Model Train Tracks

Discussion in 'Request Area' started by Goombac, Aug 6, 2010.

  1. Goombac

    Goombac L4: Comfortable Member

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    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!
     
  2. HellJumper

    aa HellJumper

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    You can can change the wheel sizes (in terms of how far apart they are) on payload carts.
     
  3. Goombac

    Goombac L4: Comfortable Member

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    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.
     
  4. Seba

    aa Seba DR. BIG FUCKER, PHD

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    You could easily make this with brushes, since it's detail trains.
     
  5. NanoSquid

    NanoSquid L3: Member

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    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.
     
  6. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Take a look at lumberyard. The big fancy bridge has brushwork tracks. Did anyone ever notice? Nope :p
     
  7. Lancey

    aa Lancey Currently On: ?????

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    Badlands does it too.
     
  8. Seba

    aa Seba DR. BIG FUCKER, PHD

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    And Well, etc.
     
  9. DaBeatzProject

    aa DaBeatzProject

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    Badlands doesn't use brushwork ones, but displaced ones! :O
     
  10. Pocket

    aa Pocket func_croc

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    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.
     
  11. Goombac

    Goombac L4: Comfortable Member

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    Anyone know how they made the displacement tracks? Did they use subdivide? I really suck at using displacements at anything other than a hill.
     
  12. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    • Thanks Thanks x 1
  13. Draco18s

    Draco18s L9: Fashionable Member

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    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.
     
  14. Pocket

    aa Pocket func_croc

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    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.
     
  15. Draco18s

    Draco18s L9: Fashionable Member

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

    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)