This is about as far as I've gotten when it comes to fully grading out the M&P's right-of-way. The grade is still and arduous 4% as the train continues its descent to the Panamint Valley floor. Ballarat is at milepost 34, so it's not too far away. Though fortunately for the train crew the grades starts to level out around milepost 30 or so.
*Disclaimer: This is a route that I am custom building for Trainz 2012. The Map is custom made for my by Pencil42. Other content such as engines and cars are custom re-skins either made by or for myself as original content. The models themselves belong to Ben Dorsey, Trainboi1 and Togog of the Trainz community.*
*Disclaimer: This is a route that I am custom building for Trainz 2012. The Map is custom made for my by Pencil42. Other content such as engines and cars are custom re-skins either made by or for myself as original content. The models themselves belong to Ben Dorsey, Trainboi1 and Togog of the Trainz community.*
Category Artwork (Digital) / All
Species Unspecified / Any
Size 1024 x 768px
File Size 351.8 kB
Listed in Folders
my own train-sim screenshots are in my very small and not too often updated gallery page on TrainSim.com
i haven't been really super active on there though. i've yet to start any new threads or even actively participate,
on existing ones.
the most recent i have is only auran/m3v ts 2010 though.
upgrading to a more current and supported version is on my to do list.
though with no great urgency.
i won't get one that doesn't let me create my own maps though.
has to have that surveyor side. as has every version i've had so far.
my furst was 2006, then 2009, and so far finally 2010.
if i ever learn enough game engine and rigging and things like that,
train sims are one wheel i wouldn't mind reinventing.
partially so i can the people in them be anthros, and partially
for assets to depict a near future world in which the automobile's dominance of transportation policy will have been abandoned.
i haven't been really super active on there though. i've yet to start any new threads or even actively participate,
on existing ones.
the most recent i have is only auran/m3v ts 2010 though.
upgrading to a more current and supported version is on my to do list.
though with no great urgency.
i won't get one that doesn't let me create my own maps though.
has to have that surveyor side. as has every version i've had so far.
my furst was 2006, then 2009, and so far finally 2010.
if i ever learn enough game engine and rigging and things like that,
train sims are one wheel i wouldn't mind reinventing.
partially so i can the people in them be anthros, and partially
for assets to depict a near future world in which the automobile's dominance of transportation policy will have been abandoned.
i think i play in surveyor more then driving. making worlds is as much my interest in simulations as it is in every form of art.
i think every itteration i've bought i did when the next one was out, and now 2016 seems to be a thing.
i just now live in a town without either a decent computer store or a decent train store.
before i moved up here a few years ago, i was spoiled for living in a town that had both.
but i moved up here, both to be closer to my hills and for cheaper rent.
to reskin, uncommit an asset, then look for the uv file in it, make plenty of backups because things can go wrong
then in your favorite paint program you can repaint the uv's to you're hearts content.
then swap your custom uv sheet back into the asset and recommit it.
at least that's what used to work. starting with 2010 you had to keep the aspect ration of the uv file 1/1 and a power of 2
also some assets there wasn't a seperate uv file to be found. never figured out how they did it, but somehow there wasn't a seperate skin file.
i never got up to speed on converting between the asset's shape file and a format i could create or manipulate in blender or other 3d programs.
on my current machine i can no longer access or use my custom skins, (or asset manager, which is why)
partially because of something dumb i did, and partialy something i consider dumb auran/mv3, or whatever who owns it now is called now, did.
(should still be fine on my couple of older machines i have tucked away though, at least as long as i can keep them from trying to sync with auran)
i think every itteration i've bought i did when the next one was out, and now 2016 seems to be a thing.
i just now live in a town without either a decent computer store or a decent train store.
before i moved up here a few years ago, i was spoiled for living in a town that had both.
but i moved up here, both to be closer to my hills and for cheaper rent.
to reskin, uncommit an asset, then look for the uv file in it, make plenty of backups because things can go wrong
then in your favorite paint program you can repaint the uv's to you're hearts content.
then swap your custom uv sheet back into the asset and recommit it.
at least that's what used to work. starting with 2010 you had to keep the aspect ration of the uv file 1/1 and a power of 2
also some assets there wasn't a seperate uv file to be found. never figured out how they did it, but somehow there wasn't a seperate skin file.
i never got up to speed on converting between the asset's shape file and a format i could create or manipulate in blender or other 3d programs.
on my current machine i can no longer access or use my custom skins, (or asset manager, which is why)
partially because of something dumb i did, and partialy something i consider dumb auran/mv3, or whatever who owns it now is called now, did.
(should still be fine on my couple of older machines i have tucked away though, at least as long as i can keep them from trying to sync with auran)
I've been able to re-skin some content in the game. I would clone the model so as to not mess up the original. That's how I created the locomotives I have so far by re-skinning them. But that's for content 09-10 and up. Stuff from 2006 and earlier I seem to have more trouble with.
FA+

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