Flatcar loads

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Re: Flatcar loads

Unread postby artimrj » Sat Mar 26, 2016 11:17 am

Here is the layman's terms. If you bought it, then someone owns the rights to ALL of it. It just so happens that most authors allow you to modify and distribute any mods you make for their product with the EXCEPTION of the GEO file. And as of late, they are protecting the LUA files by compiling them into OUT files. The GEO file is their hard work in 3D Software and the LUA is their hard learned programming skills.
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Re: Flatcar loads

Unread postby Sibell » Sat Mar 26, 2016 1:59 pm

Jalsina that's the reason because I can't upload so many repaints/edits I've done. I edit the Geo...and I don't be able to upload it with Geo as we all know.
About the Abrams...I will take a look on it and will start some work this weekend or maybe the next week.
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Re: Flatcar loads

Unread postby Chacal » Sat Mar 26, 2016 2:33 pm

jalsina wrote:Intellectual? It is about skills for using a modelling program. It has less or at least the same intellectual aspects than setting a physics blueprins, textures painting or engine noises.


Yes but Buzz is talking about the license as set by DTG for mods. It is also widely in use by other providers.
Basically, you can distribute any type of files (textures, blueprints, scripts, sounds, etc.) except geometry files.
So distributing a repaint or sound pack for an official DLC is OK.
But you can't include the geometry file in your repaint.
This explains why, in most cases, after you install a repaint you have to copy the geometry file from the original.

This ensures that you have actually purchased the original. This protects the provider's IP while allowing mods. Pretty much everyone is happy with this rule and we rarely see violations. Before adding any upload to the RWA file library, Bob checks for geometry files.
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Re: Flatcar loads

Unread postby jalsina » Sat Mar 26, 2016 7:11 pm

Buzz and others have posted that a hundred times in this forum.
I want you people understand that I respect other´s hard work. I am completely clear that a GeoPcDx can´t be distributed and much less changed (hacked) and later distributed with alteration, without the permission of the author or whoever has the rights for it.
But I really wanted to give my opinion that I don´t see much of a difference between the Geo and other pieces of the job. My way of thinking goes back to much beyond MSTS to the early times of Flight Simulator (FS98 and FS2000).
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Re: Flatcar loads

Unread postby buzz456 » Sat Mar 26, 2016 7:17 pm

OK. And you have made your point several time here. We all understand your opinion.
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Re: Flatcar loads

Unread postby jalsina » Sat Mar 26, 2016 7:59 pm

Sibell wrote:Jalsina that's the reason because I can't upload so many repaints/edits I've done. I edit the Geo...and I don't be able to upload it with Geo as we all know.
About the Abrams...I will take a look on it and will start some work this weekend or maybe the next week.

I will check if I can find something useful for you with the rotated turret. I would not expect a diagram for such a deployment. It would be a good idea making the tank in normal position with the turret as a child (if you feel right about it) and then rotate it.
EDIT:
Google this: "M1A2 Abrams set for rail transportation"
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Re: Flatcar loads

Unread postby ErikGustafson » Sat Mar 26, 2016 10:25 pm

Is it even possible to make damaged locomotives?
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Re: Flatcar loads

Unread postby buzz456 » Sat Mar 26, 2016 10:48 pm

ErikGustafson wrote:Is it even possible to make damaged locomotives?

Of course it is.
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Re: Flatcar loads

Unread postby Chacal » Sun Mar 27, 2016 12:40 am

I've made several.
Not on purpose, though.
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Re: Flatcar loads

Unread postby ErikGustafson » Sun Mar 27, 2016 3:12 pm

buzz456 wrote:
ErikGustafson wrote:Is it even possible to make damaged locomotives?

Of course it is.

Alright. I was just asking.
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Re: Flatcar loads

Unread postby jalsina » Sun Mar 27, 2016 6:59 pm

Chacal wrote:I've made several.
Not on purpose, though.


The question is how?
I tried an xml calling just the loco Geometry (like any flatcar load) and it gave me an ugly "vertex" error when applying the flatcar over a track.

Then I tried to place the full engine (xml). It worked as seen in the screenshot, but it gives me a "broken consist" error, because the loco associates itself with the car (as a consist) from which it is a child. The error is displayed when saving or when playing the scenario.

20160327191650_1.jpg
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Last edited by jalsina on Sun Mar 27, 2016 7:45 pm, edited 1 time in total.
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Re: Flatcar loads

Unread postby ErikGustafson » Sun Mar 27, 2016 7:43 pm

jalsina wrote:
Chacal wrote:I've made several.
Not on purpose, though.


The question is how?
I tried an xml calling just the loco Geometry (like any flatcar load) and it gave me a ugly "vertex" error when applying the flatcar over a track.

Then I tried to place the full engine (xml). It worked as seen in the screenshot, but it gives me a "broken consist" error, because the loco associates itself with the car (as a consist) from which it is a child. The error is displayed when saving or when playing the scenario.

20160327191650_1.jpg

Well it looks good! !!*ok*!!
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Re: Flatcar loads

Unread postby Nitsujy12345 » Sun Mar 27, 2016 8:19 pm

I know how to put full engines on a loco. Just replace the XML with a static model XML. The only problem is the lights will all always be on, and the autonumbering will be glitched. I haven't been able to get anything done since my last post, so I have no update. But do know, I plan on modeling actual damaged railcars and wreck loads.
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Re: Flatcar loads

Unread postby jalsina » Sun Mar 27, 2016 9:56 pm

Nitsujy12345 wrote:I know how to put full engines on a loco. Just replace the XML with a static model XML. The only problem is the lights will all always be on, and the autonumbering will be glitched. I haven't been able to get anything done since my last post, so I have no update. But do know, I plan on modeling actual damaged railcars and wreck loads.


Using a static XML is the first I did and it produced a vertex graphics anomaly. Obviously I did not do it right.
About the lights if they are children they may be deleted. The same with the autonumbers csv.

So my unsolved problem is how to convert that engine to an static model.
Last edited by jalsina on Sun Mar 27, 2016 10:01 pm, edited 1 time in total.
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Re: Flatcar loads

Unread postby jalsina » Sun Mar 27, 2016 9:59 pm

Variations on the same theme by using static scenery objects, all from Sherman Hill. The picture shows displaced objects but all of them can be converted to children and eventually repainted.
The vessel and the trucks are all scaled:

20160327221223_1.jpg
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