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Yo, Weeds2!

Yo, Weeds2! – image 1

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Reading Topic #6786

Charter Member · 3574 posts

Hee-hee, uploaded weeds2.zip to the file library a couple weeks ago, some new textures, individual weed objects, and a few dead trees. Been so busy screwing around with other things I completely forgot the Grand Announcement!Yo, Weeds2! – image 2

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RE: YO, WEEDS2!, MikeSimpson, Oct-07-02, 04:24 AM, (1) RE: YO, WEEDS2!, Tree Frog, Oct-07-02, 09:54 AM, (2) RE: YO, WEEDS2!, DarkestRose, Oct-07-02, 11:06 AM, (3) RE: YO, WEEDS2!, sniper297, Oct-07-02, 04:44 PM, (4) RE: YO, WEEDS2!, DarkestRose, Oct-07-02, 05:06 PM, (5) RE: YO, WEEDS2!, Hobart, Oct-07-02, 10:51 PM, (6) RE: YO, WEEDS2!, sniper297, Oct-08-02, 01:43 AM, (7)

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Charter Member · 210 posts

RE: YO, WEEDS2!

Hi Jim,Got the weeds, forgot to say how much I liked the chemical tanker with 'Blinky' as the logo. Us Simpson's know where you got that one.Regards -

Mike

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Charter Member · 430 posts

RE: YO, WEEDS2!

Errr Umm.... I better get my tush in gear and put these and the trees in my route... wait... I'm still laying track
Very nice weeds, Sniper. Got a stone wall they'd look good in front of




"When you are with me I'm free
I'm careless, I believe
Above all the others we'll fly
This brings tears to my eyes
My Sacrifice"
--Creed


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Charter Member · 3574 posts

RE: YO, WEEDS2!

Stone Walls Do Not A Prison Make. Unless it's covered with thorny roses, of course! Rats, Mike, forgot all about that too. GRAND ANNOUNCEMENT! I skinned my second trainset, a PO&N chemical tanker!Trouble with having too many irons in the fire, I always forget what's hot & what's not. Advanced senility is also a factor!

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Charter Member · 430 posts

RE: YO, WEEDS2!

LMAO That sounded almost like a slam... in that case, the God is being sacrificed.... LONG LIVE THE ROSE!! lmao
Yo, Weeds2! – image 3





"When you are with me I'm free
I'm careless, I believe
Above all the others we'll fly
This brings tears to my eyes
My Sacrifice"
--Creed


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Charter Member · 414 posts

RE: YO, WEEDS2!

Weeds look great, better fill that tanker with Round Up How's the rusty rail thing goin? I've got some industrial spurs that look too bright and shiny for the "grimey underbelly" look I'm after.

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Charter Member · 3574 posts

RE: YO, WEEDS2!

Got your email, your Auburnness, expected to get pincushioned by a zillion thorns, but no roses, just a couple scarecrows. Haven't had a chance to try them out yet, still screwing aound with signals. If the blasted things would only @%^&*#! up the same way twice running, they'd be easier to figure out, found that my Sundermeyer style crossovers work (usually) with 10 meter sections but not (always) with 2 meter dynamic sections, requiring a whole different signal setup for the crossover. It works in 3 places but not the fourth, something about the arrangement of switches beyond the crossing switches causing the lights not to reset after AI train passage.That kinda answers your question, Igor 2, the ballast only sections you sent me work OK for dynamic track, except since the texture don't map the same way as the regular track sections, special textures have to be made for them. Trying to figure out if I can make a very small texture look good enough for jazz, or see if I can get you or somebody to change these so that regular Acleantrack1 or adirtytrack1 ace textures can be used with them instead of needing one more texture for them. Trying to make the whole package customizeable may turn out to be impossible, gonna need a disclaimer "for use by mad scientists only" since it's gonna be so difficult to sort out what texture goes with which set. Even assuming somebody wants to use only one dirtytrack type, unless they use the same PO&N6 textures right out of the box, they'll need to make an acleantrack1.ace, adirtytrack1.ace, atransit1.ace, and adynamic1.ace, all with the transition texture optimized to blend smoothly between the acleantrack1 and adirtytrack1 textures, and then match the ballast only textures to adirtytrack with the image shifted for the different mapping.
Igor 1 sent me a VB utility to batch edit all the shapes to raise them a little above the real tracks by default, gonna have to apply it to yours as well since they actually have a default height that's partially buried in the ground. That would make them a royal pain in regular use, but again I got so many irons in the fire I haven't even had a chance to look at Scott's VB utility yet, let alone use it.Maybe one of you guys would know this, a signal object is actually two objects, the signal post or head and the red trip marker that sits on the track, connected by an invisible "tether" that limits how far you can place the signal pole/head from the base red trip marker. What I need to do;http://www.train-sim.com/dcforum/DCForumID6/6796.html
Is extend the length of the tether so I can place the distant switch indicator on the opposite end of the switch from the trip, so the signal will be before the switch and the trip beyond the base (40 meters), that way it will be able to read the position of the far switch without having the signal cut off when the near switch throws for the opposite track. Gotta be in the shape file somewhere, unless the limit (about 20 meters) is hard coded into the program itself somehwere.

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