[REL] New Coalmine

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Krakr
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Re: [REL] New Coalmine

Post by Krakr »

After playing a little bit with this splendid new stuff I couldn't resist to add two new station types. And here they are.
Thanks Digi. You're amazing! :D
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Re: [REL] New Coalmine

Post by tngjstn »

Oh my gosh. That... is so cool! :shock:

It looks like something that you need a whole lot of brains to operate!

Excellent job on the intricate details. I am a big fan of yours. :mrgreen:
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Re: [REL] New Coalmine

Post by CN_Rail »

Badger wrote:Fine work sir, fine work indeed.
I can say that too.
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If you happen to be using Trainz, you can get to me on the Trainz Discussion Forum under the username "TorenHynes"
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Re: [REL] New Coalmine

Post by Zapp3d »

Old Post but I had a suggestion. Might you be interested in maybe redoing the iron mine too. I know its been a while, but I don't really like the way it looks. Food for Thought :D
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Re: [REL] New Coalmine

Post by Tattoo »

I've been playing Zimmlocks new map, The Industry River, and decided to use the MineCarts in the Coalmines. I seen how Zimmlock ran the track under the coalmine and did it like he did. While I was looking at it, I thought of how it would look better if the minecarts were coming and going in and out of a building instead of seeing them going down a ramp underground and this is what I came up with.

I added ramps to the wooden bridge and added Zimmlocks CARTLOAD station to them and placed them even with the ground to give the look of them coming and going in and out of a building. That was looking good at the Oldway coalmines and was 3 tiles long. I then went to do the same thing at the Grimston coalmines but there wasn't as much room between them and the 3 tile long ramp building wouldn't look right. So I used the girder bridge and added a steep ramp to it so I can make the ramps only 2 tiles long. I had to use the second bridge because there is no way it would work with just one using 2 steep slopes for the building.

The screen shots below show how I did this and I think it looks good. I asked Zimmlock what he thought and he liked it as well and gave me the permission to release this so others can also use these. I named the bridges BRDGWOOD-CARTLOAD.dat which is used to make a 3 tile long ramp building and BRDGGIRD-CARTLOAD.dat which is used in combination with the wooden bridge to make a 2 tile long ramp building. You can see in the screen shots how they are setup. For the 2 tile long ramp, you would use the girder bridge as the higher steep ramp and the wooden bridge as the lower steep ramp. I also named them this way so they didn't overwrite the originals. Just place them in the objdata folder and Locomotion will use these 2 instead of the originals. When you don't need them, just remove them and the originals are still in place.

I hope you all like these as well.
Attachments
BRDGWOOD-CARTLOAD-3-TILES.png
(170.23 KiB) Downloaded 2 times
BRDGWOOD-CARTLOAD-2-TILES.png
BRDGWOOD-CARTLOAD-2-TILES.png (123.65 KiB) Viewed 4099 times
BRDGWOOD-CARTLOAD.rar
(34.12 KiB) Downloaded 310 times
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: : = FYRA v250 = : : = AU NSW 86 Class Electric Locomotive = : : = AU QR EDI Bombadier IMU/SMU Trainset = : : = B-Class & VicPass = : : = MSTS Scotsman = : : = US Semi Trucks Pack = : :
: : = Steel Bridge = : : = Tube Bridge = : : = 2 New Earth Slopes = : : = Default Bridges w/ New Slopes added = : : = Camera Angles for Shape Viewer = : : = EU Semi Trucks Pack = : : = US Tank Cars 56' = : :
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rdrdrdrd
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Re: [REL] New Coalmine

Post by rdrdrdrd »

wait, you added graphics to the slopes of the wood bridge to simulate a building when it slopes down?
You sir are one fine and inventive modder :D
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Re: [REL] New Coalmine

Post by noofnoof »

that's well impressive.
Tattoo, get on MSN. :)
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Re: [REL] New Coalmine

Post by Zimmlock »

Cool isnt it top draw Tattoo :]
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Re: [REL] New Coalmine

Post by Tattoo »

Thanks. I'm glad you all like it. I got a question. I just made one to match the Iron ore mines but when I tried to get it in game, it won't show up and in Locomod it doesn't show that it's used by the tram track. I also notice that the numstations is set to 0 but there are 2 in there, the busstop and cartload and they work. So is there a limit to the stations the tram track will use? Here's a pic from photoshop of it. It sure would be nice to be able to use it but I don't know how to get it to work. I used Zimmlocks cartload.xml and just changed the sprites so there nothing wrong with the .dat because it's the same as Zimmlocks. Oh yeah, I also took out the CARTLOAD and just had the new station in there and in locomod it showed that it was used by the tram track so thats why I'm thinking there is a limit.

