Basin & Range Demo map
This is one of my favorite maps. Very well done, nice models as well. I was wondering about the "steel skin" on the passenger and mail cars. It doesn't have the same shinny texture like the F units do.
I was looking at the DSC cars as well and found some tga files inside Trainz (which is almost impossible) and was thinking of using different skins...here are a couple samples.
I'm not sure about seventeen but I have found several already.
I was looking at the DSC cars as well and found some tga files inside Trainz (which is almost impossible) and was thinking of using different skins...here are a couple samples.
I'm not sure about seventeen but I have found several already.
That was one of my questions. The seventeen DSC are up for grabsas far as better decoration. I had made the icons for the different goods and just echoed the container colors to match. A few different colors for the cars themselves would look better also. The wording is the hard part for me. I don't know which parts of the skins cover which parts of the container. Also, I don't know if the pixels (?) are fine enough to handle names.
I'm correct 97% of the time..... who cares about the other 4%....
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Hey snoopy55 if I read this right you are off to re colour some icons / container colors and after a few hours of hard work which we appreciate there will be a update to download???
Intel Core 2 Quad Q9450 @ 3.0GHz
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4GB DR2-1066 (PC-8500)
Geforce GTX 460 graphics card 1024 MB GDDR5
Windows 7 Ultimate 64bit
XFX NVIDIA nForce 780i SLI Mobo
4GB DR2-1066 (PC-8500)
Geforce GTX 460 graphics card 1024 MB GDDR5
The current container texturing is very crude in that it is with the Goods car texture map. I plan to separate the Well car texture from the Container textures which will greatly improve the quality of the container textures.
And thanks to Lowell for posting the above texture maps. I will make use of these. If you have more, I am very interested in seeing them.
And thanks to Lowell for posting the above texture maps. I will make use of these. If you have more, I am very interested in seeing them.
choobacca, Big Papa - in trying to change the icon for the containers I run into the little problem of the programs I use, IrfanView, IcoFX and Paint Shop Pro 7 are going to be hard to use with the structure of the icon you made. My finals on the containers themselves are poor next to yours, I didn't get into the deep detail as I only used 2 colors for each one. The icons use a whole lot of colors. Any thoughts on programs to use that don't cost? (hey, I can't even afford to replace my soapbox..... )
- Attachments
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- SMRailroads!0002.jpg (81.44 KiB) Viewed 10902 times
I'm correct 97% of the time..... who cares about the other 4%....
Sure...those are jpgs, I have the TGA files for those two and a couple others...choobacca wrote:The current container texturing is very crude in that it is with the Goods car texture map. I plan to separate the Well car texture from the Container textures which will greatly improve the quality of the container textures.
And thanks to Lowell for posting the above texture maps. I will make use of these. If you have more, I am very interested in seeing them.
EDIT//I have zipped up all the tga files. There are 24 different ones. A couple are for 20ft containers. Also a tga of a dark blue N&W f3, I am about half way with it myself.
::::same file rar or zip::::
http://www.CrimsonSun.cc/containers4_11_07.rar
http://www.CrimsonSun.cc/containers4_11_07.zip
EDIT//EDIT//I'm sure the tga files will provide much greater detail for the containers. "Even the jpgs look good." I still like those Santa Fe units in the above photo, those came out real good.
Thanks Lowell, those texture maps are great!
Big Papa and I have been skinning engines and train cars for the BNSF RR including Burlington Northern and Santa Fe paint schemes. We plan to release these with our Basin & Range v1.0 map. Then we are going to tackle Union Pacific.
All other railroad companies are up for grabs, so don't worry, we aren't stepping on your toes with N&W.
Big Papa and I have been skinning engines and train cars for the BNSF RR including Burlington Northern and Santa Fe paint schemes. We plan to release these with our Basin & Range v1.0 map. Then we are going to tackle Union Pacific.
All other railroad companies are up for grabs, so don't worry, we aren't stepping on your toes with N&W.
