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    snoopy55User avatar
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    Post Posted » Fri Apr 23, 2010 5:03 am

    Problems, problems, problems........ :SMR

    Lumber is defined as: Timber sawed into boards, planks, or other structural members of standard or specified length Timber is defined as: wood, esp when regarded as a construction material. And: trees collectively

    The first is the US and Canada. The second is UK and Australia. Now, seeing as this game seems to have come from the UK and/or Australia from most of the rest of it's content, why did they not use Timber for the unfinished wood :Hmmmmm ? (hmmmmm, new Good to replace their unfinished wood....... Hard Labor )

    I'd like to find a different term to use for the Good. While Lumber2 works, a different term would be better. Any ideas? :Helps

    If we don't get one, I will edit it. Worky

    By the way, the game will not see the Original Lumber if the newer one is used as is. The Game uses the newer stuff because of the date in which it was created, and all the Original stuff from the game has a pre-2007 date on it.
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    bobbyUser avatar
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    Post Posted » Fri Apr 23, 2010 12:05 pm

    snoopy55 wrote:Problems, problems, problems........ :SMR

    Lumber is defined as: Timber sawed into boards, planks, or other structural members of standard or specified length.
    Timber is defined as: wood, esp when regarded as a construction material. And: trees collectively

    The first is the US and Canada. The second is UK and Australia. Now, seeing as this game seems to have come from the UK and/or Australia from most of the rest of it's content, why did they not use Timber for the unfinished wood :Hmmmmm ? (hmmmmm, new Good to replace their unfinished wood....... Hard Labor )

    I'd like to find a different term to use for the Good. While Lumber2 works, a different term would be better. Any ideas? :Helps

    If we don't get one, I will edit it. Worky


    By the way, the game will not see the Original Lumber if the newer one is used as is. The Game uses the newer stuff because of the date in which it was created, and all the Original stuff from the game has a pre-2007 date on it.


    lumber
    • verb move in a slow, heavy, awkward way.
    — ORIGIN perhaps symbolic of clumsy movement.
    I like that dictionary meaning better. It suits this game to a tee.


    OK the Game uses the Good ->WOOD and Lumber for the Icons name in the original Goods File. So all that is really needed is to do is to rename your Lumber Icons to say LOGS. That i think that would be an easier solution for you and then the game can use both sets of Icons if needed.

    But then Its the Map makers decision to use what they want for their map anyways...
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    Post Posted » Fri Apr 23, 2010 3:44 pm

    Well, the two gurus of STEP Inc have talked it over and we are going to rename Lumber to Finished Lumber, and add Timber, which will be logs, which is what the game cars hauls.

    Should have it done in a day or two.
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    Post Posted » Fri Apr 23, 2010 4:11 pm

    When I went to put tourist into my scenario I found that the icon is T8_CISV, in the Goods.XML it is spelled T8_CIST. After changin it it worked fine.
    I am presently workin on finalizing 4 SAMS usin Lowells 20X20 maps for Southwest, Northeast, Northwest, and Midwest. So I will probably be using most of the goods.

    Ron14358
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    Post Posted » Fri Apr 23, 2010 5:44 pm

    First, thanks for that. It has been repaired.

    Second, when you report problems, post them in this thread. It is here for discussing merits and problems of Goods.

    Third, you might want to post the address you got it from. Makes it a little easier for us.
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    snoopy55User avatar
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    Post Posted » Wed Apr 28, 2010 4:35 am

    ron14358, while working on my map I saw that I needed to ship logs. While searching for a Good for another map I noticed that I had done a BB for logs, or what I had named Wood.

    You can find it here: viewtopic.php?f=23&t=87&start=120#p3358

    There will be some conflict with the Original one as far as the name, but since you are shipping logs and can have only one Good for it........ Of course, in this game you can do whatever you like. :cheers
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    snoopy55User avatar
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    Post Posted » Fri Oct 08, 2010 3:31 am

    Slider38 - a couple of minor problems with 2 of the Goods you uploaded.

    Processed Chicken....Looks good, even the JPG you have in the 7z file. Would be easier to use if you included the XML for it tho.

