View Full Version : Locomotive/Freight Car Screenshots?
NorthShore_364
01-17-2008, 09:25 PM
Does anyone have screenshots of the locomotives and freight cars that come with the game?
Thanks in advance.
sporbust
01-17-2008, 10:04 PM
Does anyone have screenshots of the locomotives and freight cars that come with the game?
Thanks in advance.
heres a bunch i posted
http://thetrainzstation.freeforums.org/viewtopic.php?t=212
sniper297
01-18-2008, 07:17 PM
Assuming you're referring to the US version;
http://forums.flightsim.com/vbts/attachment.php?attachmentid=746&stc=1&d=1200697731
The two boxcars and two reefers are identical other than subtle labeling differences, and the open top hoppers and container flats are shown unloaded here, all in all a pretty good selection of rolling stock. Being a grumpy grampa I would prefer 40 foot freightcars and geeps or Alcos, and there's no steam, but this is a good start. :cool: Beats the hell out of them dadblasted furriner dinkytoy bumpercars I've been playing with for the last three months, and when I blow the SD40's horn it don't sound like a confused guinea pig trying to mate with a kazoo. :D
Denis Johnston
01-18-2008, 11:41 PM
Hey Snipe. Thanks for all the great tips. In the Oro Grande download, there seems to be a few coal cars, black loco's, and some dirty grain cars. When we gonna see some green dynamite cars? These U.S. freightcars need air hoses.
Thanks
sniper297
01-19-2008, 03:56 AM
Get the life support cart ready, this is Dejoh the Thread Killer with a new alias! :eek:
Well, yes, missed a rivet here and there, but they have other problems at the moment.
http://i248.photobucket.com/albums/gg183/sniper297/coupler.jpg
Close examination from the hobo's view riding inside the end of the hopper reveals they left the brake hoses out altogether, but the coupler itself looks pretty good. Haven't looked at MSTS for a while, did they have air brake hoses? Anyway, trains are better viewed where you can see a bunch of cars at the same time;
http://i248.photobucket.com/albums/gg183/sniper297/yardcc.jpg
They look a lot better that way, because after all, a "train" is a TRAIN of cars, not just the details of one car. ;)
EDIT: Almost missed the last, I did do one reskin so far of one of them dinkytoy bumpercars;
http://i248.photobucket.com/albums/gg183/sniper297/18.jpg
But still waiting for Martin Wright to simplify the process, I use RStoolsTMB to convert these newfangled PCDX files to DDS, then DXT to BMP to open the DDS and send it to PSP7 (plugins don't work for me, get error messages trying to open DDS in PSP7 directly), then after editing gotta reverse the whole process to convert it back, and cloning defaults to reskin is a PITA since the file and folder structure is nuts.
CWA13000
01-19-2008, 10:00 AM
Get the life support cart ready, this is Dejoh the Thread Killer with a new alias! :eek:
Well, yes, missed a rivet here and there, but they have other problems at the moment.
http://i248.photobucket.com/albums/gg183/sniper297/coupler.jpg
Close examination from the hobo's view riding inside the end of the hopper reveals they left the brake hoses out altogether, but the coupler itself looks pretty good. Haven't looked at MSTS for a while, did they have air brake hoses? Anyway, trains are better viewed where you can see a bunch of cars at the same time;
http://i248.photobucket.com/albums/gg183/sniper297/yardcc.jpg
They look a lot better that way, because after all, a "train" is a TRAIN of cars, not just the details of one car. ;)
EDIT: Almost missed the last, I did do one reskin so far of one of them dinkytoy bumpercars;
http://i248.photobucket.com/albums/gg183/sniper297/18.jpg
But still waiting for Martin Wright to simplify the process, I use RStoolsTMB to convert these newfangled PCDX files to DDS, then DXT to BMP to open the DDS and send it to PSP7 (plugins don't work for me, get error messages trying to open DDS in PSP7 directly), then after editing gotta reverse the whole process to convert it back, and cloning defaults to reskin is a PITA since the file and folder structure is nuts.
Did you just make-up all those abreviations to dazzle and impress dummies like me?
Wild Willy the Wacko
sniper297
01-19-2008, 04:28 PM
PITA (pronounced "peetuh") is one my oldest daughter came up with, I thought it was some kind of pet name she was always calling her kids (she has seven of the little dwarfs), she told me when I asked PITA = Pain In The A$$. :D Rest of that stuff I dunno, "PSP" is Paint Shop Pro, but filename extensions are often a mystery. "BMP" is BitMaP, forgot what DDS is (probably DirectDrawSomething) but that's the newest texture files for flightsims and assorted other games.
oakpalms
01-20-2008, 12:44 PM
Jim,
I did a google on "DDS files" and found that nvidia has a bunch of downloads for working with DDS files: http://developer.nvidia.com/object/nv_texture_tools.html
Bob Edwards
sniper297
01-20-2008, 06:09 PM
That's cheating, art creation is supposed to be agonizing. I did download the adobe photoshop plugin, found another place (might be here in the MSTS skinning forum, can't remember) where a guy had a step by step on how to install the plugin. Followed that step by step, end result is PSP 7 will now LIST DDS files as a type it will open, but when I try to open one it tells me I need to install the plugin. Until I get that sorted out I'm stuck with the three step, RStoolsTMB to convert to DDS, DXTBmp to send it to PSP. Hows that for abbreviated inebriated initialization, Willy? :p
SD9043MAC
01-20-2008, 10:39 PM
What is include in the Add-on packs
NorthShore_364
01-20-2008, 11:04 PM
Thanks for the screenshots!
Those look pretty good. The one exception is the car numbers, which are all the same color and quite honestly look pretty bad IMHO. Does anyone who has tried creating content for the game know if you can disable these?
sniper297
01-20-2008, 11:56 PM
Dunno yet, I reskinned the SD40 and the big red numbers looked all wrong for the PO&N, so I repainted them yellow, gotta repaint all ten since each is an individual tex file. Assorted convoluted files you have to hack for that, which numbers are specified in one file, filenames of the number texture files in another. I occasionally get a situation where I get muddy white numbers on the default SDs and GEVOs instead of the red and white ones, found a possible cause when attempting to do "297" for a number;
http://forums.flightsim.com/vbts/attachment.php?attachmentid=849&stc=1&d=1200887151
When I first tried this the number didn't appear at all when that one came up in the rotation (think it randomly picks one of the listed numbers when you place one), so thinking the four spaces were necessary, I tried " 297" (space and then 297), and this was the result. What defines the size and number of digits is probably in yet another file, haven't been fooling with it long enough to find out yet. All else fails you could hack the textures for each number to make it all alpha, then it would be invisible. Might try that with an unused number for this rather than going with 0297 or something.
vBulletin® v3.7.4, Copyright ©2000-2008, Jelsoft Enterprises Ltd.