduce the polys in the pantograph and bogies for the LODs because I made them very high poly. I don't like low poly models like the stuff in MSTS. Most of the stuff in msts is junk to me and this game seems to run fine with higher poly models according to the gp40-2s and coal cars from Dekosoft I converted. I just don't want to over do it and will test this extensively to know what I can do and what I can't.


    Here are the sots I just took of this. I hope to post more in a couple days or so as long as nothing else deters me from working on this.


    EDIT: I forgot, I also just noticed recently that one of the pantographs are wrong. I thought they were both the same but just noticed that one has a double upper part. I don't know what it's called but I'll need to remake that. It shouldn't take too long to change since the rest of it is pretty much the same on both of them.

    Yeah, I agree with ya. I did a WIP about the FYRA I'm doing and was also playing a game I started. After seeing a problem with one of the cargo stations, I took time to mod it better which took time away from FYRA. Since I didn't have any progress to show, someone asked to see some progress when there wasn't anything to show. So basically people need to understand that modders do play the game as well and don't always keep with the pace that the mod should be on. I'd enjoy seeing my model of FYRA in the game as well but I felt other things needed my attention first like the bridges I started to change. People are wanting more of them as well and I haven't gotten to doing all of them either. Basically I think I started too many things at once to keep up the pace but users need to understand that 'It will be done when it's done'. So please don't try to rush it with posts asking to see progress when there isn't anything to show.

    The only other thing I can suggest is to delete it all and reinstall the game fresh and see if it still does it. Did you try that? You typed that you reinstalled a couple times but don't know if you meant the game or mod.


    I really don't know if this will matter but you can also delete the texture cache.


    C:\Program Files (x86)\Steam\userdata\xxxxxxxx\xxxxxx\local\texture_cache


    Also, are you trying a new game or saved game? I honestly don't see why that would matter but you never know. You have to try everything when there's a problem.

    I've tried installing using both TFmm and manually placing the files into the 'res' folder with the same result each time.


    Is anyone else experiencing this and is there a known fix for it yet?


    I've used the cost_mod since it was released and haven't had any problems because of it. Did you install the newest version? Also, did you use LuaTF.exe or LuaTFx64.exe to install it after you placed the files into the res folder? The way it's placed into the res folder doesn't matter as much as the way you install it using LuaTF.exe or LuaTFx64.exe. If you did everything right and it still causes problems, the creator of this would have to answer your question then because it works fine for me. And I'm not saying your wrong or anything, just saying it works fine for me.

    @Tattoo


    You're a modder, because you would have to get it yourself... anyway, the Mod run fine. Was a long way, i will say thank you to find this important thing!!!
    I have/will not blamed your mod... my english so bad. How was I to know that it is a savegame problem??? You post a pic and write ....not good... sry for mistakes


    No problem bro...

    ... 2 Pages for one thing... IS NOT SAVEGAME COMPATIBLE!!!! Thats all... Start a new Game with the Mod and save and load is running fine. Is surely also logical when new roads come to game.


    It would not have been 2 pages if you would not have blamed this on my mod and not yours but since you thought I was wrong, you argued with me and I had to prove I was right.


    @Jey_Bee, no problem bro. Thank you for prooving me correct.