View Full Version : CSX Local on the A&O
ericmp
03-12-2008, 09:56 PM
CSX local on the A&O Sub.
http://i10.photobucket.com/albums/a120/ericmp/cl1.jpg
http://i10.photobucket.com/albums/a120/ericmp/cl2.jpg
http://i10.photobucket.com/albums/a120/ericmp/cl3.jpg
http://i10.photobucket.com/albums/a120/ericmp/cl4.jpg
http://i10.photobucket.com/albums/a120/ericmp/cl5.jpg
http://i10.photobucket.com/albums/a120/ericmp/cl6.jpg
http://i10.photobucket.com/albums/a120/ericmp/cl7.jpg
http://i10.photobucket.com/albums/a120/ericmp/cl8.jpg
http://i10.photobucket.com/albums/a120/ericmp/cl9.jpg
http://i10.photobucket.com/albums/a120/ericmp/cl11.jpg
PORU333
03-12-2008, 10:35 PM
Told you an road looks good on that route.
Very nice shots.
#1; 5; and 6 are my favorites.
eaglefan9727
03-12-2008, 11:37 PM
Great shots Eric. I really like the first shot of the bunch.
EMD645V20
03-13-2008, 12:34 PM
A little overpowered for the A&O dont ya think? ;)
Joe_Lawernce
03-13-2008, 05:45 PM
Beautiful shots Eric! :D
CRQ5508
03-13-2008, 08:41 PM
Is this the "stock" scenery/textures on the route? I've been looking at the route for a while now.... beautiful shots, BTW.
ericmp
03-13-2008, 10:04 PM
All I've changed was the microtex.ace to Tom's microtex, and I replaced the default sky with Tom's Badlands Sky V2. :)
steamed
03-13-2008, 10:29 PM
In my opinion, A&O is the best of the payware branch lines.
It is the only one that uses DEM data (or if its not real DEM, then it is faked extremely well). The track is carefully laid with smooth and plentiful gradients, and there are a lot of sidings to work.
The terrtex is slightly saturated in my opinion. It is 512X512 resolution, and all the "transfers" are carefully scaled so that close up they blend well with the neighboring microtex. No blurry blobs here. Unfortunitely, in some places the transfers overlap slightly causing unsightly flickering.
The buildings are all very well done, although a bit repetitious; you will see most of them several times. The vehicles are well done. The loco's / stock are also well done. They use low resolution textures (512X512); but that helps with frame rates. No LODs on the equipment, though.
Finally, it is understated. It strikes a good scenic balance between not being stark (like many of the west coast routes) and not throwing everything at you plus the kitchen sink (like many of the east coast routes). Two advantages here: great out-of-box frame rates, and you can add your own touches here and there without overloading / crashing the route editor.
This has always been one of my favorites.
Juan-k
03-23-2008, 10:15 PM
Great shots! Number 1 is my favourite!, where I can download or order that route?, thanks!
Regards!
Richard
03-23-2008, 10:48 PM
Hello Jaun,
Have a look at this page for info
http://www.vscalecreations.com/AOtext.htm
Juan-k
03-23-2008, 11:03 PM
Lots of thanks Richard!!
august1929
03-24-2008, 06:07 AM
It is certainly one of the most absorbing payware routes ever made - Andre's attention to detail is good. Yes, there might be some repetition of buildings, but what payware (or even freeware) route hasn't. Andre spent a long time getting the textures together from the locations, and although the route is "protolanced", it is utterly convincing...particularly with Gaetan's engines and stock that come with it.
Good for modding too :)
Rod
http://i4.photobucket.com/albums/y109/August1929/Arkansas%20Sub/LITODY1.jpg
http://i4.photobucket.com/albums/y109/August1929/Arkansas%20Sub/dyn1.jpg
http://i4.photobucket.com/albums/y109/August1929/Arkansas%20Sub/dyn4.jpg
http://i4.photobucket.com/albums/y109/August1929/Arkansas%20Sub/BOY5.jpg
http://i4.photobucket.com/albums/y109/August1929/Arkansas%20Sub/OKFM3.jpg
otterspotter
03-24-2008, 05:48 PM
Hey Rod, you teaser! How's the work on your updates? Also, is there anything that can be done to merge dirt roads into the surrounding green a bit better? Like in that third shot of yours top left? If anything, lack of dirt road transition into green detracts from the immersion a bit for me. Still, love the route anyway, it's got great character, awesome stories, perfect change of pace from most of my other routes.
august1929
03-24-2008, 06:33 PM
Merging dirt roads - the way I am dealing with them is to get rid completely, and use Mosaic to provide the dirt texture
I don't know if it would be possible to have a graduated alpha at the edge, but the trouble with MSTS roads is that they lie flat and don't follow contours. No way round there.
Dirt road below at Urbanette
http://i4.photobucket.com/albums/y109/August1929/Arkansas%20Sub/Urb4.jpg
Progress is slow, but I started up again tonight and have got as far as Kings River. So, all completed from Superior/Urbanette/Berryville/Freeman. Have been adding single trees here and there to enhance the original work Andre did, but again, everything from the original installation.
Rod
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