Modding Questions and information

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Blaxlandridge3
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Modding Questions and information

Post by Blaxlandridge3 »

There are not that many modders left out there. We were left with a great Megapack for the United States before Plastik left in 2013. Now that summer has rolled around I have plenty of time on my hands, and want to learn the tricks of the trade. Of course, Wally has his great tutorial on how to mod. However, I am working on a mac and for some reason the .bmp images do not render properly after being exported in MSTS2loco. If we work together, I can create the moving rods and bogies. Here's how it could work.

1. Before we get started, I just want to say, let's stick to steam. there are already enough diesels and electrics in the megapack and dekasoft packs. Steam is harder, but cooler. 8)

2. Some questions. 1. For moving rods, I'm assuming I just have to duplicate images and then reposition the rods to create a loop animation for rods for each position the locomotive will be in in game? It's a bit confusing to describe, but you may understand what I mean. I'm sure walter can tell me. 2. And then same thing if there are bogies, just edit the images? If this is the case, it my be a tedious process but I may be able to do it.

HOW THIS WILL WORK

1. Ok, so since the stupid msts thing won't work for me, you will think about a locomotive you'd like to see in game (No articulated's yet please).
2. Download MSTS2Loco on walter's website under the Tutorial section > MSTS2Loco
3. Follow the tutorial, and export the .bmp image files
4. Locate the files, zip them up, and attach them to this forum. I will try and work some magic. Remember, I've never done this before. But i have done some research, and with help, I may be able to do this. :D

Hopefully we can revitalize modding and make some great new locomotives for the game.
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Re: [ANNOUNCEMENT] Modding Questions and information

Post by griffinrails »

I know that this is neither american or steam, but here is an AU Tait EMU.
Maybe this could be a more easy starter? Jumping to a steam engine instantly is a big leap IMO.
I've asked the original authors, Melbourne Sparks for their permission and it has been given.
Link to original model: https://www.trainsim.com/vbts/tslib.php ... 047&page=5
Stats:
Constructed - 1919 (1910 for the trailer, make it accessible with all stock)
Retired - 1984
Speed - 80kph/50mph
Power - 105kw/141hp
Weight - 48.57 tonnes (motor) - 26.93 tonnes (trailer) (imperial only)
Sounds - Swiss Whistle, electric running sound
Compatibility (Trailer) - All
Compatibility (Driving Motor) - Trailer and DM Reversed only, can operate without them, vice versa for the reversed DM.
Capacity - 92 passengers,4 bags of mail (apply that to all) (edited because forgot to mention, oops)
Thanks in advance! :D
(P.S. Maybe you could make a second thread for the releases?)
Attachments
198T.zip
Middle Trailer Car
(389.25 KiB) Downloaded 30 times
224D.zip
Front Driving Motor Car
(410.55 KiB) Downloaded 17 times
224Dreversed.zip
Rear Driving Motor Car
(412.79 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 =+= AUSSIE LEVEL CROSSING viewtopic.php?f=40&t=87364 =+= BROAD GAUGE FOR LOCOMOTION viewtopic.php?f=40&t=87336 =

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Re: [ANNOUNCEMENT] Modding Questions and information

Post by Manuel18 »

I would like to say DirectX work better even in Linux.

Create animated locomotives is a huge step and if you are using third party models it's more complicated.

First at all MSTS Shapes have animation based on keyframes and I don't tested yet if altering the number of the index of the key frame directly on the shape file would succeed. (This is the only solution because the MSTS2Locomotion use the first frame).

If I'm not wrong (years without practice) to create steam locomotives is necessary at least three frames. So you must take a 0° , 130° and a 260° model for the rods. Trucks or bogie (whatever country name is using for the wheel set structure) are not necessary to be apart of the model. It will create a front and rear bogie with the same aspect. Per example. If you have a 2+4+1 locomotive you will end a extra axis (2+4+2)

Most of MSTS models use 8 keyframes (counting 0 to 7), so the rods have a 0,45,90,135,180,225,270,315 angle. You could use the frames than are near or close to the angle result (0,130,260).

