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    Thanks for the feedback, Derek! How did you like...

    Thanks for the feedback, Derek! How did you like them?


    I looked over the paths after Greg's comment, and I did find a reverse point in a tight spot (that I fixed), but I suspect perhaps Greg...
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    Hi Greg, Thanks for the feedback. Do you mean...

    Hi Greg,

    Thanks for the feedback. Do you mean the reverse after the second pickup? It works for me, but it might be too close to a node or something. In the second one, did you just drop one car...
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    Hi Mark, I did notice some weirdness in TSRE...

    Hi Mark,

    I did notice some weirdness in TSRE as I was making them, having to do with transparency differences. I asked Goku (TSRE's author) about it, he thought it was just differences in the way...
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    Oi, you lot! ;) I see by the download counter...

    Oi, you lot! ;)

    I see by the download counter that over a dozen of you have grabbed copies of these. :) Has anyone tried them yet? Are they missing anything? Should I upload them to the F/L?

    Bob
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    Thanks, Lance. I think they're small enough to...

    Thanks, Lance.

    I think they're small enough to attach here:

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    77170

    Packaged with RouteRiter, but no dox/readme yet. RR collects all the paths/consists/services used in the activity,...
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    LIRR Activities

    So, I've worked up a couple of activities for the LIRR beta route, using the 'central pickups' activity as a springboard. Does anyone want to test them, or should I just release them into the wild?...
  7. No, I can see where it'd still be useful. Sure,...

    No, I can see where it'd still be useful. Sure, you've got some fancy paths with pickups and dropoffs, etc. But at the same time, there's still some mainline traffic 'through' trains going past, and...
  8. Thank you for the info. It's about what I...

    Thank you for the info. It's about what I expected, given the behaviour in-sim. Next silly question: You say that "The program checks the train's speed and acceleration, and if these are not as what...
  9. Ok, fair point, but what I was thinking of is...

    Ok, fair point, but what I was thinking of is this:

    Say I'm designing an activity (and I am working on a few, one of them for the LIRR, excellent route, btw!) and I use the autopilot to time the...
  10. So all the focus on accurate physics only applies...

    So all the focus on accurate physics only applies to the player train? That seems self-defeating: If traffic ignores physics, then all the player interactions with traffic won't be accurate.

    How...
  11. The biggest differences between player and...

    The biggest differences between player and autopilot control seem to be acceleration and braking, in that it behaves as if you're always travelling 'light'. As a first step, could the autopilot be...
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    It should, yes. None of the old MSTS software...

    It should, yes. None of the old MSTS software will run on my W10 machine, but OR sees and uses the MSTS content correctly.

    Bob
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    Thanks, Travis, but I've got to find (or make)...

    Thanks, Travis, but I've got to find (or make) 'flat' logo art to wrap around the can. I suppose in a pinch, I could 'unwrap' photos of a can in photoshop and eliminate the distortion, but for best...
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    Excellent! I've found old logos and such to make...

    Excellent! I've found old logos and such to make half-a-dozen or so old beer cans. Does anybody know if they were generally crushed or dented when littered? Today's aluminium cans crush and dent very...
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    Steam Era Items!

    Ok, I've started making and compiling textures for steam era litter.

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    So far, I've got: 9 colours of glass for bottles, empty and/or broken; 6 newspapers; 24 train tickets; 6 train...
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    76973 A set of 16. Uploading presently. ...

    76973
    A set of 16. Uploading presently.

    Sorry, Travis, I've decided to omit heavy ruts for now, in hopes that a better renderer is not too far off.

    Bob
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    Mud puddles/potholes are tricky.

    Well, I've been splashing around in this puddle all day. . .

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    The shape has a hint of tire tracks, and the edges are quite hard, and it's not completely opaque so the road colour shows...
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    LOL. You're the sign wizard. You can drive up...

    LOL. You're the sign wizard. You can drive up ridership by making 'road closed', 'detour', and 'bridge out' signs! :D Maybe paint a few tunnels on cliff faces, 'Wile E. Coyote' style!

    Bob
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    Yeah, I was unclear. The 'dirt' potholes are what...

    Yeah, I was unclear. The 'dirt' potholes are what I'm working on right now, I just meant that the 'asphalt' pothole shown above won't really work on dirt. There will be puddles & potholes, some...
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    Yep, this one will have quite a bit of variety. ....

    Yep, this one will have quite a bit of variety. . .
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    Some things, like the potholes, might not work on 'dirt' surfaces, so I'm experimenting with different effects to make sure that the rest...
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    Thanks, Gerry. Yep, I can't wait for an updated...

    Thanks, Gerry. Yep, I can't wait for an updated renderer that can handle some more sophisticated materials. Within the current limitations, it's still good though. For still shots, you've got to...
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    LOL. Well, I've had a bit of luck correcting the...

    LOL. Well, I've had a bit of luck correcting the possum-smudge look ;) . Those first shots above were just a solid 'water' colour to test the specularity and transparency effects. I think I've got...
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    Testing puddles. . . 1. . . 2. . . 3. . .

    The first attempts were way too bright and blue, trying to emulate a reflected sky, but I've toned it down and tweaked the transparency. Tried it on dirt and pavement:
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    They don't look...
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    RTELitterTree.zip uploaded, should appear...

    RTELitterTree.zip uploaded, should appear tomorrow. 9 items: A fallen tree, 2 logs, 3 stumps and 3 branches.
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    Think I'll try the puddles next. . .

    Bob
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    76897 ;)

    76897
    ;)
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