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    snoopy55User avatar
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    Post Posted » Sun Aug 10, 2014 3:16 am

    Nice work... nice SOO Line coal cars! :up
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    slider38User avatar
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    Post Posted » Mon Aug 25, 2014 11:01 am

    I've been working for a while on a new power plant and a 3-bay covered hopper which will move ash from the power plant to the cement plant for use in its manufacture. Coming along.

    CN_388384-1.jpg


    CN_388384-2.jpg


    Took me a while to figure out how to get the sparks going and all 4 stacks smoking. Then there were the usual trials with traincars.... :Hmmmmm
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    slider38User avatar
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    Post Posted » Sun Sep 21, 2014 12:26 pm

    Here's a look at my Track Equipment Maker.
    Cars_loading_track_equip.jpg


    Cars_loading_track_equip_2.jpg


    The industry and annex have been posted as BBs. The Annex is listed as High Lift Annex. The traincar has been posted in the traincar discussion forum as there is only one version.
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    slider38User avatar
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    Post Posted » Mon Oct 06, 2014 2:08 am

    I've been working on the Northern Pacific shops for a while. More testing to do, but it's coming along.

    NP_Railshops1.jpg


    NP_Railshops2.jpg
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    snoopy55User avatar
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    Post Posted » Mon Oct 06, 2014 8:39 am

    VERY nice work. That is going to be a neat map!
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    slider38User avatar
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    Post Posted » Mon Oct 06, 2014 10:58 am

    Thanks Snoopy. I hope that I will be able to make this work. I've got some testing to do. It is rather large, but I have stripped about everything out of it that I can. If it causes problems I may have to remove the engine in the end. I'd rather not, but about half of the vertices are tied up in the engine. It's the one thing I could not strip vertices or faces from and not ruin the look. We'll see how it goes.
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    Post Posted » Tue Oct 07, 2014 4:37 am

    Well, if it is not going to move, you could move it more onto the turntable, remove the trucks and use a single plate, decal-like, for the sides of them, same for the tank, double-sided decals for the rails, no details in the cab. That covers most of the vertices on it. Moving it more onto the turntable gives viewers less of an ability to examine the lower sides.
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    slider38User avatar
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    Post Posted » Sun Nov 09, 2014 4:00 am

    The newest industry that I have worked up for my Minnesota Rail map is the Oil Pipeline Terminal. Here a couple of Canadian Pacific tank cars load up.

    Oil_Pipeline_Terminal.jpg
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    snoopy55User avatar
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    Post Posted » Sun Nov 09, 2014 1:41 pm

    Nice idea!! This removes the need for oil pumps, which reduces the animation and the load on the OS. you might want to look into a Natural Gas version, and any other 'piped' commodities the game could use. Don't worry about the Train Cars that would be needed, the person using them could come up with those, or you could work them up later as a spare time user or 'time to think' project.

    Different Oil Company skins would be good to. Maybe a CK of it?
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    slider38User avatar
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    Post Posted » Sun Feb 08, 2015 8:31 am

    I 've posted my Turbine Blade Plant which will be part of the map currently in progress. Here's a shot of one of Snoopy's 55 foot flatcars loading up with a pair of turbine blades.

    Turbine_Blade_Plant.jpg
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    slider38User avatar
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    Post Posted » Tue Mar 17, 2015 7:37 am

    I have spent the better part of the last 2 months working on a new container port, annex and DSC traincar. Finally finished and I have posted the BBs. I think this will look great on my new map (well, a year and a half ago it was new). Here are a couple of shots.
    Container_port_1.jpg


    Container_port_2.jpg


    My thanks again to NSRailFan. The ship's hull is made up primarily of flexidecals - 2 inner hulls, 2 outer hulls, the stern and the deck are all made using flexidecals.
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    Post Posted » Sat Apr 18, 2015 7:19 am

    I have posted a new grain farm - in this case it is intended to be a wheat farm, with a more modern-looking tractor, my approximation of a New Holland 8360.
    White_Grain_New_tractor_2.jpg