    Recruits..... you have two event files in the folder. Extra weight which the game does not need.

    Hey, good Good work tho! :up
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    Post Posted » Fri Oct 08, 2010 11:08 am

    Hi Snoopy, I hope all is well with you and yours. Sorry about missing that xml file on the Processed Chicken good. I had it done. It just didn't get into the 7zip file. I have attached a new one that should have everything in it. I just did so many of these over the last few days, I guess I got a little sloppy on that one. I can't replace the 7zip that is there. While I have some editing power, it won't let me remove the old 7zip file. I'd rather not just add another one. That would be a bit confusing. If you need to remove the entire post just let me know and I'll just re-post the good. Whatever is easiest for you. Slider

    Repaired - go here for download: viewtopic.php?p=4608#p4608
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    Post Posted » Fri Oct 08, 2010 4:31 pm

    Thank you, I got the wife home, now I just have to recover from the time I had to spend up there with her. !hairpull!

    I want to thank you for the Industry BBs you uploaded also. While looking them over the way you had the Depots part added looked odd, so I looked into a few of mine. I found I had left a few out of some of my BBs, 8 to be exact! So, I'm kind of sliding along here repairing them as I get back into the hang of things again :Snoops . As soon as I get those done I can get back to the Engines I'm working on :writing and then back to Canada to finish that map. Worky

    We are posting you work on the Wiki. I haven't changed anything except what has been and will be noted in the Repair threads, which is only that required to get them working or prevent the user from confusing the game. :Helps

    Got your Processed Chicken repaired also.

    One more quick note. When you name files, don't use an apostrophe. As you can see from your posts, the forum doesn't like them and nothing before them shows.
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    Osiris1975User avatar
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    Post Posted » Sun Apr 24, 2011 9:39 am

    Hi,

    I loaded the iron mine industry and iron ore goods into map. It works fine, but their is a pink box rather than that icons for the ore.
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    Post Posted » Sun Apr 24, 2011 10:15 am

    Do not use the FPK files, use the folders. The FPK did not work for me either and I'm the one who created AND tested it. WAK WAK

    The FPKs are gooing to be removed from all uploaded BBs and no longer used. All SAMs will also be edited in the same way. Hard Labor
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    Dennis079Member
     
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    Post Posted » Fri Nov 25, 2011 6:13 am

    I've been looking on the forum for some Zinc ore and Zinc! I found something on the Wiki fora but there is no link and on the forum there is only a picture with a link but i can't click it..
    Hope someone knows a map where they are in, so i can use them for mine! pweese
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    Post Posted » Fri Nov 25, 2011 6:53 am

    I need a few new goods and i don't get the tga's tp work so hopefully someone could work them up :no work

    the Bi-level passengers for my cummuter trains
    Car Parts
    Chopper Cable (not coils)
    Locomotives

    so that's it for first
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    Post Posted » Fri Nov 25, 2011 8:09 am

    Well, the ones you see with no links are things that have been made for maps that have not been released. The reason for doing this is to 'claim' the Goods Code, in this case Z1 and Z2. We do not want the same Goods Code use for 2 or more Goods.

    Now, I happen to know where the person holding them is........ viewtopic.php?f=19&t=639 PM him and ask nicely....... pweese pweese pweese

    derailed, I have not seen those anywhere on the forum, so it's off to the drawing board you go!
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    derailedMember
     
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    Post Posted » Fri Nov 25, 2011 8:20 am

    snoopy55 wrote:so it's off to the drawing board you go!



    yes of course but in some ways it would be nice to have a basic "building block" for Goods with an emphty TGA File (wich works) becouse repainting won't look good as well
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    Post Posted » Fri Nov 25, 2011 12:23 pm

    Railroads:Creating_a_Goods_Building_Block
    ---------------------------------------------------------
    A Tutorial For Creating New Goods

    Right there are two places to get the tutorial for making Goods that has worked for years. All the needed files are included.

