I am glad to say for the most part all the missing dependencies in the CSX Tampa Terminal route (aka "CSX Tampa-Winston-BV") have been since resolved. Since I moved to a pooched TS12 SP1 installation, I lost some files when trying to back up my content, and when I reinstalled the game to the correctly installed SP1 they showed up missing. A couple of obsolete signals of mine and dispensable assets from others show faulty but I think with those being removed or replaced, (and with a new signal system slowly in the works from yours truly), the route is back on track to be released in the future.
The missing dependencies were mainly textures that aid strongly in speeding up the routebuilding. The color textures form an atlas roadmap of the area which allows roads and infrastructure to be pinpointed easily.
Trainz progress of the Miami Sub, Carters, Orlando/Sanford Subs, and two FEC routes by me/brickbuilder711
Showing posts with label tampa terminal. Show all posts
Showing posts with label tampa terminal. Show all posts
Saturday, June 22, 2013
Wednesday, January 25, 2012
Going in Hyper-drive - Rockport
Rockport is a phosphate yard and shipping port. I am beginning to model the area, but in only two days (totaling 5 hours of work) finished the wye and the N corner of the US 41 crossing, as well as many other touch ups around the route area. Wow.
This speedy return to the route is in part due to my interest in returning to the Miami Sub. However, I want to get this finished and out of the way. There's no deadline but I have picked up more of a feel for the route that allowed me to weigh in which areas get the most detail, where simple is effective, and which areas are just cover splines and textures. I feel if I give in one day to detail followed by one day of slappy texturing (miles away from the ROW) it is a systematic way to get the route done faster, and the detail is not compromised.
For instance, I began putting one block of grass texture at 618/US 301. That area is 1.5 miles from the S-line... Do I need to terraform the bridge? No. Do I need to detail the buildings? Not likely. That's where there's balance; getting rid of the LOD that does nothing but lag the game. Having the buildings for about .75 miles is good, when it's industrial park dense. Of course there can be exception when a skyline is separated by 1 mile of water and the track happens to be in eyeshot of the towers.
Anyway more progress should follow as the weekend approaches, but it'll be a little slower as I have a Fairchild competition for Debate.
This would be an aerial over the S Leg of the Rockport Wye.
For instance, I began putting one block of grass texture at 618/US 301. That area is 1.5 miles from the S-line... Do I need to terraform the bridge? No. Do I need to detail the buildings? Not likely. That's where there's balance; getting rid of the LOD that does nothing but lag the game. Having the buildings for about .75 miles is good, when it's industrial park dense. Of course there can be exception when a skyline is separated by 1 mile of water and the track happens to be in eyeshot of the towers.
Anyway more progress should follow as the weekend approaches, but it'll be a little slower as I have a Fairchild competition for Debate.
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