Marias Pass

Discussion about RailWorks route design.

Re: Marias Pass

Unread postby bnsfsubdivision » Tue Apr 24, 2012 2:50 pm

I know what you mean but i can promise everyone that that won't happen in that route. 2 months and some of you will test the route and will talk about the results
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Re: Marias Pass

Unread postby pschlik » Tue Apr 24, 2012 4:53 pm

To me the decals look pixelated and i'd rather have the game's textures.
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Re: Marias Pass

Unread postby Giuseppe » Tue Apr 24, 2012 6:25 pm

Hi'ya, just a few thoughts:

First off, this is some fantastic work you've done, both on the route and with your structures. Too many freeware routes, it seems, are wholly dependent on other (and in some cases, marginally suitable) freeware assets, and your custom models will really make this route pop! As to the possibility of offering this as payware, I'd be ready and willing to pay $25-50 for it so long as it was reasonably self-contained-- I don't really want to have to spend too much time tracking down separate assets, etc.

Regarding your use of decals, I recall something like this being done with one of the original MSTS versions of Marias Pass (satellite images, that is, being applied to the ground textures) to great effect. I will say that the textures got a little blurry when viewed up close, from the tracks, they looked superb from further away, especially on rocky hillsides and mountaintops. No more of those ugly monochromatic mountains! Ideally, I think, one would use decals in the distance (say, for instance, up to half a mile from the tracks) and then carefully fade them into basic Railworks ground textures with procedural vegetation to avoid the pixelated effect. Regardless, the way you're doing it now looks pretty sweet-- this will definitely be going on my 'to buy' list.

Just thought I'd throw in my **!!2cents!!**

Cheers,
Eliot
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Re: Marias Pass

Unread postby pschlik » Tue Apr 24, 2012 6:41 pm

Honestly, the things like mountains look great, but with near the track stuff, Id want higher quility stuff.
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Re: Marias Pass

Unread postby bnsfsubdivision » Wed Apr 25, 2012 12:32 am

First of all : Eliot thank you for your reply. I also saw this on MSTS and just thought it looks awesome. Now pschilk, i'll be doing today a short video showing the decals in far distance and from near that will hopefully change your point of view

Here it is: http://www.youtube.com/watch?v=XbMAGQix ... e=youtu.be

Regards Kevin
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Re: Marias Pass

Unread postby eyein12 » Wed Apr 25, 2012 8:58 am

Hmm... thanks for the vid BNSF, in the distance you may get away with it but sorry, the terrain texture in game is far more detailed trackside. If you want I can spend a short bit of time and get you some terrain textures that would suit your route, make it sharp, completely custom and exclusively for your BNSF sub. All you have to do is get some pics of trackside ground textures you really want and send them my way and i'll do the rest. Most peeps, includng myself are going to want to see terrain textures up front on a payware route. I like guiseppes idea of distance mountains hills having decals with a blended use of terrain texturing.


not trying to be critical, just want to help.

Ian

PS if youre still reluctant about it, try putting down some blocks of trees along the ROW and see what it looks like. and do the same without the decals instead putting in some default terrain tex see what you get. that may help too.
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Re: Marias Pass

Unread postby pschlik » Wed Apr 25, 2012 9:31 am

The vid is really nice, good way to show the route off, but about the decals, it's kind of hard to judge the nearby stuff, that's what really needs higher resolution textures, mabye you could make your own. There are still things needed to added like trees and town buildings, and mabye on the rocky cliffs something like the rocks tat were used on the canjon pass. I like those photoreal repants you made also, maby you could do some for the SD40 or ES44.
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Re: Marias Pass

Unread postby bnsfsubdivision » Wed Apr 25, 2012 9:44 am

eyein12 wrote:Hmm... thanks for the vid BNSF, in the distance you may get away with it but sorry, the terrain texture in game is far more detailed trackside. If you want I can spend a short bit of time and get you some terrain textures that would suit your route, make it sharp, completely custom and exclusively for your BNSF sub. All you have to do is get some pics of trackside ground textures you really want and send them my way and i'll do the rest. Most peeps, includng myself are going to want to see terrain textures up front on a payware route. I like guiseppes idea of distance mountains hills having decals with a blended use of terrain texturing.


not trying to be critical, just want to help.

Ian

PS if youre still reluctant about it, try putting down some blocks of trees along the ROW and see what it looks like. and do the same without the decals instead putting in some default terrain tex see what you get. that may help too.


I know they are way more detailed but i spent hundreds of hours in makeing and placeing the decals and I don't want to waste my time again at removeing and replaceing them by normal RW textures. I cannot imagine to drive through the beautiful mountains and just see the boring grass,forest and track textures together with some normal trees beside the tracks. Sorry but It's my opinion. I just wanted to have a wonderful and authentic countryside and NOT be rude or whatever against you so sorry if you may think that
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Re: Marias Pass

Unread postby eyein12 » Wed Apr 25, 2012 10:03 am

I dont think that your rude at all. its your route you do what you want with it. Having done 2 routes of my own just offering some advice. !*cheers*!
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Re: Marias Pass

Unread postby GreatNortherner » Wed Apr 25, 2012 10:14 am

Hi,

Kevin, I really see your point about the (authentic) detail of the decal photo textures compared to what can be done with the RW paint-on textures. Especially on mountain routes I find it really tough to create good looking mountains with the RW terrain paints, be they default of custom made.

I just had an idea that you could also try to combine both -- leave the decals on for distant and middle terrain, but use the RW textures for trackside painting? That way you could still keep all the great realistic looks of the hillsides, mountain cliffs, etc., but also have a more detailed and not washed out texture near the tracks. I'm not sure how easy or well it would work to hide the RW-paint to decal transition, but the Marias Pass region is quite densely forested so maybe some vegetation lines could do the trick.

Just an idea.

Cheers,
Michael
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Re: Marias Pass

Unread postby dejoh » Wed Apr 25, 2012 11:03 am

Listen to the route builders. Are you going to use any tree's? I know its a long route
and look forward to running this one. Spent many hours on the MSTS version.
Good luck !*salute*!
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Re: Marias Pass

Unread postby bnsfsubdivision » Wed Apr 25, 2012 11:16 am

dejoh wrote:Listen to the route builders. Are you going to use any tree's? I know its a long route
and look forward to running this one. Spent many hours on the MSTS version.
Good luck !*salute*!


!*salute*! sure but I still need to place them... *!!thnx!!*
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Re: Marias Pass

Unread postby pschlik » Thu Apr 26, 2012 4:54 pm

Just wondering, but do you have any thing such as signals or loading areas set up yet?
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Re: Marias Pass

Unread postby bnsfsubdivision » Fri Apr 27, 2012 6:46 am

Currently I'm working on the bridges but the signals are coming along nicely
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Re: Marias Pass

Unread postby pschlik » Sat Apr 28, 2012 10:40 am

Hey, Kevin, about your Dash-9 repaints, how do you make them look so good like that? And on a random note, I was looking at trainsim.com searching BNSf and I saw some Dash-9 repaints for MSTS that looked exactly like the ones you made for railworks (well, one was Santa fe., the other was a BNSF). They wern't made by you bud did you somehow convert the skins or something? Is that even possible? Really I'm just wondering if the repaints you made in ny way involved doing something the those MSTS models.
Last edited by pschlik on Sat Apr 28, 2012 4:45 pm, edited 1 time in total.
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