[WIP] Steam Tram

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griffinrails
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[WIP] Steam Tram

Post by griffinrails »

Hi everyone!
I've started to make my first ever proper mod for locomotion. This is a steam tram, inspired by ones from Sydney. It's going to use edited sprites, with the engine using ones from the CE2/2 Tram, and the trailer using ones from the BE4/4 tram.
I've edited a couple sprites for the trailer, and have edited the code for it a bit. Could anyone fix up the script for me? I don't want any kind of hornsounds for it.
Thanks in advance!
Here are the files:
Attachments
STRAM.zip
(225.95 KiB) Downloaded 21 times
= STEAM TRAM viewtopic.php?f=40&t=87037 =+= CITY AND COUNTRY USA viewtopic.php?f=39&t=87054 =+= MAILCAR PATCH viewtopic.php?f=40&t=87071 =+= THE DECLINE viewtopic.php?f=39&t=87127 =+= NEW STATIONS viewtopic.php?f=40&t=87191=+= DISTANT SIGNALS viewtopic.php?f=40&t=87206 =

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Walter1940
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Re: [WIP] Steam Tram

Post by Walter1940 »

I looked at your tram and improved it a bit. See attachement
However, after all these many years, I still haven't figured out how to deactivate the electrical overhead line. Therefore you need this.
I built a steam tram many years ago. (CH Dampftrambahn Bern 'SALEVE') You can find them on my website. An overhead line is also required there.
Attachments
SteamTRAM.zip
(20.02 KiB) Downloaded 27 times
http://www.walter1940.de
Vehicles for Locomotion

Tutorials in english
- From MSTS to Locomotion ---> http://www.walter1940.de/tutorial/msts2loco/
- Wally ---> http://www.walter1940.de/tutorial/wally/
- xml-modding ---> http://www.walter1940.de/tutorial/xml-modding/

griffinrails
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Re: [WIP] Steam Tram

Post by griffinrails »

Thanks! I use your steam tram all the time! It's great IMO! I'll set to work doing some more sprites.
= STEAM TRAM viewtopic.php?f=40&t=87037 =+= CITY AND COUNTRY USA viewtopic.php?f=39&t=87054 =+= MAILCAR PATCH viewtopic.php?f=40&t=87071 =+= THE DECLINE viewtopic.php?f=39&t=87127 =+= NEW STATIONS viewtopic.php?f=40&t=87191=+= DISTANT SIGNALS viewtopic.php?f=40&t=87206 =

griffinrails
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Re: [WIP] Steam Tram

Post by griffinrails »

Ok, so the tram trailer is finished, and i've started work on the tram engine.
Attachments
STRAMTR V0.2.zip
(214.89 KiB) Downloaded 22 times
= STEAM TRAM viewtopic.php?f=40&t=87037 =+= CITY AND COUNTRY USA viewtopic.php?f=39&t=87054 =+= MAILCAR PATCH viewtopic.php?f=40&t=87071 =+= THE DECLINE viewtopic.php?f=39&t=87127 =+= NEW STATIONS viewtopic.php?f=40&t=87191=+= DISTANT SIGNALS viewtopic.php?f=40&t=87206 =

griffinrails
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Re: [WIP] Steam Tram

Post by griffinrails »

Houston, we have a problem
Attachments
error screenie 1.zip
(16.31 KiB) Downloaded 35 times
STRAM V0.2.1.zip
(i added more tram engine sprites)
(224.21 KiB) Downloaded 17 times
= STEAM TRAM viewtopic.php?f=40&t=87037 =+= CITY AND COUNTRY USA viewtopic.php?f=39&t=87054 =+= MAILCAR PATCH viewtopic.php?f=40&t=87071 =+= THE DECLINE viewtopic.php?f=39&t=87127 =+= NEW STATIONS viewtopic.php?f=40&t=87191=+= DISTANT SIGNALS viewtopic.php?f=40&t=87206 =

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Zakos
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Re: [WIP] Steam Tram

Post by Zakos »

Was it working properly before? Looks like you need to convert it to the Locomotion palette.

Also, I have a minecart that runs on tram track and doesn't require electric wires. I can't send it as it's not mine, and I can't cross-reference it to see which variable determines trackmods on trams because my installation is from Steam and therefore not compatible with Locotool. If you still want to look into it, I would hunt for that file. I believe it came from the Megapack.

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Walter1940
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Re: [WIP] Steam Tram

Post by Walter1940 »

If I see that correctly, you have removed the pantograph and inserted a chimney !?
It's like Zakos wrote it. You have to edit the series of pictures with Wally so that the Loco pal is used.

Btw. Zakos:
Don't you know what file it is? I could use it well.
http://www.walter1940.de
Vehicles for Locomotion

Tutorials in english
- From MSTS to Locomotion ---> http://www.walter1940.de/tutorial/msts2loco/
- Wally ---> http://www.walter1940.de/tutorial/wally/
- xml-modding ---> http://www.walter1940.de/tutorial/xml-modding/

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Re: [WIP] Steam Tram

Post by lsbc »

viewtopic.php?f=40&t=47851&p=868893&hil ... ts#p868893

if you are referring to the p-man's version

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Zakos
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Re: [WIP] Steam Tram

Post by Zakos »

Yeah, it's that one.

griffinrails
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Re: [WIP] Steam Tram

Post by griffinrails »

Thanks guys, you all are lifesavers! I'll go through and edit them with Wally later.
= STEAM TRAM viewtopic.php?f=40&t=87037 =+= CITY AND COUNTRY USA viewtopic.php?f=39&t=87054 =+= MAILCAR PATCH viewtopic.php?f=40&t=87071 =+= THE DECLINE viewtopic.php?f=39&t=87127 =+= NEW STATIONS viewtopic.php?f=40&t=87191=+= DISTANT SIGNALS viewtopic.php?f=40&t=87206 =

