(Rel) Port Tudor and (GTA) San Andreas and Liberty City
Moderator: Locomotion Moderators
(Rel) Port Tudor and (GTA) San Andreas and Liberty City
Port Tudor
If you have played GTA4, you may feel familiar with this landscape.
Achieve a performance index of 80% (president). Connect the islands, transport passengers and build new industries. Computer opponents are only allowed to use ships. Mods are not required (but recommanded). Play like you want.
If you have played GTA4, you may feel familiar with this landscape.
Achieve a performance index of 80% (president). Connect the islands, transport passengers and build new industries. Computer opponents are only allowed to use ships. Mods are not required (but recommanded). Play like you want.
- Attachments
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- port tudor.png (306.94 KiB) Viewed 10246 times
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- Port Tudor.zip
- (212.26 KiB) Downloaded 1314 times
Last edited by robo on 26 Jan 2010 19:51, edited 2 times in total.
Re: (Rel) Port Tudor
wow, good to have you back.
your maps are exclusive stuff!
your maps are exclusive stuff!
Re: (Rel) Port Tudor
Thanks, I was very occupied the last month and I'm out of practise concerning locomotion, but I believe a good port scenario or a "Liberty City"-scenario (perhaps someone can create a better one with mods) has a lot of potential and fun.
Last edited by robo on 13 Sep 2009 13:10, edited 1 time in total.
Re: (Rel) Port Tudor
I thought a port could need a few cranes , so I made a quick conversion of this 3D-model I found at google sketchup warehouse. http://sketchup.google.com/3dwarehouse/ ... 83666ea01a (Credits to the author).
I hope someone like this toy. You need to activate it in the scenario editor and it works like a variation of the seaport.
(edit: new version, I slightly improved the code )
I hope someone like this toy. You need to activate it in the scenario editor and it works like a variation of the seaport.
(edit: new version, I slightly improved the code )
- Attachments
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- crane.png (68.45 KiB) Viewed 10030 times
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- SHIPST2.zip
- (25.91 KiB) Downloaded 412 times
Last edited by robo on 14 Sep 2009 14:07, edited 3 times in total.
Re: (Rel) Port Tudor
Sweet
May the force be with you.
For little boys, three things reign as supreme attention-keepers: tanks, heavy construction equipment, and trains, we all know why where here.
"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."
For little boys, three things reign as supreme attention-keepers: tanks, heavy construction equipment, and trains, we all know why where here.
"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."
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- Chairman
- Posts: 784
- Joined: 06 Jan 2008 22:14
- Location: Toronto, Canada
Re: (Rel) Port Tudor
great idea
- Lighthouse
- Transport Coordinator
- Posts: 316
- Joined: 29 Jul 2009 17:51
- Location: ´s-Hertogenbosch (AKA "The Duke´s Forest") , the Netherlands
Re: (Rel) Port Tudor
Great option the new port cranes.
But i found one small bug in the crane. When you select it in the ports option menu it still shows the docks pic instead of a crane pic.
Can i place a request here? Can you make one version with some stacks of wood next to it? instead of the containers. Or some other cargo?
I want to use it something simular like this:
click on the images for larger pic.
or this
But i found one small bug in the crane. When you select it in the ports option menu it still shows the docks pic instead of a crane pic.
Can i place a request here? Can you make one version with some stacks of wood next to it? instead of the containers. Or some other cargo?
I want to use it something simular like this:
click on the images for larger pic.
or this
The only thing that is not very successful in the wireless version : Bungee Jumping
Just fold at the dotted line and cut it out with a pair of scissors. If you are under the age of 16 please ask one of your parents or an adult supervisor if she/he can help you.
........................................................................................
Just fold at the dotted line and cut it out with a pair of scissors. If you are under the age of 16 please ask one of your parents or an adult supervisor if she/he can help you.
........................................................................................
Re: (Rel) Port Tudor and (GTA) San Andreas
Hm, interesting, how did you build the crane (which is still a seaport) without water? I can't promise you anything, because I'm not always in the mood to create these 3D-toys and prefer playing the game.
I couldn't resist, here's another GTA-Map for locomotion: San Andreas.
Only mod required is PlastikMans automotive mod 2.6 from http://www.amitrains.co.uk/trains.php.
The automotive mod is extremly challenging and I hate timelimits, but I suggest that you run the scenario for at least 30 years and try to deliver as many automobiles as possible.
Computer opponents are allowed to use busses, trucks and ships.
I couldn't resist, here's another GTA-Map for locomotion: San Andreas.
Only mod required is PlastikMans automotive mod 2.6 from http://www.amitrains.co.uk/trains.php.
The automotive mod is extremly challenging and I hate timelimits, but I suggest that you run the scenario for at least 30 years and try to deliver as many automobiles as possible.
Computer opponents are allowed to use busses, trucks and ships.
