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enocell (482 posts)
Mar-07-02, 12:35 PM (EST) "New hopper under development" It needs some details and texture fixes. And of course correct bounding box...
Enocell
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Subject Author Message Date ID RE: New hopper under development v1perfan Mar-07-02 1 RE: New hopper under development henry3 Mar-07-02 2 RE: New hopper under development kenm62 Mar-07-02 3 RE: New hopper under development enocell Mar-07-02 4 RE: New hopper under development SD80MAC Mar-08-02 5 RE: New hopper under development SD80MAC Mar-08-02 6 RE: New hopper under development petetrainfan Mar-08-02 7 RE: New hopper under development enocell Mar-08-02 8 RE: New hopper under development enocell Mar-08-02 9 RE: New hopper under development enocell Mar-09-02 10 RE: New hopper under development Idahojeff Mar-09-02 11 RE: New hopper under development enocell Mar-09-02 12 RE: New hopper under development enocell Mar-10-02 13
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v1perfan (114 posts)
Mar-07-02, 01:04 PM (EST) 1. "RE: New hopper under development" That's a fine looking hopper, En...Brian. Remove | Alert Edit | Reply | Reply With Quote | Top
henry3 (657 posts)
Mar-07-02, 01:15 PM (EST) 2. "RE: New hopper under development" That looks like it's going to be another fine hopper, and from a time period where we need a lot more stuff. I can just imagine what it's going to look like when it's finished.Great job!Henry
(I'm kinds partial to that particular loco, too. <g>) Remove | Alert Edit | Reply | Reply With Quote | Top
kenm62 (252 posts)
Mar-07-02, 01:57 PM (EST) 3. "RE: New hopper under development" Great! Those look like early PS-2 hoppers from the Fifties. The "Q" had some of these with round hatches,
(hint, hint)
How about a 2 bay version as well?
Ken Martello
Kenm62's MSTS Website Remove | Alert Edit | Reply | Reply With Quote | Top
enocell (482 posts)
Mar-07-02, 03:18 PM (EST) 4. "RE: New hopper under development" So you mean this?
I made it when I resized the long one which was listed as 41ft(according to the number), but it may be the length between truck centers and not the car length. The short hopper is 41ft long. So I will release 51 and 41 foot hoppers. Maybe with TSM file so you can customize it by yourself.Enocell Remove | Alert Edit | Reply | Reply With Quote | Top
SD80MAC (805 posts)
Mar-08-02, 00:05 AM (EST) 5. "RE: New hopper under development" Enocell!...You did it again.Another "fine" add-on for MSTS!!!Yippie!There are numerous possibilities,as far as re-skins for this model.Are you using TSM for your new creation? Remove | Alert Edit | Reply | Reply With Quote | Top
SD80MAC (805 posts)
Mar-08-02, 00:07 AM (EST) 6. "RE: New hopper under development" Disregard the TSM comment...I couldn't wait till the post fully loaded before i replyed. Remove | Alert Edit | Reply | Reply With Quote | Top
petetrainfan (34 posts)
Mar-08-02, 01:13 AM (EST) 7. "RE: New hopper under development" Very nice! I'll take some! Remove | Alert Edit | Reply | Reply With Quote | Top
enocell (482 posts)
Mar-08-02, 11:40 AM (EST) 8. "RE: New hopper under development" I'm using the TSM. It must have a bug since the low-poly models work if I have no transparency on the model. Just one TransNorm poly -> reboot when trying the car in TS(near view=200m works). I don't want to make the ladders without transparency(the cars are complex already), so some kind of solution is needed. They will cause framerate drop if no low-poly models included.I can post the TSM files if anyone wants to try.Anyway, here's some extra liveries I made:




Enocell Remove | Alert Edit | Reply | Reply With Quote | Top
enocell (482 posts)
Mar-08-02, 12:44 PM (EST) 9. "RE: New hopper under development" Forgot to attach this: TSM gives this very often(related to the distance levels, without them it works fine)
This doesn't help at all. I'd like to know why the models wouldn't convert. This is almost as annoying as the invisible error box in TS when trying the cars.Enocell Remove | Alert Edit | Reply | Reply With Quote | Top
enocell (482 posts)
Mar-09-02, 05:54 AM (EST) 10. "RE: New hopper under development" Here's a 26 foot cement car:
A number has been added since this pic, as well as some mapping issues. I hope those crashes were related to double-sided polygons which I changed(not tested yet).Enocell Remove | Alert Edit | Reply | Reply With Quote | Top
Idahojeff (24 posts)
Mar-09-02, 06:19 AM (EST) 11. "RE: New hopper under development" Lookin' good!
The shape doesn't look that far off from one those early 60's "Airslide" hoppers either. That could be an interesting addition to any freight car fleet.Jeff Remove | Alert Edit | Reply | Reply With Quote | Top
enocell (482 posts)
Mar-09-02, 03:21 PM (EST) 12. "RE: New hopper under development" The cement car now works, but the others don't. I found a solution to that transparency problem(the -trans part needs to be in all models), but of course it was replaced by 'can't add car xxx to world' and S/DS. They work fine until I add the lower detail model(or remove it). Just the main body and the game won't load. Where the h*ll is the error this time? It can't be hierarchy, transparency, missing texture, orphaned point, or untextured polygon because I used only working parts.
I think I won't make any cars if these extremely annoying errors won't stop I didn't buy TSM or MSTS just to get very angryEnocell Remove | Alert Edit | Reply | Reply With Quote | Top
enocell (482 posts)
Mar-10-02, 02:17 PM (EST) 13. "RE: New hopper under development" The cars are now released. The first model was very easy and fun to make but the "war" starts when trying to improve the framerates... Got the cars finally work. TSM needs some documentation about the distance levels.Enocell Remove | Alert Edit | Reply | Reply With Quote | Top
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