    I have also uploaded a "New_tractor.nif" file in the Odds and Ends forum. The tractor files are separate. I did not use the area on the grain farm diff for the new tractor. Anyone wanting a more modern look should be able to paint the files with whatever manufacturer's colors they wish and then remove the tractor from the nif using nifskope and copy and paste their new tractor in place. Easy peasy. The new tractor has no xml file with it for obvious reasons.
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    slider38User avatar
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    Post Posted » Wed Apr 29, 2015 11:47 am

    I have posted a manufacturing plant. Unlike previous similar plants, when all I could do is move vertices around, this one is clean without unnecessary vertices hanging below the structure. It is initially setup to be an in-city industry, but making it out-of-city is a simple matter. It is pretty plain-jane. Add some texture, stripping, whatever and set it up for your goods. The icon included is blank as I have no way of knowing what goods you might use it for. The smokestack works, but that is the extent of the animation. If you do not wish the smoke to appear, just substitute the nif file for the kfm in the RRT_Industries.xml file and you will turn the smoke off.

    BB_Manufacturing_Plant.jpg
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    slider38User avatar
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    Post Posted » Thu Dec 03, 2015 8:27 am

    I've posted an industry called "BB_Empty_Flatboat". I am intending to use a flatboat landing as an out-of city industry on my next map. Flatboats were used all over the northeast and the midwest for moving passengers and freight into the early 1900s. So if you are creating a map during this time period, you might want to consider trying a flatboat for an industry. I am having mine haul ties and rails. I put a load in one of the flatboats while the other is empty (already unloaded).

    Flatboat_landing.jpg
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    OnaDeathWishMember
     
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    Post Posted » Wed Dec 09, 2015 4:16 pm

    Hello I am new to the editing of maps, and have added some in city items on another map I made, using items from other peoples maps and figured out how to get them to work, but I am having trouble with a non in city industry, I have added the BB_Passenger_Port and have gotten into my custom map, and added the files into the assets folder, and added the .xml data into the correct .xml's for both the industry and the depot. it took me awhile to actually get it to work, but I finally figured it out.

    The problem I having now is, instead of wanting the port to bring in passengers, I want it to bring in visitors instead, I have added the BB_Visitors to carry the visitors and added the .xml data into the goods .xml, but every time I change the resource output in the .xml industries for the BB_Passenger_Port to visitors and try and load the map, the map CTD, if I change it back to passengers it loads fine.

    Is there something that I am missing that would allow me to change the output to visitors and have the map still load?

    Also, when I try and add the depot once I get some tracks near it, I also get a CTD.

    any help anyone can give me would be greatly appreciated.

    Thanks, Ona.
    slider38User avatar
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    Post Posted » Thu Dec 10, 2015 3:55 am

    I downloaded the port and gave it a test. I ran it as an out-of-city industry without a problem using some goods that I already had on my test map. While the port's nif file is rather unusual in it's structure, it works. I looked at the in-city setup and found 2 files missing - the Industry_CTport.dds and the Report_Industry_CTport.dds. I have created those should someone want to try and use this in_city, however, I can't recommend it. The structure is so large it looks out of place.
    Port_large.jpg

    I cut the size in half and then found the industry was turned backwards with the ship between the shore and the dock.
    Port_small.jpg

    I think out of city is the way to go.

    I looked at the visitor good files and they look OK. I looked at the spelling in the good.xml and that looked ok. I would suggest that you try removing the animation from the good xml and see if that works. I had no trouble placing the annex when I tested the port. Perhaps you might try using some other good from your map and see if that works. I had passengers delivered to the port and grain coming out during my test because they were handy. Instead of passengers or visitors try something else from your list of goods which are in place on your map. If that works, chances are the problem lies in the visitor files/xml.
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    snoopy55User avatar
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    Post Posted » Thu Dec 10, 2015 7:31 am

    OnaDeathWish - Try the attached version of Visitors. The animation has been removed. Let us know if this does the job and I'll post it in the BBs section. I may have to check any other BBs made from the Passengers and edit those also. If I remember correctly, those lines add an extra set of wanders at the depots...... Hmmmm, a whole new set of Non-Animated Goods. HandRubs

    Slider38 - not sure who built the Port, but as it has the <bInCity>0</bInCity> line, it should not have had the two Image lines as those are for Industries that are In-City. I think in order to get it turned around you would have to rotate it in the NIF. BUT, which way would it sit on the other side of that lake? I have to agree with you, it would be best out of city.

