DLC Locomotives in RW3

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DLC Locomotives in RW3

Unread postby Chessie8638 » Mon Sep 05, 2011 11:42 am

They look pretty good, and have yet to get an update:

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Re: DLC Locomotives in RW3

Unread postby plethaus » Mon Sep 05, 2011 12:14 pm

They look amazing as-is. The modelling work was always top notch in RW (in my opinion) and the new lighting/shadows system really shows that off brilliantly!
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Re: DLC Locomotives in RW3

Unread postby harryadkins » Mon Sep 05, 2011 1:36 pm

It also looks like they've repaired the trailing units to produce smoke (and sound I hope).
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Re: DLC Locomotives in RW3

Unread postby Heavy Chevy » Mon Sep 05, 2011 1:59 pm

Looking very nice indeed. Not too long to wait now.
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Re: DLC Locomotives in RW3

Unread postby bpetit » Mon Sep 05, 2011 2:22 pm

Cool, I wonder what the Challenger looks like.
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Re: DLC Locomotives in RW3

Unread postby buzz456 » Mon Sep 05, 2011 3:44 pm

harryadkins wrote:It also looks like they've repaired the trailing units to produce smoke (and sound I hope).


In case you aren't aware if you assign the loco's as the ones to be driven I believe all the units will smoke.
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Re: DLC Locomotives in RW3

Unread postby Kali » Mon Sep 05, 2011 3:52 pm

They should all smoke/sound anyway, the scripts to enable that have been in my install for a long time. I've altered mine so you can hook a bunch of different stuff up together and it won't sound wierd, but the defaults have all the basic stuff.

What isn't usually there is wagon scripts to let the pushers smoke/sound.
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Re: DLC Locomotives in RW3

Unread postby SMMDigital » Mon Sep 05, 2011 4:46 pm

What I want to know is why those two fellows are looking for a date with Darwin? Set a good example now fellows and move away from the tracks.

Lighting and shadows look fantastic. Just ordered another stick of memory today to help the system handle the load of the new and improved graphics.
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