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Railroad models pack v1

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Progress Report

In Development - 10% finished
Hello mappers. :)

Since Source engine games lack of good railroad details and models, I'm planing to make a whole pack of railroad parts, tracks , intersections, switches...

This WiP is comment friendly so comment everything.

As soon as I make first few models I'll post beta pack.

I'm using PROPPER for modeling.

MODEL

Ok. The linear rail has about 7000 polys, and the curve rail has 9900 polys. Expensive? Yes. :/

80% polys contain rail holders. I realy tried to make them as cheap as posible. 

1 holder has 100 polys --> 1 beam has 4 holders ---> 1 model has about 23 beams ---> 100×4×23 = 9200 polys + polys from rails

Note

I'll make lowpoly models of rails so you can use them for skybox and for optimization.

PLAN

Linear rails
  • Long
  • Medium
  • Short

Curve rails
  • R = 30
  • R = 60
  • R = 90

Rail switch
  • Left
  • Right

Crossings

HELP

I'll need help for testing. Why?

My configuration is:
  • i7-6700
  • 16 GB ram
  • 1TB SSD
  • GeForce GTX 1060 6GB

Thats why... I what it to bi compatible with older PC-s.

Thanks. ;)

Todos

Optimizing rail holders

Posts

  • 5mo
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    You may end up overloading Hammer with that number of polygons. Hammer can only handle a finite number of polygons on models before it will crash the program.

    You should also make the lengths base two so that they work on the Hammer grid.

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  • 6mo
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    Posted by Jesse V92

    One of my friends on Steam already made an expansive track pack for mapping:

    https://steamcommunity.com/sharedfiles/filedetails/?id=391016040&searchtext=trakpak

    It includes working level crossings, bascule bridges, roads, etc.

    You should contact him and see if you can work with him on TrakPak 3.

    Your rails are much nicer than his, but his are meant for running trains on in GMod. If yours aren't to GMod train scale, not many people are going to want to use them, so that's something to be aware of.

    It is possible for you to just adjust the size of your rails if you didn't build them for GMod scale to make them work with GM-scale. If you do that, I'll gladly use your rails in replacement of the ones I'm currently using from TrakPak.

    You should also look into making a bunch of prefabs like TrakPak has. TP comes with prefabs of working level crossings, roadways, highways, streetrunning parts, bridges, etc.

    The level crossing works by using a filter for props tied to a trigger at certain points over the tracks which triggers the func_rotating booms to lower and the sounds to play. After the trigger has no props detected for X seconds, it lifts the gates and stops the sound.

    Thanks for commenting.

    My rails are compatible with train models from HL2:EP2 as you can se in screenshot 5.

    I made colisons to match rails so I think that trains could run od them. 
    When I release beta pack you can test them and reply me. :) 
    Like a boss
  • 6mo
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    HOLY Mother of Propper!

    Or Father maybe, But Whatever this one of the Amazing Works here and you are Incredible My Friend..

    UUmmmHaaa...
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  • 6mo
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    One of my friends on Steam already made an expansive track pack for mapping:

    https://steamcommunity.com/sharedfiles/filedetails/?id=391016040&searchtext=trakpak

    It includes working level crossings, bascule bridges, roads, etc.

    You should contact him and see if you can work with him on TrakPak 3.

    Your rails are much nicer than his, but his are meant for running trains on in GMod. If yours aren't to GMod train scale, not many people are going to want to use them, so that's something to be aware of.

    It is possible for you to just adjust the size of your rails if you didn't build them for GMod scale to make them work with GM-scale. If you do that, I'll gladly use your rails in replacement of the ones I'm currently using from TrakPak.

    You should also look into making a bunch of prefabs like TrakPak has. TP comes with prefabs of working level crossings, roadways, highways, streetrunning parts, bridges, etc.

    The level crossing works by using a filter for props tied to a trigger at certain points over the tracks which triggers the func_rotating booms to lower and the sounds to play. After the trigger has no props detected for X seconds, it lifts the gates and stops the sound.

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  • 6mo
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    That is too damn nice...

    I would like to help you - just write me at steam :)

    I startet a similar project a few month ago, so I think we would make great together :D
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Details

Development State
In Development
Completion
10%
Access
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Posts
5
Views
628
Downloads
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Date Added
6mo
Date Modified
6mo

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