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    #16
    Originally posted by RobGuru View Post
    I would like to have a copy of the loads that come with the NAVS wellcar pack.
    The loads come with the wellcar pack itself. Look for a folder called NAVS_Container_Base, as that has all the shapes and textures you need. The shape files are in folders inside that folder.
    Parker B. - A Misplaced Midwesterner.
    Also known as Mr. Two Bits and Mr. Squarewheels.

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      #17
      Originally posted by SD40-2 View Post

      The loads come with the wellcar pack itself. Look for a folder called NAVS_Container_Base, as that has all the shapes and textures you need. The shape files are in folders inside that folder.
      Silly Me!

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        #18
        How can I convert OR loads to FAs?
        Last edited by RobGuru; 07-06-2024, 14:54.

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          #19
          That 42 foot flat is right up my switchlist.
          Yes please.

          Randy

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            #20
            I love the updated models and all the work you do. I still havent figured how the hell you even load containers in those well cars. Always just a baretable haha.

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              #21
              Originally posted by RobGuru View Post
              How can I convert OR loads to FAs?
              Just look at a wag file that uses FAs.
              Beer is not a matter of life or death, it is much more serious than that.

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                #22
                I converted it to a FA but the trailer wheels are showing underneath the car. Is there any way to fix it?Click image for larger version

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                  #23
                  You're going to have to adjust the FA values until it looks acceptable. Height is the last of the three.

                  And in future, please don't hijack threads trying to figure out how to use these cars the way they weren't designed to be used. Start up a new topic.
                  If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, items saved in our library or the ongoing development of our TSRE Fork, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

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                    #24
                    Originally posted by eric View Post
                    You're going to have to adjust the FA values until it looks acceptable. Height is the last of the three.

                    And in future, please don't hijack threads trying to figure out how to use these cars the way they weren't designed to be used. Start up a new topic.
                    Could you move it to a new topic?

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                      #25
                      Next up is a PC&F 6453cf hi-cube boxcar in the BN 376400-376499 series, the real-world version of US2FREIGHT8:

                      Click image for larger version

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ID:	2308413 Today, I've completed the initial AO render. After some cleanup, this will form the basis of the shadow/detail layer in the master textures.
                      sigpic

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                        #26
                        Originally posted by Erick_Cantu View Post
                        Next up is a PC&F 6453cf hi-cube boxcar in the BN 376400-376499 series, the real-world version of US2FREIGHT8:

                        Click image for larger version

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ID:	2308413 Today, I've completed the initial AO render. After some cleanup, this will form the basis of the shadow/detail layer in the master textures.
                        I definitely have needs for these ones, as we talked about last week.
                        -Shawn K-
                        Derby Rail Shops
                        Maine Central Mountain Division: 25% Track, 12% Scenery.

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                          #27
                          Looking good Eric
                          Kevin Kelleher

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                            #28
                            More progress on the PC&F car. For those of you who are unfamiliar with my process for building textures, it goes like this:

                            1. Initial AO render is used to create the base for the shadow layer
                            2. Inevitably, the AO render needs cleanup, so this is done prior to any detail work
                            3. A layered WIP file is created to build the final shadow/detail layer, which uses the AO render as a base. All texture details go into this layer. Inevitably, there will be minor corrections to the model and base AO layer in this stage.
                            4. When the shadow layer is completed, I start work on the final master textures by pasting in this layer, a grey temporary colour layer, the air hose and other part textures, and a wireframe layer for reference.
                            5. I then create a highlight layer to add a bit of sheen that can be adjusted as the paint scheme and weathering dictate
                            6. The last step in creating the master textures is to create a mask layer that tidies up the final image

                            Once the master textures are completed, then I start painting and weathering. This model's shadow layer is complete, and I am currently working on drawing the highlight layer. Some of the highlights were rendered from high-detail parts in 3DS because I am lazy and end corrugation is a pain to draw by hand.

                            Click image for larger version

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ID:	2308813 These are medium-detail models because high-detail models are a pain and I hate building them. Accordingly, a lot of visual trickery goes into the texture work so a simple mesh can be made to look more complex than it actually is. This model is around 6600 triangles.
                            sigpic

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                              #29
                              This PC&F 6453cf boxcar has been uploaded to the library.

                              Click image for larger version

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                              sigpic

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                                #30
                                Thank you, Erick. They look great.
                                Tim

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