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DLC Locomotives in RW3

Unread postPosted: Mon Sep 05, 2011 11:42 am
by Chessie8638
They look pretty good, and have yet to get an update:

Image
Image

Re: DLC Locomotives in RW3

Unread postPosted: Mon Sep 05, 2011 12:14 pm
by plethaus
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!

Re: DLC Locomotives in RW3

Unread postPosted: Mon Sep 05, 2011 1:36 pm
by harryadkins
It also looks like they've repaired the trailing units to produce smoke (and sound I hope).

Re: DLC Locomotives in RW3

Unread postPosted: Mon Sep 05, 2011 1:59 pm
by Heavy Chevy
Looking very nice indeed. Not too long to wait now.

Re: DLC Locomotives in RW3

Unread postPosted: Mon Sep 05, 2011 2:22 pm
by bpetit
Cool, I wonder what the Challenger looks like.

Re: DLC Locomotives in RW3

Unread postPosted: Mon Sep 05, 2011 3:44 pm
by buzz456
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.
Buzz

Re: DLC Locomotives in RW3

Unread postPosted: Mon Sep 05, 2011 3:52 pm
by Kali
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.

Re: DLC Locomotives in RW3

Unread postPosted: Mon Sep 05, 2011 4:46 pm
by SMMDigital
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.