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GreeneggsnPelham

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Everything posted by GreeneggsnPelham

  1. Post that reply ^^^ in the Trainz FAQ & Support thread and someone will answer it. I do not have TS12, so I'm the wrong person to ask on how to fix it. Someone will respond though! -A
  2. Feel free to post the pictures here! I know I won't be the only one who'll appreciate them! -A
  3. Thanks for the wishes gentlemen. I'm very close to 100%, just dealing with some residual headaches, and I'm the proud owner of several new facial scars---that'll definitely rein in the ladies! On a business note---Merry Christmas to you all. It's 4pm here in California, so those stations WILL be released tonight, keep your eyes peeled here or at either of the two NYCTA threads over on the Auran/Trainz forums. I've exported the 2T models, just 3 and 4 track to go. 6T variants will be a part of phase 2. Signals are fine right now, they just need to be adjusted to fit the new tunnels; there won't be any new signals to release besides repeaters. For the adjusted signals I will be released a set of CONFIG files that will be named "ST_Config", etc. Your only task is to input them into the appropriate folders and change the name back to simply "config" and you'll be good to go. The signs package isn't available for download anymore because it's soon to become obsolete. The newer texture-replacement signs you saw earlier in the thread will be released in a week or so. Keep those eyeballs peeled gentlemen. I'll be striking like a ninja, and you won't even know it! -A
  4. I regret to inform the community that the subway stations kit release has been pushed back until next week, around December 25-26. This is due to the fact that earlier this evening I was involved in a serious car accident near my house, on my way to a group meeting. My car was totaled, and I was injured, but thankfully nothing life threatening. I will be spending the next few days recovering at home, and once I am able to sit at the computer for an hour or two at a time a day (doc doesn't recommend being stationary for long periods of time), I will resume work on exporting the models, and likewise, importing them into Trainz. BStyles IS back from Hong Kong, and he has given me all of the updated models, they're just sitting on my desktop waiting to be finished. The PART ONE of the station kit will include all normal station set ups, and will exclude custom layouts (Essex-Delancey, 59 St-Columbus Circle, DeKalb), as those require unique textures; those will be included in PART TWO of the station kit, along with the terminal pieces. Thank you all for your patience and understanding, and despite the setback, keep on Trainzing and showing off your awesome pictures in this thread! Happy Holidays, -A
  5. Yeah, they were resized. Your issue is that the first ones were object-spline and the ones that are being used now (before the new ones come out) are just straight bridge-track splines. PM me your AIM address and I'll send you a fix to your problem. Sorry it messed up your route like that!! -A
  6. This is an excerpt from a meeting I had with BStyles earlier tonight regarding the poly count on our content; I'm posting it here because everybody needs to read it and have the record set straight. This isn't meant to offend anyone, but this is a business decision that B and I have agreed upon. I hope people can understand what we're saying, but we're going to have to draw a line. We can't continue to develop and not try to express our profession in the objects that we make, only to have to butcher them because people can't use them. High poly or low poly, we can do that, but if they can't run either then there's nothing we can do about it. The only way we get better is if we go bolder. If we don't then we're being capped at the standard. Our goal was to break that standard and make something that everyone can enjoy, but to do that then they're going to have to treat themselves to something better or not bother at all. Bottom line: no more faces will be removed from the models. We'll build them with an average computer in mind and we'll export them as best we can, but if at that point no one can run them then there's nothing that we can do. Quality while trying to achieve performance is a heavy task, but it's being done slowly and surely. We make ourselves local, people should realize that this isn't just for us, this is content that the whole world will be looking at, like the Russian content. Our plan from the beginning was to make content that we wouldn't have to revise for years, maybe even a decade, which is why we try to get everything done and on point before release so that we don't have to look back. But we are going to have to put a disclaimer on this pack when it is fully released. It doesn't require high end computers, but it shouldn't be expected that it'll work on anything lower than 2006, probably TC by now, and that it shouldn't be worked on by any generic computer. Like any high quality video game, these developers should know when to realize that computers, especially laptops, have their limits. I learned that a while back and I'm even learning that right now. I'm sorry, but we have to let these guys know that yes, this content requires a standard, either high or low poly, and if it cannot be achieved at that point then it should be thought on wisely to upgrade. That is our official stance from here on out. We had a fierce (but friendly) debate about what was best for the community and this is the decision we've reached. We are trying to broaden our fanbase to include everybody, but there are some things that require decisions by you, the users, such as upgrading generic computers, outdated games and the like. The stations are finished, and I am just running some tests over the week to ensure that they are bug free. We already went through last weekend's fiasco with the stations I released as place-holders. We don't need a repeat. Night all, and I hope everyone understands where this "press release" is coming from. Please don't spam the thread--any comments or anyone who has taken issue with anything stated can take it up with me via PM, and we'll talk. -A
