2014 is here

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Re: 2014 is here

Unread postby arizonachris » Fri Sep 27, 2013 6:04 pm

My Collection screen is all messed up, seems like a lot is missing, but if I dig deeper into the routes screens from the main menu/ freeroam or "simple" I can find most what I thought is missing.

Seems I did lose the C&O Allegheny, but that was gone with TS2013. Was hoping Saint Gremlin would put it back. !*don-know!*
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Re: 2014 is here

Unread postby OldProf » Fri Sep 27, 2013 6:07 pm

hertsbob wrote:Just to let you know I believe Vern's Raquette Lake route should now be available from the Workshop.


So far, I haven't been able to locate the downloadable routes area of Steam Workshop. Directions, please?
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Re: 2014 is here

Unread postby g_nash » Fri Sep 27, 2013 6:17 pm

mrennie wrote:
BNSFdude wrote:No clue. Once they show me, I'll post up a tutorial here.


I'll see if they can show it to me ... I'd like to add it to my models.


I have new shaders, so....... Your RW path \dev\Shaders HeadLightFlare.fx . You'll also find GoogleMapsOverlay.fx in there.

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Re: 2014 is here

Unread postby BNSF650 » Fri Sep 27, 2013 6:39 pm

So do you just copy that and add it to the locos?
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Re: 2014 is here

Unread postby OlPaint » Fri Sep 27, 2013 6:50 pm

A couple of new features were discussed in the various TS2014 promotional publications about (1) an adjustable external camera Field Of View and (2) a cab camera Cinematic View than would pan around the cab to view the particular 3D control that had the focus. These features sounded very interesting. But so far I have yet to learn where the settings are located to enable these new things.

I remember in TS2013 that we could use the HUD Plus and Minus keys to zoom out and in the external camera to get an extremely wide FOV to show a very large scene showing a great deal of the whole train with multiple engines and cars. Now in TS2014 the Plus and Minus keys just zoom out and in to a full view of the Car or Engine that has the current focus.

The Consist Builder feature will not load past 18% on the completion bar on my Window XP Pro 32bit computer. I get dumped back to desktop every time and get error message that Railworks.exe must Close.

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Re: 2014 is here

Unread postby BNSF650 » Fri Sep 27, 2013 6:57 pm

use the mouse wheel to zoom in.
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Re: 2014 is here

Unread postby eyein12 » Fri Sep 27, 2013 7:01 pm

so I see some new shaders but they don't show up in max? do I need to put them somewhere so they actually show up in the list in max? also do where do we put the .dlu files for newer version of max?

thanks

I must say the new blueprint editor exports locos in less than 1/2 a min now versus 5 solid mins before. a really amazing boost!
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Re: 2014 is here

Unread postby g_nash » Fri Sep 27, 2013 7:04 pm

BNSF650 wrote:So do you just copy that and add it to the locos?


Sure, if you want to see things crash and burn go right ahead, otherwise I'd suggest you just take a read of the .fx out of interest, it's always neat to see what the shaders do.

If you'd like to load up the blueprint editor there's a headlightflare component in the headlightblueprint that looks like fun.
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Re: 2014 is here

Unread postby BNSF650 » Fri Sep 27, 2013 7:10 pm

g_nash wrote:
BNSF650 wrote:So do you just copy that and add it to the locos?


Sure, if you want to see things crash and burn go right ahead, otherwise I'd suggest you just take a read of the .fx out of interest, it's always neat to see what the shaders do.

If you'd like to load up the blueprint editor there's a headlightflare component in the headlightblueprint that looks like fun.


Yea i dont want that just trying to figure out how to get all my units to have it like the SP ones do.
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Re: 2014 is here

Unread postby g_nash » Fri Sep 27, 2013 7:13 pm

eyein12 wrote: also do where do we put the .dlu files for newer version of max


For Max 2014 [ the only one I'm using now ] just copy the RWMaxPlugin2014_x64.dlu into your plugins folder, load Max and you'll find a new button on the menubar,, use this to set the path to your RW install [ works for network paths ]. You'll also be using .dds format for your textures from now on if you choose to use the new plugin.

I've exported terrain and track from RW using the new feature [ reminder - on import into Max , the .obj files retain their height info ] ,, neat stuff to be able to get a perfect fit for a bridge.
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Re: 2014 is here

Unread postby g_nash » Fri Sep 27, 2013 7:18 pm

BNSF650 wrote:Yea i dont want that just trying to figure out how to get all my units to have it like the SP ones do.


Headlight .Bin file ?
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Re: 2014 is here

Unread postby eyein12 » Fri Sep 27, 2013 8:24 pm

g_nash wrote:
eyein12 wrote: also do where do we put the .dlu files for newer version of max


For Max 2014 [ the only one I'm using now ] just copy the RWMaxPlugin2014_x64.dlu into your plugins folder, load Max and you'll find a new button on the menubar,, use this to set the path to your RW install [ works for network paths ]. You'll also be using .dds format for your textures from now on if you choose to use the new plugin.

I've exported terrain and track from RW using the new feature [ reminder - on import into Max , the .obj files retain their height info ] ,, neat stuff to be able to get a perfect fit for a bridge.


so when I install max 2014 do I nead the old art plugins or is the .dlu file all I need from here on out?
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Re: 2014 is here

Unread postby OlPaint » Fri Sep 27, 2013 8:37 pm

BNSF

Thanks for the hint about internal and external camera view manipulation. That was just the info I needed...

So there are now two more ways to zoom and pan. 1) KeyBoard mode: to Zoom in and out - use Keyboard Up and Down arrows; to Pan left and right - use Keyboard left and right arrows. 2) Mouse mode: to Zoom in and out - use Mouse Wheel; to Rotate/Pan View - Click and Drag Right Mouse Button left and right as well as up and down. And of course, you are able to use both modes simultaneously in combination with the old HUD keys.

The external view zoom control lets you get in up close and personal (read the small print) and also lets you get several hundred meters distant from the rolling stock that has focus. A percentage FOV value is temporarily shown on the HUD (right upper corner) while the zoom is occurring. NEAT

Very usful features. You no longer have to fumble with key strokes but have a 'mousing' option as well..

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Last edited by OlPaint on Fri Sep 27, 2013 9:17 pm, edited 1 time in total.
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Re: 2014 is here

Unread postby OlPaint » Fri Sep 27, 2013 9:15 pm

Buzz

It appears that RSC has Zipped up all the contents of the DonnerPass Route \RSC\DonnerPass folder into a single .AP formatted file (DonnerPassAssets.ap). I can look at the contents using WinZip utility. This must be RSC's "wave of the future" way for handling assets files for each DLC route since I can find no evidence of a .AP asset file in any other of my DLC routes in the new TS2014 release.

I had previously modded the couplings for Donner Pass rolling stock to use GreatNortherner's working glad hands and brake hoses in TS2013.

OK... To make room for the new Michael Stephans working couplers, do I add back the missing \Assets\RSC\DonnerPass\RailVehicles\Couplings\Buckeye\Type-E folder to hold them or do I have to edit them into the DonnerPassAssets.RP zipped file?

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Re: 2014 is here

Unread postby artimrj » Fri Sep 27, 2013 9:19 pm

Don't you think it would be a good idea to start a new thread about couplers?
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