    I'll have to edit the XML to remove the two Image lines and repost it.
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    OnaDeathWishMember
     
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    Post Posted » Thu Dec 10, 2015 4:55 pm

    Thanks for getting back and looking into it for me guys. but.....

    slider38 wrote:I downloaded the port and gave it a test. I ran it as an out-of-city industry without a problem using some goods that I already had on my test map. While the port's nif file is rather unusual in it's structure, it works. I looked at the in-city setup and found 2 files missing - the Industry_CTport.dds and the Report_Industry_CTport.dds. I have created those should someone want to try and use this in_city, however, I can't recommend it. The structure is so large it looks out of place.

    I looked at the visitor good files and they look OK. I looked at the spelling in the good.xml and that looked ok. I would suggest that you try removing the animation from the good xml and see if that works. I had no trouble placing the annex when I tested the port. Perhaps you might try using some other good from your map and see if that works. I had passengers delivered to the port and grain coming out during my test because they were handy. Instead of passengers or visitors try something else from your list of goods which are in place on your map. If that works, chances are the problem lies in the visitor files/xml.


    slider38, I have tried your suggestion and I added the files you requested and replaced the goods xml, and it still loaded fine, but it is still CTD when I change the resource output from passengers to visitors, I also tried switching it to another industry that I have on the map like coal, like you suggested and it loaded fine. I ran another test by adding the input as visitors and the output as passengers and it did load the map, but the icon for the visitors did not show up, it just showed yyyyhha -> passengers icon, there was no visitors icon. I even switched the two and still CTD, I even went farther and added coal as input and passengers as output and everything loaded. It seems it just doesn't like visitors in the industry xml file as the output. :(

    snoopy55 wrote:OnaDeathWish - Try the attached version of Visitors. The animation has been removed. Let us know if this does the job and I'll post it in the BBs section. I may have to check any other BBs made from the Passengers and edit those also. If I remember correctly, those lines add an extra set of wanders at the depots...... Hmmmm, a whole new set of Non-Animated Goods. HandRubs

    Slider38 - not sure who built the Port, but as it has the <bInCity>0</bInCity> line, it should not have had the two Image lines as those are for Industries that are In-City. I think in order to get it turned around you would have to rotate it in the NIF. BUT, which way would it sit on the other side of that lake? I have to agree with you, it would be best out of city.

    I'll have to edit the XML to remove the two Image lines and repost it.


    Snoopy55, I have added the files, but still same result as I stated above.

    This one is for both of you though.

    I still cannot even add a depot to it, as it CTD as soon as the depot gets close to the radius of the port. I have not tried making it an in city industry, as the map I am attempting to make I would rather have it be a out of city industry and stand alone by it self.

    Thanks for your help guys I really appreciate it, any other input/help would be grateful. :)
    snoopy55User avatar
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    Post Posted » Thu Dec 10, 2015 7:50 pm

    Well, let's try this - Zip and upload your Goods XML and your Industries XML and we'll take a look at them. Industries both the crash and the working versions.

    One thing I will suggest to you, when you create a map and are using BB, create a single folder, say warehouse and place the BBs into it still in their folders. This makes it easier to verify them and to remove them if you want. When you get the map working, then you can pull the files out of their folders.

    This is bugging me too........

    Slider - who built this Port and Annex? It contains 21 KFs just for mail! Try putting the Port and Annex on that map you are working on and see what you come up with. If I can grab some time I'll try it on my Picture Studio map.
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    slider38User avatar
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    Post Posted » Fri Dec 11, 2015 3:32 am

    Hey Snoopy,
    The port was posted by Bobby. Whether he was the author, who knows. The nif itself is a mess. I don't think I've seen one before that had the Scene Root node at the bottom of the nif file. I tested it yesterday using passengers as input and grain as output and it worked fine. From the comments made above by onadeathwish, I think the problem lies somewhere in the visitors files. I didn't have time to test that, but if it works with any other odd good you want to try, the visitors good has to be at the root of the problem. I did look at the visitor icons and they seemed to be ok. I suspect something in the xml may be causing the problem. That's why I suggested removing the animation from the goods.xml and giving that a try. If other goods will work, there is no reason the visitors good cannot be made to work.
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