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Re: RODEA MODDING: TRAIN

Posted: Mon Jan 26, 2009 8:48 am
by vzbob
Rodea2007 wrote:
dwax wrote:Great! When are you going to put all your new engines and new duals in your map?
As soon As if possible, I'm in working with animation Decorations, such as Deer, elephant, whale, horse, watermill etc, please notice the pictures below
How about some Kangaroos and Koala Bears Wombats and Emu's Would be nice to have different items for other countries.

Bobbys Railroads Fansite

Re: RODEA MODDING: TRAIN

Posted: Mon Jan 26, 2009 11:27 pm
by Burlington_Northern_3140
Those are good but, I was hoping for a flat car instead of a well car. Here is the difference. The well car will be fine though. Don't worry about the flat cars.

WELL car with trailers http://www.krunk.org/~joeshaw/pics/pvt- ... 620607.jpg
FLAT car with trailers http://www.krunk.org/~joeshaw/pics/fec/ ... medium.jpg

Re: RODEA MODDING: TRAIN

Posted: Sun Mar 15, 2009 8:23 am
by Rodea2007
TGV Dual Head

Notice to the picture below...
That is Modified TGV with added head/cab in back so now that TGV has 2 Head/Cab and called TGV Dual Head, you will found this Train in The Island of Sodor Map will be release next week....

Re: RODEA MODDING: TRAIN

Posted: Sun Mar 15, 2009 5:25 pm
by Lowell
So I guess the dual headed engine replaces the "end unit" engine then as a "all-in-one" tpye engine. Do they have those engines with a dual cab? It looks nice. I like the new passenger cars you have for it as well.

Re: RODEA MODDING: TRAIN

Posted: Mon Mar 16, 2009 9:03 pm
by dwax
How soon can we expect the The Island of Sodor map Rodea? Looks great from the screen shot. :mrgreen:

Re: RODEA MODDING: TRAIN

Posted: Mon Mar 16, 2009 9:55 pm
by Burlington_Northern_3140
Very nice!

Re: RODEA MODDING: TRAIN

Posted: Tue Mar 17, 2009 4:10 am
by Rodea2007
Lowell wrote: Do they have those engines with a dual cab? It looks nice.
I don't know Lowell :?: :?: :?: , because in my country only have GE U23 series Train, but as we in game world we can build everything, don't you?.
Dwax wrote: How soon can we expect the The Island of Sodor map Rodea? Looks great from the screen shot
I promise will soon after finish, this map are different with other map, I can't talk now and I'm in middle working and still having some troubles with it...... :roll:
BN3140 wrote: Very nice!
Thanks.... :wink:

Re: RODEA MODDING: TRAIN

Posted: Tue Mar 17, 2009 4:29 pm
by Star Ranger4
:roll: all of which only serves to remind me of one grouse I've almost always had with the whole genre. No provisions for having a caboose or a second engine. The B units are ok, but its not quite the same you know?

Re: RODEA MODDING: TRAIN

Posted: Tue Mar 17, 2009 4:52 pm
by Lowell
The TurboTrain would be cool as a passenger and mail train. But seeing as I cannot have a powered unit at the end of the train and have it turned backwards, it just won't work.
One could use the lead engine, make the extra cars as passenger, then make the end engine a mail car that would follow at the end. Then you would only get one mail car, but it might work, if it can be "turned" backwards that is.

I like the engine Rodea. Nice job. I was only asking if anyone has seen one of those with a dual cab. I know that inside the TGV the engine fills the back area of the car. Also TGVs are like the TurboTrain, they both have powered engines at both ends. Adding a new cab it might need to be made longer in real life. For the game it looks super. :D

The lack of the use of cabooses is crazy. They start the game way back in the 1800s and don't use cabooses, then there is no red end of train light on the last car as time moves into present day rail lines. Safety should have been on their minds as well. Rail lines always use either of the two for the end of trains. This game must have had creators that didn't know squat about real rail lines and how things must operate. If you make a dual train engine set in this game, you don't get to use the tenders with them, so all you get is two engines and not even one tender to keep them powered and running...how real is that?

Re: RODEA MODDING: TRAIN

Posted: Wed Mar 18, 2009 1:06 am
by Rodea2007
Lowell wrote:
The lack of the use of cabooses is crazy. They start the game way back in the 1800s and don't use cabooses, then there is no red end of train light on the last car as time moves into present day rail lines. Safety should have been on their minds as well. Rail lines always use either of the two for the end of trains. This game must have had creators that didn't know squat about real rail lines and how things must operate. If you make a dual train engine set in this game, you don't get to use the tenders with them, so all you get is two engines and not even one tender to keep them powered and running...how real is that?
This game is not like MSTS you can't placed wagon in what place you want, so about Caboose actually I can make them but as far as I know Caboose placed on the back of the train system, we can't do placed caboose on the back of wagon, just placed as tender on back of the train, that is problem with us, but if there are somebody to update this game become MSTS system I guess you will get what you want.

Re: RODEA MODDING: TRAIN

Posted: Thu Mar 19, 2009 6:07 am
by Lowell
They just wouldn't be right if they were not at the end of the trains. This game has limits...many it seems. :)

I still like the dual cab engine and cars, it will look nice. Good job. :)

Re: RODEA MODDING: TRAIN

Posted: Fri Feb 26, 2010 9:25 pm
by amtrackluver
Sorry Rodea, But where do I put the Dash-9 files? :? I am new to this type of stuff.

Re: RODEA MODDING: TRAIN

Posted: Mon Mar 01, 2010 2:08 pm
by Rodea2007
amtrackluver wrote:Sorry Rodea, But where do I put the Dash-9 files? :? I am new to this type of stuff.
Sorry about it, you can use "rodea dash9 1967.nif" ( looking for in folder "BIM_Trains" on Borneo Island Map) as model then reskin with "dash9_BNSF1967_diff.DDS" file as attacment below, but if you can't do that, please PM or email me...... :)