    You see, no one can make Bi-Level Passengers for you, only you know what you want them to be. For Car Parts, do as I did for these: viewtopic.php?p=3344#p3344 - viewtopic.php?p=3345#p3345 - viewtopic.php?p=3352#p3352 - viewtopic.php?p=3353#p3353 . They were made from one or more images I found on the internet, alpha'd out the background and built them. The bricks are 1 stack of three pasted on the solid color 3 times. The Building Materials is from several different pictures gathered and pasted on to one. The Propane was one bottle patsted on three times, with one rotated 90 degrees. The Polyester was two different pictures with the background alpha'd out and built on a background.

    "Chopper Cable"? That I do not even know what it is unless you are meaning Copper Cable. Then you need to search the internet for pictures and edit one into what you want.

    And Locomotives? That would be an odd Good to ship.

    None of this is hard to do. If you can do cars, you can do these. As to trouble with TGA's, GIMP will do those just fine, and it's free. I use Paint.net maybe 3 or 4 times a year. And I cannot afford to buy graphics programs. Why, you can get ones that are as good or better (for what we do here) for free.
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    derailedMember
     
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    Post Posted » Sat Nov 26, 2011 12:43 am

    snoopy55 wrote:
    And Locomotives? That would be an odd Good to ship.




    ..yep this is a special good wich i desided to make in my map

    i added loco texture as a load of an 89' FlatCar this is how it could look like (maybe i have to scale the Loco model when it is to huge) also some things should be to fix in the car model as you can se on the front and back wheels of the model

    also i can run Locos as Traincars (massive power moves rolff )


    to the goods:

    thank you for posting the Link to the wiki it helped me allot and i finshed some goods as for example Bi level passenger wich ar now called: workers & commuters.

    to the chopper cable:

    i think that was an translator misstake in the usa you say cable or wire or electric cable
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    Post Posted » Sat Nov 26, 2011 8:39 am

    I think you need to do some searching of the web for pictures of transporting Engines. I have seen shots of shells being transported, under plasic cover, but to transport a working engine on a flatcar? Let's look at a nice light GP38-2. Weight, 250,000 lbs! 125 tons! 89' flatcars are not built to handle that weight. An Engine can be hauled two ways. Hook it behind other engines and either run it to assist or put it in neutral and basiclly drag it.

    Besides which, the first tunnel you go thru or metal bridge and you might as well go back and get another engine, along with whatever was behind it! The few times they haul an engine body they do it without the trucks and anything else below the frame. Or they haul it along a special route, taking down wiring and such as they go along. And those are most often steam engines.

    Come on, let's at least keep it as real as possible.

    Ok, cable. How would you haul it if not in coils on reels?
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    derailedMember
     
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    Post Posted » Sat Nov 26, 2011 7:53 pm

    is an sw1200 also to heavy for an flatcar? without the wheels? other wise i have to run them as dummies or as "traincars" you yust have to edit some things then it works:
    but steam engines would look bad without any wheel animation.. mh back to the drawing board i think snoopy you are right- to unreal

    here is a short info how to run locos as traincars:

    remove all animation
    go into nif-skope -right click- scale verticles (if you want it correctly you have to scale them in Blender that would be nicer and you can do new UV's)
    set all axis to 2.000 (traincars are double big as locos)
    save the new nif
    add an _v1 and _v2 (yust copy the normal nif and rename it) or something else if you want
    the same with the dummies
    and there it goes

    the same can you do with traincars so you can create a fake pushing train

    to the cabe:

    i've seen that you got a special gondola with those cable spools on your Canada map it that would be look nice i think other wise i have to do it with an normal box car or i have do do some spools by myself for the gondola Worky


    my Goods are yust finished should i uppload them in the Goods are us section?


    EDIT:// As i searched the web i found that :o (isnt that to heavy as well)
    Last edited by derailed on Sun Nov 27, 2011 1:52 am, edited 1 time in total.
    bobbyUser avatar
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    Post Posted » Sat Nov 26, 2011 8:39 pm

    derailed wrote:my Goods are yust finished should i uppload them in the Goods are us section?


    PM them to either Snoopy or myself so that we can check they are done correctly please. We Will then let you know if they are ok and what to do. Also zip them with their name on the zip.
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