- Attachments
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- San Andreas.png (97.92 KiB) Viewed 9851 times
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- san andreas landscape without industries and mods.zip
- (341.45 KiB) Downloaded 451 times
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- San Andreas automobile industry challenge.zip
- (379.22 KiB) Downloaded 599 times
- Lighthouse
- Transport Coordinator
- Posts: 316
- Joined: 29 Jul 2009 17:51
- Location: ´s-Hertogenbosch (AKA "The Duke´s Forest") , the Netherlands
Re: (Rel) Port Tudor and (GTA) San Andreas
Zimmlock told me on how to do this. It is the same way how you build some of the German stations. It is actualy very easy.robo wrote:Hm, interesting, how did you build the crane (which is still a seaport) without water? I can't promise you anything, because I'm not always in the mood to create these 3D-toys and prefer playing the game.
Make a 2x1 square hole for the water end fill it with water Place the docks or your crane next to the water. Now remove the water by filling it up again with earth and the crane will stay in place. If you put it on the right location you can actualy use it to enlarge your loading/unloading area.
Screen added with some examples.
I hope you can design a nother version because i think it is a real nice object to use next to a railroad.
- Attachments
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- portcrane-instructions-land-use.png (61.55 KiB) Viewed 9830 times
The only thing that is not very successful in the wireless version : Bungee Jumping
Just fold at the dotted line and cut it out with a pair of scissors. If you are under the age of 16 please ask one of your parents or an adult supervisor if she/he can help you.
........................................................................................
Just fold at the dotted line and cut it out with a pair of scissors. If you are under the age of 16 please ask one of your parents or an adult supervisor if she/he can help you.
........................................................................................
Re: (Rel) Port Tudor and (GTA) San Andreas
Probably the best way would be to simply delete the containers with a painting programm.
I don't think that I can exactly reproduce the stacks of wood on your screenshot, because I work only with sketchup and not with 3Dmax. On the other side, I don't like the way the crane is build, it's too complicated and unintuitiv and the ship-AI will have an unsolvable problem.
Here a screenshot from San Andreas:
I don't think that I can exactly reproduce the stacks of wood on your screenshot, because I work only with sketchup and not with 3Dmax. On the other side, I don't like the way the crane is build, it's too complicated and unintuitiv and the ship-AI will have an unsolvable problem.
Here a screenshot from San Andreas:
Re: (Rel) Port Tudor and (GTA) San Andreas
If you never played GTA San Andreas, I suggest you take a look at some of the many maps available on the web.
Here are a few early screenshots of another game from me to help getting started. The industry layout is different from the scenario automobile challenge and I used mods like the scenery of the Provo map, megapack and the tourist center http://www.tt-forums.net/viewtopic.php?t=27423 to get passengers to the large airports on the periphery of all three major cities.
The scenario starts in 1950, this way I have a lot of time to connect Los Santos, San Fierro and Las Vegas with passenger trains nearly the same way as in the game GTA SA, before the automobile industry becomes fully playable and the network gets extended.
First a screenshot how I began. Computer opponents import oil to the docks of Los Santos. The Conrail transport goods to Los Santos to make some money needed to connect Los Santos with San Fierro and run the City of Los Angeles Passenger Train. San Fierro is already growing due to some trams. The bridge to connect San Fierro with Las Vegas was very expensive, because I had to raise the seaground.
I could post my new industry layout, but it's still not perfect and everytime I edit the scenario the computer opponents seem to get dumber and less competitive, esspecially the ship-AI.
You get the best results if you add all mods to a clean landscape without industries, then add a few industries and avoid deleting and replacing industries in the editor, because the replaced industries are likely to be ignored from the (ship-)AI.
Apart from that I had a lot of fun with this map and I`m still playing it.
Here are a few early screenshots of another game from me to help getting started. The industry layout is different from the scenario automobile challenge and I used mods like the scenery of the Provo map, megapack and the tourist center http://www.tt-forums.net/viewtopic.php?t=27423 to get passengers to the large airports on the periphery of all three major cities.
The scenario starts in 1950, this way I have a lot of time to connect Los Santos, San Fierro and Las Vegas with passenger trains nearly the same way as in the game GTA SA, before the automobile industry becomes fully playable and the network gets extended.
First a screenshot how I began. Computer opponents import oil to the docks of Los Santos. The Conrail transport goods to Los Santos to make some money needed to connect Los Santos with San Fierro and run the City of Los Angeles Passenger Train. San Fierro is already growing due to some trams. The bridge to connect San Fierro with Las Vegas was very expensive, because I had to raise the seaground.
I could post my new industry layout, but it's still not perfect and everytime I edit the scenario the computer opponents seem to get dumber and less competitive, esspecially the ship-AI.
You get the best results if you add all mods to a clean landscape without industries, then add a few industries and avoid deleting and replacing industries in the editor, because the replaced industries are likely to be ignored from the (ship-)AI.
Apart from that I had a lot of fun with this map and I`m still playing it.
Re: (Rel) Port Tudor
Lighthouse wrote:Great option the new port cranes.
But i found one small bug in the crane. When you select it in the ports option menu it still shows the docks pic instead of a crane pic.
Can i place a request here? Can you make one version with some stacks of wood next to it? instead of the containers. Or some other cargo?
