Model Train Tracks

Goombac

L4: Comfortable Member
Mar 27, 2010
172
84
I was wondering if anyone could create Team Fortress 2 train tracks that fit the larger train models in the shapes of models/props_trainstation/Traintrack001c.mdl, models/props_trainstation/Traintrack006c.mdl and models/props_trainstation/Traintrack006b.mdl. If you could also create the payload tracks in the larger train sizes it would be highly appreciated! Thanks!
 

Goombac

L4: Comfortable Member
Mar 27, 2010
172
84
You can? How?

But that's really beside the point. I'm not using these tracks for payload carts. I'm using them for the decorative trains.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
You could easily make this with brushes, since it's detail trains.
 

NanoSquid

L3: Member
May 6, 2010
138
38
Generally I hate when people say "Just use brushes", since models will often look nicer, but in this case I agree. Brushwork should do for this application.
 

Freyja

aa
Jul 31, 2009
3,011
5,839
Take a look at lumberyard. The big fancy bridge has brushwork tracks. Did anyone ever notice? Nope :p
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
And Well, etc.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Wow, I seriously never noticed that before! So that's why they have a train track texture. Ironically, after all that work to make sure the ties and rails line up around the curve, they forgot to alt-right-click the textures on the BLU side to make them line up too. Unless according to my SDK source file.
 

Goombac

L4: Comfortable Member
Mar 27, 2010
172
84
Anyone know how they made the displacement tracks? Did they use subdivide? I really suck at using displacements at anything other than a hill.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Ironically, after all that work to make sure the ties and rails line up around the curve, they forgot to alt-right-click the textures on the BLU side to make them line up too. Unless according to my SDK source file.

There's a number of small booboos in the maps like that. A while back I noticed that someone had buggered the ladder prop* when re-making Goldrush as payload (or as CP? Whichever version Valve didn't do) and checked the SDK version and found that:

Nope, Valve placed the props in such a way that they overlap and flicker.

*Second round, the little shack with the two full health kits, the ladder that goes to the roof is the same prop duplicated, at the joint there's some overlap where there are two textures in the same XYZ space.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
There's a number of small booboos in the maps like that. A while back I noticed that someone had buggered the ladder prop* when re-making Goldrush as payload (or as CP? Whichever version Valve didn't do) and checked the SDK version and found that:

Nope, Valve placed the props in such a way that they overlap and flicker.

*Second round, the little shack with the two full health kits, the ladder that goes to the roof is the same prop duplicated, at the joint there's some overlap where there are two textures in the same XYZ space.

That I can understand; sometimes to make the finished product the right length, they have to overlap stuff. At least they're the same basic texture.

P.S. You're thinking of Dustbowl.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
That I can understand; sometimes to make the finished product the right length, they have to overlap stuff. At least they're the same basic texture.

Oh, I understand why, although I personally would have pushed the bottom of the ladder into the ground than have a flicker

P.S. You're thinking of Dustbowl.

You're right! I'm downright terrible at remembering the map names. Badwater doesn't help in the slightest: what water!?
(Yes, I know the TFC map Badwater did and that TF2 Badwater is based on it, but I never played TFC)