New track

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Burlington_Northern_3140
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New track

Post by Burlington_Northern_3140 » Wed Jun 18, 2008 7:45 pm

I was loooking through the Track folder and found I was able to create a new end of track marker. Io install the marker place the dds file in C:\Program Files\2K Games\Firaxis Games\Sid Meier's Railroads!\Assets\Track and allow the overwrite. I will make limestone ballast and cement tie versions of track later.
Attachments
new end of track US.png
track_DIFF.zip
(47.32 KiB) Downloaded 342 times
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Burlington_Northern_3140
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Re: New track

Post by Burlington_Northern_3140 » Wed Jun 18, 2008 8:08 pm

To install one of these track types place the dds file in C:\Program Files\2K Games\Firaxis Games\Sid Meier's Railroads!\Assets\Track and allow the overwrite. These will effect all of your scenarios adding one track texture and a new end of track marker.
Attachments
rail types and files.png
wood_limestone.zip
(43 KiB) Downloaded 396 times
Cement_normal.zip
(42.06 KiB) Downloaded 348 times
Cement_limestone.zip
(41.85 KiB) Downloaded 347 times
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CalmDragon
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Re: New track

Post by CalmDragon » Wed Jun 18, 2008 10:26 pm

Wouldn't they work just as well in the customer assets' folder?
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dwax
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Re: New track

Post by dwax » Thu Jun 19, 2008 12:18 am

Makes a big difference on how dark the track is! Thanks Thomas. :mrgreen:
Attachments
with mod.JPG
without mod.JPG
Image

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Burlington_Northern_3140
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Re: New track

Post by Burlington_Northern_3140 » Thu Jun 19, 2008 12:33 am

CalmDragon wrote:Wouldn't they work just as well in the customer assets' folder?
I don't know. Try placing the texture in the customer assets folder.
Thomas
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Burlington_Northern_3140
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Re: New track

Post by Burlington_Northern_3140 » Thu Jun 19, 2008 12:40 am

If you want any other types of track i'll make some. Does anyone want a Canadian Pacific end of track marker?
Thomas
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dwax
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Re: New track

Post by dwax » Thu Jun 19, 2008 12:42 am

CalmDragon wrote:Wouldn't they work just as well in the customer assets' folder?

Don't think that will work, all the tracks are in the program section. Make sure you back up your original before over writing, like add it to a zip file. :D
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Burlington_Northern_3140
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Re: New track

Post by Burlington_Northern_3140 » Thu Jun 19, 2008 5:15 pm

Cement and Cement with sand ballast. Directions are the same.
Attachments
Ballast.png
Cement.zip
(10.98 KiB) Downloaded 313 times
Cement_sand.zip
(24.29 KiB) Downloaded 336 times
Thomas
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Rodea2007
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Re: New track

Post by Rodea2007 » Fri Jun 20, 2008 2:39 am

I was loooking through the Track folder and found I was able to create a new end of track marker.
That's true... :!: , but if you change this track with a new model, that is can be affect to all maps, If I'm not wrong you can't use several tracks model in this game, only one track model allowed in this game

Notes...you not need to overwrite original track, only just put your new track in CustomAssets Folder with the same NIF name by original track.
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Lowell
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Re: New track

Post by Lowell » Sun Jun 29, 2008 1:20 am

It works great. In my CIC map folders in all my maps, I have a folder called Assets. That is where I place all my maps content.

I just used your wood and limestone by just placing the new DDS file into the Assets folder...started the CIC map and the track looks great. Then the track will revert back to their games default when they play any another game map. So now track can be map specific. this is awesome :D ... It doesn't need to be in custom assets either...just with your maps content. I tried this way back, but before we were making maps with "global" files, and it would change the track for the whole game...but now that I make all my maps CIC style, this adds to the uniqueness of any map...good work...thanks. I am using it on my new beta map we are testing right now.

EDIT///...wow...this has me going. I have changed the game arrows to red, I am looking for that stupid white quadrangle so I can change it to a dark color for the holiday maps. This works for "any" of the games DDS files for menu bars and such. Even the menu bars and browsers can be changed this way...better have a self contained map though or it will change everything in game and not just one map. Sam and CIC maps can use this type file replacement without bothering other game content.
Attachments
game arrows changed to red
game arrows changed to red
wood and limestone track on new beta map
wood and limestone track on new beta map
Skippers_046.png

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Burlington_Northern_3140
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Re: New track

Post by Burlington_Northern_3140 » Sun Jun 29, 2008 10:07 pm

Glad you like the track. I am currently working on a new signal which looks more American. If you unpack the signals0 FPK, the last signal is not used in the game. It seems to have all of the nifs and kfm files so it just needs renaming. I will post a pic of it in Nifskope later. I am also thinking of making all of the arrows and tools transparrent so you can see more of the game without removing them.
Thomas
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Burlington_Northern_3140
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Re: New track

Post by Burlington_Northern_3140 » Mon Jun 30, 2008 2:19 am

Here is that signal.
Attachments
Signals0.png
Thomas
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Burlington_Northern_3140
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Re: New track

Post by Burlington_Northern_3140 » Mon Jun 30, 2008 6:19 pm

Here is some winter track.
Attachments
wood_Snow.zip
(21.4 KiB) Downloaded 297 times
Snow track.png
Thomas
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Jancsika
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Re: New track

Post by Jancsika » Fri Feb 12, 2010 4:41 pm

Legs are missing from the "cement-sand" stop board. :wink:
Jancsika
I am using them. They are great additions!! :D
Attachments
No legs.jpg

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Burlington_Northern_3140
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Re: New track

Post by Burlington_Northern_3140 » Sat Feb 13, 2010 5:46 am

:shock: I'll have to stop bein lazy and fix that...
Thomas
THANK YOU FOR BRINGING US RULES FORUM MODERATORS!
Whoops! I need to stop that drooling over everyones mods. Where are the paper towels?

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