Train Tracks

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Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
I am looking for a set of train tracks that have different parts such as splits, straights, curves. Basically tracks that you cant find in the model browser or texture window . Also if possible none with the wooden ties in the middle. Here is a reference picture, sorry if it is small.
 

sooshey

:3c
aa
Jan 7, 2015
514
410
I don't know what you mean by the first sentence, but you can create your own complex track pieces by overlapping the existing ones and lining up the rails. As for the tracks without ties, there are a few already but not as many varieties as the ones with ties.
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
Train tracks of various lengths and shapes. I know I could make a few custom models and import them, though I would like to find any prefabs or pre made ones to save time. Also I never made my own models before :engiemeh:
 

sooshey

:3c
aa
Jan 7, 2015
514
410
You don't have to make custom models, just place the tracks on top of each other. You can even get real precise by taking the 32-u track and rotating bit by bit to make a custom curve. Lots of official maps do this already, like frontier and upward.
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
pRm0Dwv.png


What about if I wanted to make the track in the direction of the arrow? I tried flipping it and rotating it on the X, Y and Z axis. The model is named models/props_mining/track_y_joint_arc_90.mdl
 

sooshey

:3c
aa
Jan 7, 2015
514
410
You can't mirror props. But this is what I was talking about:
BzEpiVx.png

Use the props they already give you. Yeah, sure the wooden ties overlap, but no one's going to notice.
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
Or if you know what you're doing - you can decompile the prop and mirror it in a modelling package.
 

Tumby

aa
May 12, 2013
1,084
1,190
If you want the wooden ties to not overlap, use the track_rail models with the track_tie models. This will however increase the number of entities in your map.
Prop_static is an internal entity and therefore does not contribute to any entity limits.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
I did not know that. I always presumed there was a limit on the number of prop_static entities you could use.
That's more of a prop spam limiter and fps thing (more props = more polygons to render) than an actual engine limit.
 

henke37

aa
Sep 23, 2011
2,075
515
prop_static has it's own chunk(s) in the map file and has its own limit.
 

hutty

aa
Mar 30, 2014
538
444
If you can't find suitable pieces without ties, you might be able to get away with sinking the ties into the concrete so they can't be seen. (based on what I see in your reference image.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Are you telling me there's not already a mirror of that split track in the game somewhere? I thought somebody made a pack of flipped track pieces and Valve added it to the game when they added, like, Nightfall or something.
 

sooshey

:3c
aa
Jan 7, 2015
514
410
Are you telling me there's not already a mirror of that split track in the game somewhere? I thought somebody made a pack of flipped track pieces and Valve added it to the game when they added, like, Nightfall or something.
I checked for one when i made that reference image, and there was none. Unless it has a really weird name.
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
Thanks! Yeah
Are you telling me there's not already a mirror of that split track in the game somewhere? I thought somebody made a pack of flipped track pieces and Valve added it to the game when they added, like, Nightfall or something.
I thought so too, or it seems like there should be one. If I knew more about creating models I would make a train track resource pack.
 

DerpzSpycrab

L1: Registered
Jun 9, 2015
9
4
pRm0Dwv.png


What about if I wanted to make the track in the direction of the arrow? I tried flipping it and rotating it on the X, Y and Z axis. The model is named models/props_mining/track_y_joint_arc_90.mdl

You could just rotate that curved track 90 degrees clockwise if I'm not mistaken.