I want to use it something simular like this:
click on the images for larger pic.
or this
looks very awesome from those pics
Re: (Rel) Port Tudor and (GTA) San Andreas
I agree, the cranes are looking awsome, but I'm not an artist and to lazy too make them.
Theoretically the sketchup warehouse is full of interesting objects and everybody can make his own toys with little knowledge.
I decided to attach the crane in sketchup format to show how it works (I hope it's not too large).
There are two views, the normal view to work and the render view for exporting the four rotated views you need for locomotion. To understand the dimetric projection, look here:
http://sketchup.google.com/3dwarehouse/ ... 04c7fdcd27
I saw there's another way to get the dimetric projection in this thread:
http://www.tt-forums.net/viewtopic.php? ... 5&start=20
Theoretically the sketchup warehouse is full of interesting objects and everybody can make his own toys with little knowledge.
I decided to attach the crane in sketchup format to show how it works (I hope it's not too large).
There are two views, the normal view to work and the render view for exporting the four rotated views you need for locomotion. To understand the dimetric projection, look here:
http://sketchup.google.com/3dwarehouse/ ... 04c7fdcd27
I saw there's another way to get the dimetric projection in this thread:
http://www.tt-forums.net/viewtopic.php? ... 5&start=20
- Attachments
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- crane.zip
- (2.91 MiB) Downloaded 278 times
Re: (Rel) Port Tudor and (GTA) San Andreas and Liberty City
I'm currently having fun with a hilly version of Liberty City, it's much more elaborated than the first one above.
You need the automobile industry and provo map scenery for this landscape. Add your own trains in the scenario editor. I would recommand the CLW_Limited_Edition_Pack_1_Conrail_ALCOs.1.0.1 and some subway or elevated trains from the megapack for passenger transport.
Liberty City needs a subwaysystem to grow. http://media.photobucket.com/image/gta% ... ay-Map.jpg
edit: landscape updated to build a subway under the Algonquin Bridge (thanks to noofnoof)
You need the automobile industry and provo map scenery for this landscape. Add your own trains in the scenario editor. I would recommand the CLW_Limited_Edition_Pack_1_Conrail_ALCOs.1.0.1 and some subway or elevated trains from the megapack for passenger transport.
Liberty City needs a subwaysystem to grow. http://media.photobucket.com/image/gta% ... ay-Map.jpg
edit: landscape updated to build a subway under the Algonquin Bridge (thanks to noofnoof)
- Attachments
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- Liberty City modified new algonquin bridge.zip
- (202.25 KiB) Downloaded 250 times
Last edited by robo on 11 Mar 2010 09:43, edited 2 times in total.
Re: (Rel) Port Tudor and (GTA) San Andreas and Liberty City
I suggest you convert trucks with loco wrappertool to make intensiv use of the "advanced" road system.
Boothtunnel under the port
Boothtunnel under the port
Re: (Rel) Port Tudor and (GTA) San Andreas and Liberty City
I am enjoying building a prague-y metro in this scenario, thanks.
Locomotion err... stuff: Brisbane Scenario~~~noofnoof's room scenario~~~Saunders-Row SR-N4 mark I hovercraft~~~Alpine Island Scenario
Project: Australian buses
Project: Australian buses
Re: (Rel) Port Tudor and (GTA) San Andreas and Liberty City
bumping yet again with Liberty metro, a wholy owned subsidury of nooftransit. running the latest M1 stock.
all lines are metro except green ones.
all lines are metro except green ones.
- Attachments
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- Liberty metro.jpg (38.38 KiB) Viewed 8916 times
Locomotion err... stuff: Brisbane Scenario~~~noofnoof's room scenario~~~Saunders-Row SR-N4 mark I hovercraft~~~Alpine Island Scenario
Project: Australian buses
Project: Australian buses
Re: (Rel) Port Tudor and (GTA) San Andreas and Liberty City
updated with proposed line in grey, and stations as circles. aswell as expansion of purple line. green lines ar light-rail.
Locomotion err... stuff: Brisbane Scenario~~~noofnoof's room scenario~~~Saunders-Row SR-N4 mark I hovercraft~~~Alpine Island Scenario
Project: Australian buses
Project: Australian buses
Re: (Rel) Port Tudor and (GTA) San Andreas and Liberty City
I like what you've done there with the bridges in the last shot. Would have been grander if the truss was the same colour as the suspension bridge above it.
Actually, if something like this was to be used frequently, a modded girder bridge could be made to complement the pylons of the suspension bridge. And one of these days I want to make a cable-stayed bridge. One day...
Actually, if something like this was to be used frequently, a modded girder bridge could be made to complement the pylons of the suspension bridge. And one of these days I want to make a cable-stayed bridge. One day...
In exile until I have time to live again.
[WIP] (on hold) - QLD Narrow Gauge Set/Sugar Cane Plantation
[WIP/Beta] (on hold) - Sydney Cityrail Platforms
[WIP]NSW Rollingstock
[WIP] (on hold) - QLD Narrow Gauge Set/Sugar Cane Plantation
[WIP/Beta] (on hold) - Sydney Cityrail Platforms
[WIP]NSW Rollingstock
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