I would recommend bogies for non steam locomotive vehicle.

Working with every frame is a endless nightmare. It's too much work.
Image[url=steam://friends/add/76561198029896773]Image[/url]

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Re: [ANNOUNCEMENT] Modding Questions and information

Post by Blaxlandridge3 »

Thanks for the info guys, I'll get right on that EMU! Now I'm scared of steam :lol: but maybe I'll still create some but Jose style without moving rods. God I wish plastic were here. Yes, I could do a separate thread for releases! :D
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Re: [ANNOUNCEMENT] Modding Questions and information

Post by Broomboi »

Thank you keeping this game alive. It's kept me busy for the last few weeks with lockdown. Fingers crossed we'll have some new content to play with with.

p.s are you thinking of having your own website to post the mods on?

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Re: [ANNOUNCEMENT] Modding Questions and information

Post by Blaxlandridge3 »

Broomboi wrote:
08 Jun 2020 14:33
Thank you keeping this game alive. It's kept me busy for the last few weeks with lockdown. Fingers crossed we'll have some new content to play with with.

p.s are you thinking of having your own website to post the mods on?
Probs not, but you never know. I'll most likely just start a new thread for my releases. The releases will be random. It is whatever people want to see in - game.
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Re: [ANNOUNCEMENT] Modding Questions and information

Post by Blaxlandridge3 »

Griffinrails, I'm currently working on the EMU. So far, so good. However I have noticed you did not start numbering after 136 for the middle car, and then numbering after the last sprite number from the middle car for the trailing car. I hope this does not cause a problem. But I'm doing my best! :D
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Re: [ANNOUNCEMENT] Modding Questions and information

Post by griffinrails »

Ok, hopefully it will still work. I understand that this could be quite hard for you. The HST coding is kinda similar i suppose. Godspeed. :)
= 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 =+= AUSSIE LEVEL CROSSING viewtopic.php?f=40&t=87364 =+= BROAD GAUGE FOR LOCOMOTION viewtopic.php?f=40&t=87336 =

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Re: [ANNOUNCEMENT] Modding Questions and information

Post by Blaxlandridge3 »

Thanks!

Yesterday I finished the driving car. Today I'll finish the middle car and trailing car.
(I guess an admin changed the title of the topic)

However the compatibility is quite confusing. So,

The Driving car should only be compatible with the middle car and rear trailing car
The Middle car should be compatible with everything
The Rear trailing car should only be compatible with the middle car and driving car
The Driving car can operate without the middle or trailing car

Is this all correct?
Should the trailing car be a locomotive or a wagon?

Also, the Driving car has these strange blue pixels that appear next to it when it makes a specific turn. I am not sure why. The trailing car does not have these. I have gotten them into lomo but need to work out the compatibilities mentioned above. I think the Tait stock should have working bogies but idk how to make bogies. It looks a bit strange moving around curves! :lol:

When testing the cars I also noticed they like to have seizures when going around tight curves. for a millisecond the sprite goes nuts!
Also I noticed for being electric locomotives they have no catenary. I googled the Tait and thy are supposed to, but the models don't have catenaries.

Once I get a reply from you I can resume work.
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Re: Modding Questions and information

Post by griffinrails »

You got the compatibility correct. The trailer car should be a Wagon., and so should be the Reversed Driving Motor.
I should be able to fix those dots in Wally afterwards. The missing pantographs on the models should be fine, it doesn't bother me.
The seizures are also fine. I won't even use the tight curves with this train because historically it was part of the BG network, instead of the SG network.
Remember to have them connect to cantenary.
Finish it without the bogeys. I'll give it ones from the Built in EMU later maybe.
= 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 =+= AUSSIE LEVEL CROSSING viewtopic.php?f=40&t=87364 =+= BROAD GAUGE FOR LOCOMOTION viewtopic.php?f=40&t=87336 =

