[WIP/REL] Soviet/Russian Set - Test pack 1 is ready

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spaceman-spiff
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Post by spaceman-spiff »

Leave everything in this topic then, you can point to the different modifications in the first post so everyone finds them when they click on this thread
Well, back to work, lot's of it in the near future
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Post by Damage »

Corrected the MTB82 trolley.

I've tried to make some buildings, but there are some difficulties, and the main is 2*2 building size limit. Is it possible to make it bigger than that?
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Post by Kosov_1986 »

You do good work Damage, keep up!

I will use the Russian climate for sure! You should make Vodka factory instead of Brewery or Vinery, and a new cargo type: Vodka, and Uranium mines, and Nuclear reactor. By they way, Russia use many Ikaruses, i think PAZ made midibuses in Soviet times... correct me if i'm wrong.
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Minibus topic, (Renault-Ikarus 546 released by wyctor) http://www.tt-forums.net/viewtopic.php?t=25662

Ikarus buses from all around the world! http://www.tt-forums.net/viewtopic.php?t=26985
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Post by Seelenquell »

isn't KAMAZ (i'm not sure if this is correct) a russian truck-company or am i totally wrong..? what about LIAZ? (was the Robur-Bus an east-german one?)
i did all models/renderings/textures myself. no conversions.

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Post by strongbow »

Seelenquell wrote:isn't KAMAZ (i'm not sure if this is correct) a russian truck-company or am i totally wrong..? what about LIAZ? (was the Robur-Bus an east-german one?)
LIAZ is czech.
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Post by Damage »

Seelenquell wrote:isn't KAMAZ a russian truck-company
Yep! Kamskiy Avto Zavod - Auto Plant. I'm making KaMAZ truck with semi-trailers ATM.
what about LIAZ?
If you're talking about bus plant in Likino, that's russian, here's a page with some photos. http://www.rusbus.ru/bus/liaz/
Kosov_1986 wrote: You do good work Damage, keep up!
Thanks, I will!
You should make Vodka factory instead of Brewery or Vinery, and a new cargo type: Vodka
:lol:
And i'll make small houses like izba produce and accept samogon - home-made vodka-like bewerage. :D
Not sure, because it's like a propaganda of alcohol and there are kids on this forum. I know that Russia is famous for vodka, but I don't think that we're producing it industry scale.

But I'm making peat extraction. (It was used widely on powerplants and houses in the swampy area)
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I'm working on this one
I'm working on this one
kamaz-5460tphoto.jpg (75.7 KiB) Viewed 3450 times
Rally Paris-Dakar version
Rally Paris-Dakar version
kamaz-49252tphoto.jpg (67.88 KiB) Viewed 3451 times
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Post by Hamish McTycoon »

These vehicles are all great by the way, keep up the good work! :)
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Post by Damage »

Latest KamAZ model screene. Does it resemble the photo?
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screen2.png
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Last edited by Damage on 22 Aug 2006 21:42, edited 1 time in total.
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Post by Seelenquell »

i don´t see any profile in the tyres.. hehe joke. nice work!
i did all models/renderings/textures myself. no conversions.

seelenquell.pytalhost.com has been reactivated from 16/07/28 till 18/05/31.. now it´s deactivated. at least there..
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Post by Damage »

Well, I first planned to add profile to the tyres :wink: , but then realized that noone will see it in Loco. :(

As you can see, the model is done. Seelenquell, have you made any semi-trailers yet? Are there any problems with overlapping (I suspect it's done by using lesser bogeypos than it really has).
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Post by Illegal_Alien »

Yes there are problems.
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Post by Seelenquell »

i´m afraid there are big problems. the trailer overlapps the truck in some positions as the trailer is drawn "under" the truck. looks ugly sometimes. you see the truck in a whole und "under" that the trailer.

it would be cool if you could find a solution for that. mayday made his trucks by a trick. he made the parts of the truck unvisible where the trailer was. per boolean function. but imho its not the best solution.

i tried (not good enough) to make the truck work as bogey. maybe you can make it? the trailer is the vehicle and the truck the front bogey. you know what i mean?
i did all models/renderings/textures myself. no conversions.