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Walter1940
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Re: [WIP] Steam Tram

Post by Walter1940 »

Zakos thank you for the inspiration. It works. Now, after years, I can finally build a steam tram without an overhead line. (see picture)

griffinrails when you have finished the image editing, I will look over the xml again :wink:
Attachments
Screeny.png
Screeny.png (158.51 KiB) Viewed 696 times
http://www.walter1940.de
Vehicles for Locomotion

Tutorials in english
- From MSTS to Locomotion ---> http://www.walter1940.de/tutorial/msts2loco/
- Wally ---> http://www.walter1940.de/tutorial/wally/
- xml-modding ---> http://www.walter1940.de/tutorial/xml-modding/

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Zakos
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Re: [WIP] Steam Tram

Post by Zakos »

Did you find which variable controls the trackmods? I couldn't find it on the wiki.

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Walter1940
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Re: [WIP] Steam Tram

Post by Walter1940 »

Not in the wiki. I found the difference in the xml of the mining car. Simply compare them line by line. :wink: 8)
http://www.walter1940.de
Vehicles for Locomotion

Tutorials in english
- From MSTS to Locomotion ---> http://www.walter1940.de/tutorial/msts2loco/
- Wally ---> http://www.walter1940.de/tutorial/wally/
- xml-modding ---> http://www.walter1940.de/tutorial/xml-modding/

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Blaxlandridge3
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Re: [WIP] Steam Tram

Post by Blaxlandridge3 »

Which file should I download to get the steam tram without the overhead wire?

Or has that not been made yet?
Mac OS sucks.

......If Locomotion can't work on it......

viewtopic.php?f=39&t=87176 : Let's Play Together! US Midwest!

Subscribe to meh YouTube --> https://www.youtube.com/channel/UCFaVMm ... JfXVMrYd2A?

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Walter1940
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Re: [WIP] Steam Tram

Post by Walter1940 »

griffinrails tram is in progress and I'll update at sunday on my website.
http://www.walter1940.de
Vehicles for Locomotion

Tutorials in english
- From MSTS to Locomotion ---> http://www.walter1940.de/tutorial/msts2loco/
- Wally ---> http://www.walter1940.de/tutorial/wally/
- xml-modding ---> http://www.walter1940.de/tutorial/xml-modding/

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Zakos
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Re: [WIP] Steam Tram

Post by Zakos »

Walter1940 wrote:
15 May 2020 14:41
Not in the wiki. I found the difference in the xml of the mining car. Simply compare them line by line. :wink: 8)
Which line of code? I can't compare because my game is a Steam download and doesn't work with Locotool.

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Walter1940
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Re: [WIP] Steam Tram

Post by Walter1940 »

Code: Select all

<object class="0x97" subclass="0x118281" name="MINELOCO"><chunk compression="1">
	<variable name="class" size="1">1</variable>
	<variable name="type" size="1">3</variable>
	<unknown name="field_4" size="1">1</unknown>
	<variable name="nummods" size="1">0</variable> --------------------> 1 to 0
	<variable name="costind" size="1">8</variable>
	<variable name="costfact" size="2">20</variable>

Code: Select all

		<bitmask name="flags" size="1">
			<bit name="hassprites">1</bit>
			<bit name="bit_3">1</bit>
			<bit name="bit_4">1</bit> ------------------------------> put in
			<bit name="reversed">0</bit>

Code: Select all

		<bit name="bit_0">1</bit>
		<bit name="bit_1">1</bit>
		<bit name="rackrail">0</bit>
		<bit name="bit_8">1</bit> -------------------------------> put in
		<bit name="anytrack">0</bit>
I don't know which of the three lines had the effect. I think all three. But now it works.
http://www.walter1940.de
Vehicles for Locomotion

Tutorials in english
- From MSTS to Locomotion ---> http://www.walter1940.de/tutorial/msts2loco/
- Wally ---> http://www.walter1940.de/tutorial/wally/
- xml-modding ---> http://www.walter1940.de/tutorial/xml-modding/

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Greyfox
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Re: [WIP] Steam Tram

Post by Greyfox »

This concept is not new. It was an idea conceived way back when.

Details here: viewtopic.php?f=40&t=14171&p=258068&hil ... ck#p258439
Windows 10 discussion here: http://www.tt-forums.net/viewtopic.php?f=2&t=72527
Looking for AMI trains, Chicago Locomotive Works, etc: You'll find your needs here: http://www.locomotiondepot.net/
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Blaxlandridge3
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Re: [WIP] Steam Tram

Post by Blaxlandridge3 »

Ok, I'll wait for tomorrow then :D
Mac OS sucks.

......If Locomotion can't work on it......

viewtopic.php?f=39&t=87176 : Let's Play Together! US Midwest!

Subscribe to meh YouTube --> https://www.youtube.com/channel/UCFaVMm ... JfXVMrYd2A?

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Walter1940
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Re: [WIP] Steam Tram

Post by Walter1940 »

Greyfox wrote:
16 May 2020 09:33
This concept is not new. It was an idea conceived way back when.

Details here: viewtopic.php?f=40&t=14171&p=258068&hil ... ck#p258439
I didn't know this post. Otherwise I would have built the tram correctly many years ago.
http://www.walter1940.de
Vehicles for Locomotion

Tutorials in english
- From MSTS to Locomotion ---> http://www.walter1940.de/tutorial/msts2loco/
- Wally ---> http://www.walter1940.de/tutorial/wally/
- xml-modding ---> http://www.walter1940.de/tutorial/xml-modding/

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