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[REL] New Coalmine

Posted: 17 Apr 2010 15:20
by Zimmlock
Had enough of the original coalmine with its oversized funnel, and it didnt realy fit to my image of a coalmine.
I made a compronise between a American and a European mine, it has shafttowers but its build with washboard plates.
This mine is animated like the original i am still learning so i just borrowed some parts but its promesing in the future ill be able to make my own animation.
And it comes with a loading station that can be attached to the shaft building.

This mine is 100% competable with the old mine it ll not effect any saved game, only swap images.

Just unzip to your Objdata file, it ll replace the original images, if you want to preserve the original Coalmine backup coalmine.dat.

The loading station is new to make that work you have to edit you trackst.dat, it means you have to write COALLOAD on the spot of a other station like on this example;

Code: Select all

   <useobject desc="station[0]" class="15">DEPOT00 </useobject>
	<useobject desc="station[1]" class="15">TRSTAINV</useobject>
	<useobject desc="station[2]" class="15">TRSTAT5 </useobject>
	<useobject desc="station[3]" class="15">TRSTAT6 </useobject>
	<useobject desc="station[4]" class="15">TRSTATFR</useobject>
	<useobject desc="station[5]" class="15">TRSTAFRT</useobject>
	<useobject desc="station[6]" class="15">COALLOAD</useobject>
(.dat can be decoded with Locotool, edit the xml with notepad save it and encode by draging it into Locotool then copy and past trackst.dat to your Objdata file)

Now the mine gets to life together with plastikmans minecrats

Re: [REL] New Coalmine

Posted: 17 Apr 2010 17:08
by str8jakett
Beautiful!

Re: [REL] New Coalmine

Posted: 17 Apr 2010 18:39
by Badger
Fine work sir, fine work indeed.

Re: [REL] New Coalmine

Posted: 17 Apr 2010 20:24
by Elmo & Dorothy
that rocks.

Re: [REL] New Coalmine

Posted: 17 Apr 2010 20:44
by Welsh Z
Finally a coal mine without that stupid funnel

Re: [REL] New Coalmine

Posted: 17 Apr 2010 21:53
by Hammo
what's compatibility like with savegames/scenarios?

Re: [REL] New Coalmine

Posted: 17 Apr 2010 22:20
by Plastikman
Welsh Z wrote:Finally a coal mine without that stupid funnel

That and and the bridges over track/trucks was the plan when we designed it.

Hammo wrote:what's compatibility like with savegames/scenarios?
100% For the mine itself.
We Intentionally changed zero code.

You would have to add the station to trackst and scenarios/save games manually to exist.

I did notice that some of the mines in the Provo map are not positioned quite right for the station.. /shrug.


The original plan was a separate bridge/station combo so you could drive the mine carts inside the covered loaders... This was just simpler.


Shot from beta:
Image

Re: [REL] New Coalmine

Posted: 17 Apr 2010 23:36
by Hammo
When I said that, I was looking at the massive mine in Zimmlock's post... but on closer inspection, it would appear to be 3 mines. At first glance it looked like one mine, hence my concern.

Re: [REL] New Coalmine

Posted: 18 Apr 2010 12:24
by Zimmlock
Hammo wrote:When I said that, I was looking at the massive mine in Zimmlock's post... but on closer inspection, it would appear to be 3 mines. At first glance it looked like one mine, hence my concern.
Lol, on problemo like Plastik say its 100% competable, the mine i my screenie is made up out of 2 mines.

Re: [REL] New Coalmine

Posted: 19 Apr 2010 07:19
by Zimmlock
BONUS time :)

To make it complete so the minecarts dont have to load and unload at a busstop, a additional station for the tramtrack.
Just unzip the zip in your Objdata file and overwrite ROADTRAM.
You can build it on a bridge (preferable the woodbridge), on a tramtrack without a road under it and even underground.
This station is ment only for the minecarts it to low for a real tram.

Have fun

Image

Re: [REL] New Coalmine

Posted: 19 Apr 2010 13:47
by Lighthouse
Maybe a good suggestion to use some trash from plastiks rubbish bin for this download.
In this case the black wooden bridge.
http://www.tt-forums.net/viewtopic.php?p=870293#p870293

if you go 1 post lower in the other topic you have one black bridge without the railings.

Re: [REL] New Coalmine

Posted: 19 Apr 2010 21:52
by Opan
Lighthouse wrote:Maybe a good suggestion to use some trash from plastiks rubbish bin for this download. In this case the black wooden bridge.
I attually did that a few days ago and it looks really nice. But I like it with the railings rather then without.

Re: [REL] New Coalmine

Posted: 20 Apr 2010 08:00
by C3805.
Hay, in the 2nd and 3rd screenshots, why is there no marker saying what station it is? That usually comes up with me....

Re: [REL] New Coalmine

Posted: 20 Apr 2010 08:40
by Zimmlock
C3805 wrote:Hay, in the 2nd and 3rd screenshots, why is there no marker saying what station it is? That usually comes up with me....
You can switch it on and off, not nice for presentation so i switched it off.

Re: [REL] New Coalmine

Posted: 20 Apr 2010 09:56
by C3805.
what is this I don't even....

I went into options, there was no where that told me to hide station names, does this require a mod?

Re: [REL] New Coalmine

Posted: 20 Apr 2010 12:10
by noofnoof
I thought it was under the 'eye' or some other display options. I've enabled it before.

Re: [REL] New Coalmine

Posted: 22 Apr 2010 22:09
by zc15-nyonker
Zimmlock wrote:BONUS time :)

To make it complete so the minecarts dont have to load and unload at a busstop, a additional station for the tramtrack.
Just unzip the zip in your Objdata file and overwrite ROADTRAM.
You can build it on a bridge (preferable the woodbridge), on a tramtrack without a road under it and even underground.
This station is ment only for the minecarts it to low for a real tram.

Have fun

Image
Where did you get the new signals?

Re: [REL] New Coalmine

Posted: 23 Apr 2010 07:08
by Densha
It's in the Provo-Utah map scenery set:
See http://www.tt-forums.net/viewtopic.php? ... t=dekosoft

Re: [REL] New Coalmine

Posted: 24 Apr 2010 11:41
by Plastikman's #1 Fan
Now you have me confused. How does the coal tipple above the tracks, seemingly part of the structure itself, function? Do you build it yourself, or does the mine do that itself? Or is it some secret new kind of station? I need to know, so I can use it ingame.

And where is everyone getting that PRR caboose? I know that it isn't in the NA Cargo Pack, and I haven't found it anywhere else!

Signed, Clueless.

Re: [REL] New Coalmine

Posted: 24 Apr 2010 12:10
by noofnoof
1. it is a type of station designed to match with the mine. you would have picked up on that if you'd read any of Zimmy's post...
2. I thin kyou'll find they are in the Mega Pack.