EDIT: I switched the graphics so I can see it in game and this is what it looks like. Screenshot3.png
Attachments
CartLoad2.png
CartLoad2.png (10.89 KiB) Viewed 4018 times
Screenshot3.png
(275.82 KiB) Downloaded 2 times
Last edited by Tattoo on 15 Jul 2011 18:12, edited 1 time in total.
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: : = FYRA v250 = : : = AU NSW 86 Class Electric Locomotive = : : = AU QR EDI Bombadier IMU/SMU Trainset = : : = B-Class & VicPass = : : = MSTS Scotsman = : : = US Semi Trucks Pack = : :
: : = Steel Bridge = : : = Tube Bridge = : : = 2 New Earth Slopes = : : = Default Bridges w/ New Slopes added = : : = Camera Angles for Shape Viewer = : : = EU Semi Trucks Pack = : : = US Tank Cars 56' = : :
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Re: [REL] New Coalmine

Post by JtW »

Thanks. I'm glad you all like it. I got a question. I just made one to match the Iron ore mines but when I tried to get it in game, it won't show up and in Locomod it doesn't show that it's used by the tram track. I also notice that the numstations is set to 0 but there are 2 in there, the busstop and cartload and they work. So is there a limit to the stations the tram track will use? Here's a pic from photoshop of it. It sure would be nice to be able to use it but I don't know how to get it to work. I used Zimmlocks cartload.xml and just changed the sprites so there nothing wrong with the .dat because it's the same as Zimmlocks. Oh yeah, I also took out the CARTLOAD and just had the new station in there and in locomod it showed that it was used by the tram track so thats why I'm thinking there is a limit.
Tram tracks are road objects, not rail objects. 'numstations' is used by rail tracks only, the respective entry for roads is called 'Field_15[7]'. See http://www.tt-wiki.net/wiki/Variable:Li ... 14_-_Roads for further information...
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Re: [REL] New Coalmine

Post by Tattoo »

Thanks a LOT JtW!!! I didn't know that. I'll try it right now and see if it works then. It should since that's where the numstations is defined. I did look at the WIKI but wasn't sure where to look. :P
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: : = FYRA v250 = : : = AU NSW 86 Class Electric Locomotive = : : = AU QR EDI Bombadier IMU/SMU Trainset = : : = B-Class & VicPass = : : = MSTS Scotsman = : : = US Semi Trucks Pack = : :
: : = Steel Bridge = : : = Tube Bridge = : : = 2 New Earth Slopes = : : = Default Bridges w/ New Slopes added = : : = Camera Angles for Shape Viewer = : : = EU Semi Trucks Pack = : : = US Tank Cars 56' = : :
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Re: [REL] New Coalmine

Post by JtW »

And yes, there is a limit as well: I managed to add up to 7 stations to a single track (rail or road). Images about that can be found at http://locomotion.aus.ch/#Bilder.
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Tattoo
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Re: [REL] New Coalmine

Post by Tattoo »

Yes, JtW, I knew about the limit of 7. Sorry, I should have worded that different. I just didn't think it was 2.

Any way, here's the Minecart load/unload bay 2. I used the images from the Iron Ore mines to create these so they match the Iron Ore mines. The station for the Coal mines didn't exactly fit so I made these. I know that people use different bridges in their games and these might not be selected in those games but for the ones that use the default bridges, I used the Steel Arch bridge for the 3 tile long buildings and used the Suspension bridge to use for the 2 tile long buildings. For the 2 tile longs buildings, the Suspension bridge would be used for the upper slope and the Steel Arch bridge would be used for the lower slope. I also added the ROADTRAM.DAT with the new station added for the people that don't know how to edit the .dat file.

If someone uses a different bridge in their game, they can always edit it and add these to it if they wanted to. The Arch bridge doesn't have slopes so these could be added to it if needed. If someone uses it and doesn't know how to do it, let me know and I'll help ya out with it. Just send me a pm and I'll tell ya what to do. It's easy.

Here's a new screen shot of this. I forgot to clear the windows when I took the other screen shot. I like it with see thru windows so you can see them moving thru the station. Please let me know what ya think...