  7. Yeah, NYCTA routes are scarce, which is why B and I are undertaking the project(s) we are. Right click your train and click "move to train" and then double click the cab at the other end of the train. Also, when editing your session, be sure to add the rule "Change Train Direction". Also, some fixes for the stations released today: Also, don't use the 6T side station--there's an error that I cannot fix with it (incorrect facing terminators/initiators) because I don't have those original meshes anymore. Check the bypass and "clearanc" textures within the config of the 6T Bypass station and delete the alpha lines to get those textures un-inivisible--be sure to do this for all three folders. And for the 2T island station no wall, change the line "asset-filename" with this: asset-filename "NYCTA 2T_Island_NW_Station". Those are fixes that I found after someone pointed them out to me. Thanks again! Also, it seems the custom kit I released, didn't have roofs? Can someone verify/rebut this claim? I've looked at what I have and all the stations have roofs...
  8. Oy. SO many errors (unforeseen) with the content I posted in the links that those links are down while I fix the content---! This is why I don't post old content, lol By the way, retype your post above Strain? I don't know if it's me, but I can't comprehend it. Various fixes to the stations released under those links are posted in the support thread, you guys. -A
  9. B is handling all things EL. If you look at most of the EL stations that are terminals usually there are just bumper blocks and that's it, so Terminal EL pieces will not be necessary. And since you messed up on the replace KUID thing, just right-click the asset and click "Revert"
  10. Great Job! Did you download Ish6's reskins of Jeff Morris' stuff? It includes a lot of really cool subway/el entrances and stuff. Btw guys, if you want to replace the tracks on the stations, simply select the KUID of the new subway tracks (kuid:523903:401) and replace the kuid line in the config file.
  11. For those of you who still do not have any of my content and/or do not feel like scouring the boards for all the links, here they are: NYCTA Custom Subway Station Kit: If you don't feel like using the pre-packaged stations, use these instead. Includes side and island platforms, tunnel beams (single and double), station walls and trackside walls with roofs to create your own stations! Beams and both sets of walls come in several colors, so you can mix and match however you'd like. LINK WILL BE BACK UP LATER. NYCTA Signals v2: Includes all of my currently-available signals. A complete rebuild from Magicland's original set, this includes nearly all types of signals found in the NYCTA system, including automatic signals, several types of home signals (depending on the routing), overhead signals, marker signals, ST and GT signals, and much much more. Trainlevel2 has posted a video on youtube on how to get the timer signals to work using triggers. I have not researched this completely yet, so as of now, he's the authority on how to get the timer signals to behave like their real-life counterparts. LINK WILL BE BACK UP LATER. NYCTA Signs: All signs currently found on the NYCTA system. All of them have editable text, except ones where this is not needed (OPTO, "T", etc). There are 12 sign versions in total, and 3 different variations (left-hand track, right-hand, and overhead). If you do not want to sift through these signs, the alternative is to wait a little while longer while I release a version of one sign that will have changeable textures for all different variations and have editable text. It will cut down the number of signs from ~36 to only 3 or 4. They will have the same function, the only difference with the newer one is that you have to select what sign texture you want every single time. LINK WILL BE BACK UP LATER. NYCTA Subway Stations: These are the 3-in-1 splines that I had mentioned above. Because they work as multi-track splines, they will not be passenger enabled. You can use these as placeholders on your route(s) until the new ones come out. Warning: These will not have the same KUIDs as the new stations, so you will have to manually replace if you intend to switch over. LINK WILL BE BACK UP LATER. Warning: This is a really large CDP! NYCTA Subway Station Objects: Includes garbage can, subway stairs exit and the CORRECT size of the bench I had inadvertently released a really minuscule version that was laughable. These will not be revamped. I might add some stand-alone info boards/maps and el-type exits, but as it stands--this is whatcha get! LINK WILL BE BACK UP LATER. Enjoy! -A
  12. And/or post it in the NYCTA Support Thread--I seem to be the only one responding to it these days, lol; so I'll be glad to help you guys. Yeah, I've only had Trainz for 2.5 years, but trust me, I've encountered almost every NYCTA-related problem -A BQE- Brooklyn Queens Expressway?
