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 Post subject: ISA´s drawings!
PostPosted: Wed Feb 15, 2006 4:02 pm 
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Hello guys. I were drawing here some N.-American locos and I was thinking that all of you might wanna see them! All (good) opinion are welcome! :D


Attachments:
File comment: ES44AC
UP_Gevo.PNG
UP_Gevo.PNG [ 2.34 KiB | Viewed 7832 times ]
File comment: ES44DC.... Hard to draw cuz I find 2 pic in CN colors
CN_Gevo(ES44DC).PNG
CN_Gevo(ES44DC).PNG [ 2.26 KiB | Viewed 7831 times ]


Last edited by ISA on Fri Apr 01, 2011 2:10 pm, edited 3 times in total.
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 Post subject:
PostPosted: Wed Feb 15, 2006 6:55 pm 
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That CN one looks great man! I know I said I wasn't accepting outside submissions to the Canset, but hey, you just saved me a few hours of work ;) I'd like to use your CNR version for the CN GEVO in the Canset (If you don't mind of coruse ;) )

The UP one doesn't really look "UP" enough. Maybe a lighter grey and a red stripe?

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 Post subject:
PostPosted: Wed Feb 15, 2006 8:58 pm 
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Yeh I agree, they look fantastic, keep drawing because I wanna see more!


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PostPosted: Wed Feb 15, 2006 9:24 pm 
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Very nice! :D Is thit model with tender or not?

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 Post subject:
PostPosted: Wed Feb 15, 2006 9:26 pm 
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Well, it's a diesel, so no tender is required ;)

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 Post subject:
PostPosted: Wed Feb 15, 2006 9:28 pm 
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DanMacK wrote:
That CN one looks great man! I know I said I wasn't accepting outside submissions to the Canset, but hey, you just saved me a few hours of work ;) I'd like to use your CNR version for the CN GEVO in the Canset (If you don't mind of coruse ;) )


Feel free Dan. You gave me permision to use GEVO. Now You have rights to use it in your set! Then we are even or somthing like that :D

DanMacK wrote:
Well, it's a diesel, so no tender is required ;)


Thats right!

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 Post subject:
PostPosted: Wed Feb 15, 2006 9:39 pm 
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Oops... sorry :oops: I missnoticed, anyway, great job!

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 Post subject:
PostPosted: Wed Feb 15, 2006 9:41 pm 
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Wile E. Coyote wrote:
Oops... sorry :oops:

Dont be. We all make mistakes :wink:

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 Post subject:
PostPosted: Wed Feb 15, 2006 11:06 pm 
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That is indeed excellent, ISA.
Lately there are a lot of new members with really fine skills.

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 Post subject:
PostPosted: Fri Feb 17, 2006 10:56 am 
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Sanchimaru wrote:
That is indeed excellent, ISA.


Thx :)

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 Post subject:
PostPosted: Fri Feb 17, 2006 11:36 am 
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Looks lovely. Suddenly we're being flooded by artists that dare to show their work :).

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 Post subject:
PostPosted: Fri Feb 17, 2006 2:55 pm 
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OK I make tiny change in CN Gevo
And a bigger change in UP Gevo. EDIT: But there is something wrong :)

EDIT: Deleted pics

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Last edited by ISA on Mon Feb 20, 2006 3:20 pm, edited 1 time in total.

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 Post subject:
PostPosted: Mon Feb 20, 2006 3:19 pm 
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CSX Transportation....


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File comment: Opinions?
CSX_Gevo.PNG
CSX_Gevo.PNG [ 2.85 KiB | Viewed 7418 times ]

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 Post subject:
PostPosted: Tue Mar 07, 2006 7:19 pm 
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ok here I saw some cool road crossing signal pic. It was somewhere N.- America I think in San Benito. http://www.sanbenito.k12.tx.us/schools/ ... erweb.html
I at once try to draw it and first view is together, It need shading and detailing and it isnt right shape (yet)
Is it bossible to code such thing? :roll:
Ok here is the pic, animeited, sry bad quality, those are .Bmp :)


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cross.gif
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Last edited by ISA on Tue Mar 07, 2006 9:12 pm, edited 1 time in total.
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 Post subject:
PostPosted: Tue Mar 07, 2006 8:16 pm 
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looks cool! :P

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 Post subject:
PostPosted: Tue Mar 07, 2006 10:47 pm 
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Very nice! The gantry style of crossing is used on really busy roads where an overpass/underpass is not doable - the overhead lights are more visable. I'm not sure how this could be used in TT though.

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 Post subject:
PostPosted: Tue Mar 07, 2006 11:45 pm 
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The only problem is that the level crossing sprites are flat tiles, so any raised items will suffere from interesting clipping - vehicles will appear in front of them even if they 'should' be beneath.

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 Post subject:
PostPosted: Wed Mar 08, 2006 8:42 pm 
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thanks for the comments but one question more! As I can see there is 4 crossing sprites for each climet and ralroad type! Am I right?

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 Post subject:
PostPosted: Wed Mar 08, 2006 8:54 pm 
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I noticed this too, ISA.

The first two sprites of the four are the "normal" crossings, when there is no train approaching. The second two sprites of the four are the crossings with an approaching train.

I think.

The way I defined them was by just changing the lines in my roadset on the "active" crossing first. And, sure enough, with no train in sight, there were no new markings. As soon as a train rumbled into sight of the Crossing, the lines magically appeared. I thought it was so amusing...

But that's just me.

So yeah, 2 of them are normal sprites, the other 2 are the active crossing sprites.

EDIT: Incidentally, I almost forgot, the two that have the light displayed are the "active" sprites.

Hope this helps.

Thanks,
Dave


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 Post subject:
PostPosted: Wed Mar 08, 2006 9:25 pm 
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thanks, but it was little bit odd. I first tought that there is 6 sprites cuz 2 when there is no train approaching, and 4 (/ \ viwes) for an approaching train( 2 when right light is burning and 2 when left light is burning)

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