EDIT: I forgot to mention the names of these 2 bridges. They are named BRDGSTAR-CARTLOD2.dat and BRDGSUSP-CARTLOD2.dat and work the same as the 2 bridges for the coal mines. Locomotion will use these instead of the default bridges and these don't overwrite the originals. When not you don't want to use them, again just remove them and the originals are still in place.
Attachments
CARTLOD2.png
(294.81 KiB) Downloaded 2 times
CARTLOD2.rar
(77.36 KiB) Downloaded 298 times
Last edited by Tattoo on 16 Jul 2011 00:20, edited 1 time in total.
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: : = FYRA v250 = : : = AU NSW 86 Class Electric Locomotive = : : = AU QR EDI Bombadier IMU/SMU Trainset = : : = B-Class & VicPass = : : = MSTS Scotsman = : : = US Semi Trucks Pack = : :
: : = Steel Bridge = : : = Tube Bridge = : : = 2 New Earth Slopes = : : = Default Bridges w/ New Slopes added = : : = Camera Angles for Shape Viewer = : : = EU Semi Trucks Pack = : : = US Tank Cars 56' = : :
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Emperor Darth Sidious
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Re: [REL] New Coalmine

Post by Emperor Darth Sidious »

It's a great mod ! Therefore I decided to make 2 more new minecart-stations. They are also downloadable from my Valuables Mod, but these two are just for Zimmlock's topic. So only the Ore and Coal version is included. I also included a ROADTRAM.DAT, this one includes all 4 minecart stations. Just overwrite your old one, or put them in the game manually...
Here's a screen:
Coal and Iron Ore Station Minecart.JPG
Coal and Iron Ore Station Minecart.JPG (33.3 KiB) Viewed 3721 times
Here's the download:
Have fun with them !

Regards,

Erik

(I don't wan't to make a riot here, already PM'ed Hyro and Tattoo about the matter, I for one always lived by the rules on these forums...Included in this download are my own stations that you see on the pictures now. I removed the CARTLOD2.DAT from Tattoo from this download...The ones from Zimmlock are also removed from the download. The ROADTRAM.DAT does include all stations that Zimmlock and Tattoo made, so you can just overwrite your old one. As far as I can see no one can say something about that as I made the ROADTRAM.DAT myself...)
Last edited by Emperor Darth Sidious on 10 Dec 2011 11:41, edited 6 times in total.
Hotfirediseal
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Re: [REL] New Coalmine

Post by Hotfirediseal »

ok i like playing locomotion but i do not know how to get this mod or add on to work properly can some one please help me out with some way that i can edit track.dat? ?(
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Re: [REL] New Coalmine

Post by Illegal_Alien »

:: Looking for the Locomotion section? Scroll down on the forum index or click here. :: See all releases in Locomotion section? Clicky here! :: Click here for the best tool ever! :: .datCrawler try it! ::
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Want to talk to me? Get on the #tycoon and #locomotion channel on OFTC thingy. :: Evolution of men: Loosing more braincells, everytime you post...
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Re: [REL] New Coalmine

Post by Hotfirediseal »

ok i tried it and followed the instructions but i cant do it still or i cant download the loco tool.
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Re: [REL] New Coalmine

Post by Hyronymus »

Emperor Darth Sidious wrote:It's a great mod ! Therefore I decided to make 2 more new minecart-stations. They are also downloadable from my Valuables Mod, but these two are just for Zimmlock's topic. So only the Ore and Coal version is included. Included are the minecart-stations from Zimmlock, the minecart-stations and bridges from Tattoo and my 2 new minecart-stations. I also included a ROADTRAM.DAT, this one includes all 4 minecart stations. Just overwrite your old one, or put them in the game manually...
Here's a screen:
Coal and Iron Ore Station Minecart.JPG
Here's the download:



Have fun with them !

Regards,

Erik
You of all ought to know by now how to treat the intellectual properties of other people. Please ask and await permission from authors before (re-)distributing their intellectual properties.
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Re: [REL] New Coalmine

Post by Emperor Darth Sidious »

It is all a matter of mistunderstanding...Changed the upload and send a PM to both you and Tattoo ! I have always followed the rules here...and I will keep on doing that ! But why is this coming more then a month after I have uploaded this stuff (and I told Tattoo before I did so, perhaps he doesn't remember that)...I would never upload something that I do not have permission for !!
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