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On The Way To You!

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Reading Topic #3511

Member since Aug-1-02 · 889 posts

Below are some small/poor pics of what I just finished uploading to the files library.Enjoy!Andre

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On The Way To You! – image 1
http://www.train-sim.com/dcforum/User_files/3dc6dff772eb5424.jpg
On The Way To You! – image 2
http://www.train-sim.com/dcforum/User_files/3dc6e02173cf7ff5.jpg
On The Way To You! – image 3
http://www.train-sim.com/dcforum/User_files/3dc6e077011e18eb.jpg
On The Way To You! – image 4
http://www.train-sim.com/dcforum/User_files/3dc6e0d403765324.jpg
On The Way To You! – image 5
http://www.train-sim.com/dcforum/User_files/3dc6e17106684ab5.jpg

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RE: On The Way To You!!, GMOF3A, Nov-04-02, 04:54 PM, (1) RE: On The Way To You!!, trainmn, Nov-04-02, 05:39 PM, (2) RE: On The Way To You!!, ronson, Nov-04-02, 07:01 PM, (3) RE: On The Way To You!!, SLSF_QLA537_RON, Nov-04-02, 11:26 PM, (4) RE: On The Way To You!!, Coonskin, Nov-05-02, 11:53 AM, (5) RE: On The Way To You!!, ronson, Nov-05-02, 02:54 PM, (6) RE: On The Way To You!!, Coonskin, Nov-05-02, 03:05 PM, (7) RE: On The Way To You!!, IcyFire, Nov-05-02, 03:28 PM, (8) RE: On The Way To You!!, fireball, Nov-05-02, 05:50 PM, (9) RE: On The Way To You!!, Coonskin, Nov-05-02, 06:03 PM, (10) RE: On The Way To You!!, fireball, Nov-05-02, 06:30 PM, (11) RE: On The Way To You!!, fireball, Nov-05-02, 06:45 PM, (12) RE: On The Way To You!!, robertreedy, Nov-05-02, 07:01 PM, (13) RE: On The Way To You!!, fireball, Nov-05-02, 07:24 PM, (14)

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Charter Member · 46 posts

RE: On The Way To You!!

First I want to say you have done a really great job and I don't want to seem like I'm nitt picking just offering an observation.On the doors especially the orange and white version. You have the shaded area's as black. The doors themselves sit outside of the engine body not a lot but enough that they are seperated from the body themselves. At the top of the doors there would be a highlight the sunlite hits that first then at the bottom there would be a shadow. The whole sorround of the door would not be in shadow only. The shadow itself would very down the door to reflect the color of the door that is the white would have a grey shadow the orange would have an orange shadow. You see what I mean. You can get away with the shadowing on this because the dark colors could almost be black. However if you colored your shadows they would be a bit more natural.I've done quite abit of that type of shading in the 2d art I do and it does look quite effective. It's a sort of forced shadow or shading.You have done a superb job though I'm just offering a small observation is all and perhaps a little help..Ronson

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Member since Aug-26-02 · 4 posts

RE: On The Way To You!!

Thank you for the great looking Frisco Geeps! Lashed the 632 to the Frisco AB units and away we went. I have ridden on a Frisco GP7, A unit, SD45, Uboat, and a 207 switch engine. The good old days. If I could just get you to repaint SLSF 870 C30-7! I have thought about repainting a Uboat for Frisco, but I'm always on the road with my job. I have PS Pro. I guess I can load it in the laptop and then the only excuse I will have is laziness.Thanks for the good job!
Ron Real

Ron Real

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Member since Aug-1-02 · 889 posts

RE: On The Way To You!!

Hi Ronson!Thanks for the constructive input. Seeing as it's been 25 years or so since I've had the pleasure of actually getting to see with my own eyes a Frisco GP7, I had to rely upon my boxes of Frisco pics.I remember when I painted these engines that I struggled with the door seams in trying to decide what to do. I've seen some virtual models with the doors treated as you suggest. One must be very careful with that technique or you get "puffy" looking doors. I know I've had some models that the doors looked inflated, or "puffy". So, if one is not careful, over compensation can result.As for what I've tried to do... well, I tried to simulate what I saw in my pics. My pics show those door seams on an orange and white Frisco GP7 as dark lines. The only "shading" effects evidenced were weathering effects along the top and bottom where the oily residues were being emitted from all the shaking and rattling.Also, the side doors on a GP7 are flush and do not overlap. As I recall, such doors were supposed to be sealing doors and had to do with the carbody's air filtration design.Your suggestions caused me to second guess my recollections and decision to model the door seams as I did, that is, whether they were flush fit or overlapping doors. So, I dug out some of my Frisco photo collection for another look-see. Sure enough, the doors are flush fit. The attached picture of #523 illustrates it best. The other pic I've attached of #524 illustrate how the seams show up as dark lines only with no highlighted/underlit shading. IMHO, the seam lines should be even finer than what are on my models, but alas, they are already only one pixel wide. I can't get any finer with 512 textures.You'll note that the two examples I've attached have the optional battery box doors that some GP7's were equipped with. These DO overlap and make a noticable contrast to the flush fitting doors next to them. In all, I did the best I could with the reference material I had on hand, along with the limitations of my skills, as well as the shortcomings of pixels and paint programs. These paints are early-on in my painting skills learning curve, so hopefully my skills will improve. However, warts and all, at least I thought I would share them with any who might find some use for them.Besides, 3DTrains is working on a new GP model that will likely outdate these as soon as it hits the market... so if ANY use was going to be derived from these engines, it needed to be now.Thanks again for taking the time to offer some helpful input.Andre "Coonskin" Ming

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On The Way To You! – image 6
http://www.train-sim.com/dcforum/User_files/3dc7f73f6bb013c8.jpg
On The Way To You! – image 7
http://www.train-sim.com/dcforum/User_files/3dc7f7646c750db2.jpg

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Charter Member · 46 posts

RE: On The Way To You!!

