A Different Mexico

Discuss maps, trains and other modding topics
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Kenster
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Location: Shelton, Connecticut, USA

Post by Kenster » Wed Oct 24, 2007 10:51 pm

Thanks Snoopy,

That will be great. :D I'll wait till you work your magic esp since I'm having trouble getting the FPK files to unpack.

I have my new "New England Big" map all made. (I need to remove some of the trees as it seems to over tax the cpu/gpu)
I just need to customize all the XML files and create some good;<VictoryConditions>*</VictoryConditions>

I'm going to have two versions.
1) Random Industries M/P with VictoryConditions. (I got random fish working this time)
2) Single player with static Industries and harder VictoryConditions.

snoopy55
Posts: 1962
Joined: Mon Nov 06, 2006 5:13 am
Location: Centralia, Ill, USA

Post by snoopy55 » Wed Oct 24, 2007 11:08 pm

All Right!!! FISH!!! :D
I posted the files. It must have been at the same time you were making your post, which explains why it took so long to upload the file.

Hey, can you do the VCs for my map if I send you a copy? Email me if you want to take it on. No hurry, I'm still working on it.


:twisted:
I'm correct 97% of the time..... who cares about the other 4%....

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Kenster
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Location: Shelton, Connecticut, USA

Post by Kenster » Wed Oct 24, 2007 11:18 pm

Very Cool Snoopy. 8)

Just finished downloading copper..

At least now I'll have a good base to work with.
Thanks very much.. :D
Ken

snoopy55
Posts: 1962
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Location: Centralia, Ill, USA

Post by snoopy55 » Thu Oct 25, 2007 1:02 am

Kenster wrote:At least now I'll have a good base to work with.
Ahhh, an insult :? ......at the most it needs some editing of the mine building.. :( ...and the Copper Ore icon... :( :cry: ....the Copper Car ain't to bad.... :cry: :cry: ....


:twisted:
I'm correct 97% of the time..... who cares about the other 4%....

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Kenster
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Location: Shelton, Connecticut, USA

Post by Kenster » Thu Oct 25, 2007 1:30 am

Sorry Snoopy,

It wasn't meant as an insult at all. :oops:

I said it's a good starting point since I've been trying to get Copper working for awhile without success and now I finally have something that works.

There are a few things that need adjusting.
I get a station at the mine instead of a mining annex.
No train car icons.
The mines look great as is and the cars look great also in-game.

Thanks a bunch Snoopy. This may even help with my headache :wink:
Ken

snoopy55
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Location: Centralia, Ill, USA

Post by snoopy55 » Thu Oct 25, 2007 2:53 am

No, only joking.....you know, funny faces..... :wink:

I don't seem to get that on my map. Attached are the folders from my Custom Assets. I have the Mine part working in CttR. The RRT_Depots XML part S/B:

<Depot>
<szName>Copper Mine Annex</szName>
<szModel>Copper_mine_annex.kfm</szModel>
<szCreateKFM>copper_mine_Annex_Creation.kfm</szCreateKFM>
<InfluenceRadius>500.0</InfluenceRadius>
<IsAnnex>1</IsAnnex>
<BuildCost>25000</BuildCost>
<fScale>1</fScale>
</Depot>


The Ore Cars S/B:

<TrainCar>
<szName>Copper Ore Car</szName>
<szGood>Copper Ore</szGood>
<szModel>CopperOre_Car.kfm</szModel>
<szDummyModel>CopperOre_Car_dummies.nif</szDummyModel>
<szIcon>ICON_Car_Coal.dds</szIcon>
<szGroundClackSound>AS3D_CLACK_PLANET_GROUND</szGroundClackSound>
<szBridgeClackSound>AS3D_CLACK_PLANET_BRIDGE</szBridgeClackSound>
<RunLength>30</RunLength>
</TrainCar>


As to the Icons, that may have been because I'm working on six + cars and probally didn't have the car icon TGA in those files. They're included in the following folders. I have them in a central spot in my working file. SBT :oops:

The copper Cars will look a bit funny as I just looked at them in-game myself and the ends need to be Alpha'd. Not sure how to do that in a non-icon file, or even why it came up that way as it's a edited copy of the Paper Car..........

The only way I can think of as to how the depot came up is maybe how you edited the files. The Copper Mine Museum Annex uses a Depot..... but the Copper Mine Annex is nothing but an edited Coal Mine Annex.

Look it over.......


:twisted:
Attachments
Copper Mine.jpg
Copper Mine.jpg (62.72 KiB) Viewed 9572 times
Last edited by snoopy55 on Sat Apr 18, 2009 4:18 am, edited 1 time in total.
I'm correct 97% of the time..... who cares about the other 4%....

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Kenster
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Location: Shelton, Connecticut, USA

Post by Kenster » Thu Oct 25, 2007 3:53 am

Thanks Snoopy,
I gave my XML a look over and it seems ok..
I'll take a better look tomarrow.. When I'm awake. :wink:

Ken

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Warll
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Post by Warll » Thu Oct 25, 2007 4:58 am

Bah, sleep is for old people.
Image

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Kenster
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Post by Kenster » Thu Oct 25, 2007 1:41 pm

:lol:

Well then, call me old :wink:

snoopy55
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Joined: Mon Nov 06, 2006 5:13 am
Location: Centralia, Ill, USA

Re: A Different Mexico

Post by snoopy55 » Wed Jul 09, 2008 5:22 pm

I'm back working on this map....

Here is a picture of a car we're working on......
Attachments
Passenger_Car.jpg
I'm correct 97% of the time..... who cares about the other 4%....

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Burlington_Northern_3140
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Re: A Different Mexico

Post by Burlington_Northern_3140 » Wed Jul 09, 2008 7:40 pm

That looks great snoopy! This is the history of the passenger cars I believe you are making: http://en.wikipedia.org/wiki/Budd_Company. I think they were a little longer than the F7s though
Thomas
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