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Re: Modding Questions and information

Post by Blaxlandridge3 »

Ok. Will do. I will have to rework the trailing car then. Should hopefully be done tomorrow
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Re: Modding Questions and information

Post by Blaxlandridge3 »

This mod has taken a backseat to some HO Scale projects I'm finishing up. I will get it done! I promise!
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Re: Modding Questions and information

Post by griffinrails »

That's ok. Ialso love HO models, although I'm more interested in making realistic renditions of Wooden Railway trains lol.
(Choochootrack makes some of the best models here https://www.choochootrack.com/USA-Made- ... ories.html, and for Europe i'd say Lalok http://www.lalok.at/)
Can't wait to play with the taits!
= 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 =+= AUSSIE LEVEL CROSSING viewtopic.php?f=40&t=87364 =+= BROAD GAUGE FOR LOCOMOTION viewtopic.php?f=40&t=87336 =

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Re: Modding Questions and information

Post by Blaxlandridge3 »

griffinrails wrote:
15 Jun 2020 07:33
That's ok. Ialso love HO models, although I'm more interested in making realistic renditions of Wooden Railway trains lol.
(Choochootrack makes some of the best models here https://www.choochootrack.com/USA-Made- ... ories.html, and for Europe i'd say Lalok http://www.lalok.at/)
Can't wait to play with the taits!
Wooden trains? Haven't heard that name in years! :mrgreen: Choochootrains reminds me of the old Whittle shortline. Did they take over or something?

What HO models do you have?
After the Taits I'm going to try and convert the RCT loco. It's a 2-6-2 so it would look nice with the 2-8-0 and 2-4-2
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Re: Modding Questions and information

Post by griffinrails »

Whittle Shortline does still exist, (https://woodentrain.com/) and how did I forget Munipals and Holz U-Bahn?
(https://munipals.com/ https://www.holz-ubahn.de/shop/)
I don't have to many HO trains, most are old Hornby/Triang models if they aren't Fleischmann models that were obtained at train shows.

The RCT loco had an attempted conversion by Thrilleville109, but it did not work very well, possibly due to the resolutions. I'd say converting the coach sprites first would be easier. (You might want to shrink the sprites by a tad)
I'll make a thread where there are quick links to each release here (if that's ok with you).
= 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 =+= AUSSIE LEVEL CROSSING viewtopic.php?f=40&t=87364 =+= BROAD GAUGE FOR LOCOMOTION viewtopic.php?f=40&t=87336 =

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Re: Modding Questions and information

Post by Blaxlandridge3 »

That's fine but I'll create it myself when the time comes. I can't do any of the images in the file because I don't know how to use wally as you stated to make the background blue.
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Re: Modding Questions and information

Post by griffinrails »

I might be able to do some tonight if I have the time. :)
= 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 =+= AUSSIE LEVEL CROSSING viewtopic.php?f=40&t=87364 =+= BROAD GAUGE FOR LOCOMOTION viewtopic.php?f=40&t=87336 =

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Re: Modding Questions and information

Post by Blaxlandridge3 »

That would be great! Although I would still like to know how to make the background blue.
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Re: Modding Questions and information

Post by griffinrails »

Ok, open up Wally and open up 1 sprite. Then open up the Loco pallete (not the locoveh pallete). Then, select the VERY FIRST colour. Fill in the black. Save and exit. :)
= 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 =+= AUSSIE LEVEL CROSSING viewtopic.php?f=40&t=87364 =+= BROAD GAUGE FOR LOCOMOTION viewtopic.php?f=40&t=87336 =

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Re: Modding Questions and information

Post by Blaxlandridge3 »

I'm using the flood option, which is working ok.
This will be very tedious for 500 pictures...
Screen Shot 2020-06-17 at 9.26.37 AM.png
(317.86 KiB) Not downloaded yet
Is there a way to save the palette prefrences?
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