Snoopy,snoopy55 wrote:choobacca, Big Papa - in trying to change the icon for the containers I run into the little problem of the programs I use, IrfanView, IcoFX and Paint Shop Pro 7 are going to be hard to use with the structure of the icon you made. My finals on the containers themselves are poor next to yours, I didn't get into the deep detail as I only used 2 colors for each one. The icons use a whole lot of colors. Any thoughts on programs to use that don't cost? (hey, I can't even afford to replace my soapbox..... )
I use PSP7 and PhotoShop. PSP doesn't handle the Alpha layers though, so this might be your problem. Your containers look good, but if you want to finish up your icons as best you can, I can look at them and recommend options, or even clean them up for you.
choobacca - I can get the icons colored correctly in the 64 x 64 size as .ICO, .JPG and .TGA. I can't figure out how to get them to 32 and 16 size. I may just wait to see what you come up with. My mind is a bit confused right now, to many ER runs.
Below are 2 versions of the DSC_R containers. You might have a way to get them to 32 and 16.
Below are 2 versions of the DSC_R containers. You might have a way to get them to 32 and 16.
- Attachments
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- DSC_R_64.zip
- (3.54 KiB) Downloaded 384 times
I'm correct 97% of the time..... who cares about the other 4%....
Snoopy,
Please attach TGA formats of these files. I can't work with the ICO files you attached above, and the game doesn't use them either.
If you have the 64 pixel image, you can simply resize the image to 32 and 16 pixel images.
Here are the steps to take in Paint Shop Pro 7:
With your 64 pixel TGA image open and selected, make 2 copies by pressing "Ctrl+C", "Ctrl+V", "Ctrl+V".
Select Image1 and click on "Image-->Resize".
Specify 32 for Width and Height.
Click OK.
Then sharpen the image by "Effects-->Sharpen-->Sharpen"
Save as icon_DSC_R_32.tga.
Select Image2 and click on "Image-->Resize".
Specify 16 for Width and Height.
Click OK.
Then sharpen the image by "Effects-->Sharpen-->Sharpen"
Save as icon_DSC_R_16.tga.
Now you have 32 and 16 pixel images.
But PSP7 doesn't let you add an Alpha channel to the images. I am not familiar with any freeware programs that do, but I'm sure they are out there. The Alpha channel is needed to make the icons round in the game instead of square. But you can still test with the square ones.
Please attach TGA formats of these files. I can't work with the ICO files you attached above, and the game doesn't use them either.
If you have the 64 pixel image, you can simply resize the image to 32 and 16 pixel images.
Here are the steps to take in Paint Shop Pro 7:
With your 64 pixel TGA image open and selected, make 2 copies by pressing "Ctrl+C", "Ctrl+V", "Ctrl+V".
Select Image1 and click on "Image-->Resize".
Specify 32 for Width and Height.
Click OK.
Then sharpen the image by "Effects-->Sharpen-->Sharpen"
Save as icon_DSC_R_32.tga.
Select Image2 and click on "Image-->Resize".
Specify 16 for Width and Height.
Click OK.
Then sharpen the image by "Effects-->Sharpen-->Sharpen"
Save as icon_DSC_R_16.tga.
Now you have 32 and 16 pixel images.
But PSP7 doesn't let you add an Alpha channel to the images. I am not familiar with any freeware programs that do, but I'm sure they are out there. The Alpha channel is needed to make the icons round in the game instead of square. But you can still test with the square ones.
OK, here are the TGAs I did. They are only 16 color as I guess I don't have the patience to do the # of colors in the one you guys did. I put these in my map, but next to your, it's like college to kindergarden.
If you're going to put out different icons to go with different loads, then I can wait.
If you're going to put out different icons to go with different loads, then I can wait.
- Attachments
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- DSC_Icons.zip
- (7.72 KiB) Downloaded 389 times
I'm correct 97% of the time..... who cares about the other 4%....
GIMP can make alpha channel.choobacca wrote:
But PSP7 doesn't let you add an Alpha channel to the images. I am not familiar with any freeware programs that do, but I'm sure they are out there. The Alpha channel is needed to make the icons round in the game instead of square. But you can still test with the square ones.