I stand corrected. Your photos show that in some spots the shading is even lighter in the darker areas that is less contrasty as you would not expect it to be. I was only thinking of the paint taking the shadow and not the door taking the shadow if you get me on that. The shadow on the paint is what your trying to show. If the loco had been all white the shadows would be the same as this is not the case the shadows would be darker and lighter where the paint is darker and lighter. Your locos look very close to the photos and I know of the pixel limitations dew to the texture size. I have done a few repaints myself and it took me awhile to get used to the forced shadow thing. I have a solution I had read about in another message I don't quite remember where but It was here at TrainSim.If you keep the shadows so they aren't so contrasty that is tone them down MSTS doesn't try to smooth them out too much. This could eliminate the bending effect when the textures are smoothed by MSTS. I have noticed this happening in FS2000 as well. Only with the aircraft they use this to there advantage. If the shadows are say 10 to 15 percent darker then the sorrounding area this may stop MSTS from trying to smooth them all together. Hopefully in the next version of MSTS the texture size will increase and we won't have to worry about the textures stretching anymore. Who designs a program where you can exceed the texture size limit in the zooming of the object with the texture. M$?????Hope that helps a little

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Member since Aug-1-02 · 889 posts

RE: On The Way To You!!

Understood on the way MSTS renders things!! Quite "differently" than they appear in my photo paint program!"One of these days"... I hope to be able to figure out ways to simulate the wonderful weathering on the prototype examples above.Thanks again Ronson for causing me to re-evaluate my efforts! Good simming to 'ya!Andre "Coonskin" Ming

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Charter Member · 912 posts

RE: On The Way To You!!

On The Way To You! – image 8

Great stuff, Andre, congrats manOn The Way To You! – image 9
Coming Soon: 2.53GHz, 1gig DDR Ram, ATI radeon 9700, All projects stoped until I get that system Built (3~4 weeks most)

Shawn "Icy-Fire" Kenselaar
ShawnSSK@Yahoo.com

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Member since Aug-1-02 · 889 posts

RE: On The Way To You!!

DUDE! (Roger) Nice looking route coming along!What zip files did you find and are using for the:* Roads?* Sage grass?* Crossbucks?Re: More Frisco stuff - I've got a selection of F's using 512 textures that are based on Marc's Freeware V3's... but I've got to figure out how to package them. Do I include the batch files for changing the details, etc? Any input someone?Andre

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Charter Member · 87 posts

RE: On The Way To You!!

Thanks Andre! Glad some other folks think it looks good besides me. I started this out planning to do this area around here but first needed to see if I could make it look like SW Oklahoma. So, been playing around with it and experimenten...think I can come close. I think now I am ready to start full bore and preess on. One of the many problems I have found too is you can only have 8 textures per tile..anyway, better to stop ramblen and answer your questions....I used all default stuff that I could, can always retexture stuff later. That brings us to the firt question, the road. I used the default Japan 2 lane. Looked close enough for now.
The sage grass is from Jim Ward called weeds2.zip in the library here. (Wonderful stuff Jim!)
Crossbucks? You mean the RR sign I guess?? (not much up on the lingo.) As I could not find one like this in the library, I admit I stole it from Cajon route. I was too lazy to make one. If enough interest is shown, and folks want this route, then I will have to make some I guess. Going to have to break down and make some stuff anyway.There are lots of goodies in the d/l scenery section here. I got a lot of stuff from there. I hacked and modified some things to suit my needs. Speaking of which, a good tool to have is Shape File Manager, if you do not have it already.Anyway, anythinge else, give a shout and I will try to help. Just starting out with this RE in earnest now, but the best advice...BACKUP OFTEN.Roger

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Charter Member · 87 posts

RE: On The Way To You!!

Oh, I wanted to say but forgot, I used 10m DEM data too! It is kinda flat around here. Makes it hard to model too.Roger

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Charter Member · 588 posts

RE: On The Way To You!!

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>ready to start full bore and preess on. One of the many
>problems I have found too is you can only have 8 textures
>per tile..anyway, better to stop ramblen and answer your Roger, if we are talking about the same thing, you can have many more than 8 textures per tile. You simply go in and insert the texture you want to add, select the tlie, go back and select the texture you just added, click the border of the window of RE so as not to select anything else and use your space key and it will change the tile to that added texture. I've had as many as 12 or 13 different textures in the window at one time doing it this way.

RobertR .. ADF-M&RM at http://www.adfrr.com

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Charter Member · 87 posts

RE: On The Way To You!!

Thanks for the info. Robert! I was thinking you could, when I played with the RE last, and the '8' thing was only the max number the window could show for you to select. When I started playen around with textures the other night, I would change my eighth one out, then change it on a tile and another texture would dissapper in the RE, so I might have had somethingn else selcted or something. I will sure do it the way you described as soon as I fire up the RE. It was kinda (a lot) late when I done it. I remember reading something here about the '8 texture deal' but I jumped to the wrong concusion I guess huh?Thanks for the info!Roger

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