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Post by Damage »

Yes, I found them problems too. Got some ideas, but I'll need to check if that would work.
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And here the layering order is inverted.
And here the layering order is inverted.
Kamaz2.png (2.82 KiB) Viewed 3375 times
Here everything is fine, because for game engine Truck sprite is layed before Trailer sprite.
Here everything is fine, because for game engine Truck sprite is layed before Trailer sprite.
Kamaz1.png (3.63 KiB) Viewed 3375 times
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Post by Seelenquell »

i'm dying to release my us-truck which is WIP since almost 1 year now. because of that ugly grafx-problem. and i could make an actros-trailer.

then again i just don't have the time in the moment.
i did all models/renderings/textures myself. no conversions.

seelenquell.pytalhost.com has been reactivated from 16/07/28 till 18/05/31.. now it´s deactivated. at least there..
new URL is: http://seelenquell.125mb.com
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Post by Damage »

I've tried my idea to make it a multi-unit vehicle and it worked. But everything is fine in static and when it starts to move, some parts begin to flicker through the others. I'll try some other settings later.

BTW, Seelenqueel, about that idea with bogey. If you make the truck a bogie then the trailer will overlay it all the time even, when it shouldn't, so better make the chasis a bogie. But how do you make them?
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Post by Kosov_1986 »

Damage wrote: Yep! Kamskiy Avto Zavod - Auto Plant. I'm making KaMAZ truck with semi-trailers ATM.
i saw only few, the Ukrainians use them to cargo transport... In Hungary, we mostly use the 6-wheeled, with B and C axle driving. Most of them is dumper truck, or a few with a tank for carry sewage water, or a very few cement mixers.

BTW Liaz is making trucks, like Tatra, and Liaz engines were used with Ikarus buses which was exported to Czehslovakia, or later Czeh and Slovak countries.
Kosov from the depths of East Europe!


My English isn't good but i never use translating programs :D

I had a Chinese gf, for 3 days, now she's in Germany because she studies there... she was my first serious gf.

Minibus topic, (Renault-Ikarus 546 released by wyctor) http://www.tt-forums.net/viewtopic.php?t=25662

Ikarus buses from all around the world! http://www.tt-forums.net/viewtopic.php?t=26985
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Post by Seelenquell »

Damage wrote:*snip*
BTW, Seelenqueel, about that idea with bogey. If you make the truck a bogie then the trailer will overlay it all the time even, when it shouldn't, so better make the chasis a bogie. But how do you make them?
mmh that's true indeed. unfortunately loco doesn't know the form of the truck. some parts overlap, some don't overlap.

hey i got an idea! i'm not sure if we both mean the same. the truck should be split in 2 parts. the front-part is the truck itself. the back-part is the bogey for the trailer. this would work, wouldnt it? with the correct bogey(length)-settings loco should handle that just fine.
i did all models/renderings/textures myself. no conversions.

seelenquell.pytalhost.com has been reactivated from 16/07/28 till 18/05/31.. now it´s deactivated. at least there..
new URL is: http://seelenquell.125mb.com
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Post by Damage »

Exactly! But there are lots of questions. How to make a bogey? Which sprites do I need and in which order? And will it work for road vehicles? And will it display correct angles so the chasis and the cabin match?

/upd. Looks like Chris used this too. Take CE68.dat (Ce crocodile) for example. It consits of only one part (sprite[0] in xml) but it's split in three.

/upd Yes! It's possible! SQ, brilliant idea! As you can see on screens, the bogey (on the Crocodile) is under the passenger wagon and it stays there. :D

Now someone, please explain how to make a bogie for a road vehicle.
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CE2.png
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CE.png
CE.png (3.57 KiB) Viewed 3297 times
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Post by Illegal_Alien »

Just use the same way you create trains with it but then make it that it can drive on roads :P
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Post by Damage »

Easy to say, but not that simple to make. How many of them? How to write them down in xml? I've got only this squares (usually this is when some sprites are missing). Any ideas?

/upd All the trains have 16 sprites per each slope (including transitions).
I've tried 48 as for standart trains, and 80, as for NG, but still only squares.
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Test2.xml
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