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Thread: 10x10km Railway Project

  1. #1
    Al T.
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    Default 10x10km Railway Project

    First of all this is a joint project between me and JohnV.

    The map is 10x10km, and will feature a wide variety of features, however will have a focus on providing a realistic map for the first trains in RoR.

    Here's a few we have planned:

    -Suburban area featuring custom modular roads and houses
    -A small village on the coast
    -An Airport
    -A forestry area
    -Offroad trails
    -A freight line
    -A passenger line (suburbs to airport via village)

    -JohnV will be taking care of all the heightmap and terrain detail, aswell as some of the objects.
    -I will be busy making lots of custom objects, in particular a completely modular suburban set featuring roads, housing and railway items.

    Not much to see at the moment but It will give you an idea how the terrain looks, and my custom suburbs so far.

    Any sensible suggestions and comments would be great.

    Thanks!
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  2. 11 users found this post helpful: BLaCK Cloud DiEsel, CARTUNER, Creak, INTERCEPTOR, PenguinvilleBus1120, PrT Audiman, Xenon, Zsolti, aljowen, bman777, haselnut116601
  3. #2
    0xsergy
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    Default Re: 10x10km Railway Project

    10mk^2. You might run into trouble with the rounding error on that.
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  4. #3
    Al T.
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    Default Re: 10x10km Railway Project

    I don't know what you mean by that... but you have me worried now.

  5. #4
    bradman5505
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    Default Re: 10x10km Railway Project

    Trains + ROR = WinWinWin! Can't wait!

  6. #5
    0xsergy
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    Default Re: 10x10km Railway Project

    Quote Originally Posted by Al T. View Post
    I don't know what you mean by that... but you have me worried now.
    Try spawning something on Grenoble, for example. I don't want to get into the technicalities but if you do some searching you should be able to find an in depth explanation somewhere on the forums. Basically, as you get further away from the spawn point(may be the corner or the centre of the map, I do not remember) the vehicles node positions aren't calculated as accurately which first starts as a shaking of the nodes and could cause problems with things like triggers or commands. I, personally, haven't tested out 10km^2 so I'm not sure if it's still within the reasonable limits.
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  7. #6
    Al T.
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    Default Re: 10x10km Railway Project

    Wait a minute, when i spawned my train, the doors nodes attached to commands seemed to wobble like jelly. This is on the corner of the map, so could it be due to the problem you descirbe. if it is, is there an easy fix?

  8. #7
    donoteat
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    Default Re: 10x10km Railway Project

    The port map is 10km by 10km; you shouldn't run into any rounding error problems.
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  9. one user found this post helpful: PenguinvilleBus1120
  10. #8
    0xsergy
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    Default Re: 10x10km Railway Project

    Quote Originally Posted by Al T. View Post
    Wait a minute, when i spawned my train, the doors nodes attached to commands seemed to wobble like jelly. This is on the corner of the map, so could it be due to the problem you descirbe. if it is, is there an easy fix?
    Does it work normally on other maps?
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  11. #9
    Al T.
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    Default Re: 10x10km Railway Project

    There is definetly something funny going on with the doors though, they shake violently on this map but not on the flat map.

    I will test some other vehicles.

    Oh and this map should hopefully show the alternative to poorly textured, poor fps, poorly designed sketchup urban maps. Not naming any names of course... This map will not have any sketchup objects, just Blender

  12. one user found this post helpful: Dennis-W
  13. #10
    PrT Audiman
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    Default Re: 10x10km Railway Project

    Quote Originally Posted by Al T. View Post
    There is definetly something funny going on with the doors though, they shake violently on this map but not on the flat map.

    I will test some other vehicles.
    due to Grenoble's size all vehicles shake violently on Grenoble, whenever i have made a big terrain however its never shaken a vehicle, so i wouldn't worry
    "So we beat on, boats against the current...
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  14. #11
    tdev
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    Default Re: 10x10km Railway Project

    the greater you are away from position (0,0,0) the less precise the simulation / display gets.

  15. one user found this post helpful: CARTUNER
  16. #12
    Al T.
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    Default Re: 10x10km Railway Project

    Hmm, I think your right, as all the other vehicles I have tried worked perfectly, maybe just I need to fix my n/b a bit. Oh and Audiman, you keep spelling my name wrong in all your posts/videos, lol. :P

  17. #13
    0xsergy
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    Default Re: 10x10km Railway Project

    Quote Originally Posted by Al T. View Post
    Hmm, I think your right, as all the other vehicles I have tried worked perfectly, maybe just I need to fix my n/b a bit. Oh and Audiman, you keep spelling my name wrong in all your posts/videos, lol. :P
    Tell me about it.

    Quote Originally Posted by PrT Audiman
    Oxenergy
    Last edited by 0xsergy; 03-04-12 at 04:41 PM.
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  18. #14
    PrT Audiman
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    Default Re: 10x10km Railway Project

    :F sorry my eyes have never been good
    "So we beat on, boats against the current...
    ..borne back ceaselessly into the past."

  19. #15
    Zsolti
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    Default Re: 10x10km Railway Project

    Awesome
    superchargers ftw!
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  20. #16
    lcomotion
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    Default Re: 10x10km Railway Project

    Amazing!Cant wait!

    Now need trains to the rails XD
    I believe in conspirancy in ror site

  21. #17
    JohnV
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    Default Re: 10x10km Railway Project

    I am happy to cooperate with Al T. and we will do our best to make a great railway map. Currently the project is progressing smoothly, although I don't have much time these days. However, Al T. is helping a lot and many thanks to him Also, many thanks should go to World Machine creators for their awesome program for terrains

    Quote Originally Posted by PrT Audiman View Post
    :F sorry my eyes have never been good
    Haha! Don't worry, at least you got me right

    Quote Originally Posted by tdev View Post
    the greater you are away from position (0,0,0) the less precise the simulation / display gets.
    Really? Haven't noticed that at all. Quite dissapointing must say :/ At least is the difference hardly noticable on a 10km^2 map? (when you reach around 10kms away from the 0 point, for example)
    Last edited by JohnV; 03-04-12 at 10:33 PM.
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  22. #18
    GE Dash-9 44 CW
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    Default Re: 10x10km Railway Project

    Might just be the pics, but it looks like the road is floating.
    Dude, It's like a rainbow in your head.

  23. #19
    bman777
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    Default Re: 10x10km Railway Project

    Will there be roads going to the towns if for whatever reason you don't want to use trains?

  24. #20
    Al T.
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    Default Re: 10x10km Railway Project

    Yes, hopefully a blender made, custom highway.

    Also the roads are floating, however eventuallly every gap will be filled in, and the edges blended into the terrain. So it looks nasty now, but will look nice later... I hope....

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