  13. Looks like your computer cannot handle the frame-rates. Turn all of the sliders down to the left in surveyor options and then try. No need to get pissed off--it happens to the best of us. You gotta learn to calm down sir.
  14. Go post to the support thread and post your problems. I can see one of the tracks, the coverboards/third rail are transparent. Open up the asset, and look through the .texture.txt files and delete any line that begins with "Alpha="
  15. Test Magicland's tracks and post a picture in the support thread. And guys... MAJOR breakthrough when it comes to creating good looking----er---great looking tracks and reducing poly count. Head on over to the BART Screenshots thread to have your minds blown!
  16. Hmm....disappearing baseboards. Seems like you're using TS09 (correct me if I'm wrong)? If so, that's an issue with the version itself. Try to build the same thing with Magicland's tunnels, because they have several hundred more polys than ours. Let us know if the same situation occurs. (Post it in the Support thread, so we don't clog this one). -A
  17. Open Content Manager, and select the faulty assets, right-click and select "view errors/warnings". Copy the message verbatim and post it in here so I can get a handle of what the problem is. If my spider-senses are correct, the cars are missing a passenger attachment point and the texture for the poles cannot be found. It's a common problem on Magicland's cars in versions newer than 2006, where CM is much more strict in what it accepts into the game. If that's the case, your solution is simple. Download PEV's PM2IM, which can be found by typing PEV software into Google and going to his official site. Download it, open it up; in the options tab, select "Open IM Files". It'll stay checked so leave it there. Open the faulty assets for edit in explorer. Now, back in PM2IM, navigate to File>Open, and select the .im file for the car (the one with 'body.im' in its name). Once you do so, it'll strip the model of the textures and rearrange them correctly. Do this for all of the train cars that have this error. This'll solve the poles.texture problem. For the attachment point, write down (or type) what the full name of the attachment is. Scroll down the config about 2/3 of the way down until you start seeing the listing of the attachment points--find the attachment point that matches the missing one and simply delete that line from the config file. Be careful when you do this as you only want to delete the line and not any other spaces or characters. If you highlight too much, you'll end up cutting off the end of the previous line which can cause a whole lot more problems. Do that for every kind of attachment point that shows up missing. Usually, the same attachment point is missing for all of the cars. Once you have done these two things, right click each asset while still open for edit in CM and select "view errors/warnings". If you've done everything correctly, you'll get zeroes on both and you'll be good to go. Then all you do is re-commit the assets and you're done. Let me know of any problems you've run into. I don't have an automatic solution to the chime issue. I'll think on it! -A
  18. No, those are still a work in progress. The picture above is of a beta sign I'm currently testing, which is going well. For now, enjoy the link below. I have made those signs before, but that was last year before I knew about texture replacement and such, so I made a few dozen signs from around the subway system. You can use them now until I perfect the signs above. A note to everybody else: I spoke to BStyles really early this morning (around 4am)--he's in Hong Kong and will be there for the remainder of the week, so you'll have to wait until sometime next week for Phase 1.5, which are the subway stations and terminals. Phase 1.75 will be the changeable overhead platform sign and the trackside sign that's featured above. Thanks for your patience and I hope you're enjoying the new set. Is anybody having any lagging problems? -A NYCTA Signs (v2 from mid-2011) http://www.mediafire.com/?9azqgwbez7ki5t6
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