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Messages - TJay1724

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16
For RW files, that's not completely true. There is a way to determine which side the doors open on. While the @station command most likely doesn't allow this, the @STA command does. It needs to be coded like this:

@sta(Patapsco Street,,,0, -1,0,0,,25,65)

Where the -1 is to have the doors open on the left side only. 1 for the right, or 0 for both.

17
This train is absolutely gorgeous!! I can't wait for it to be released. I just wanted to point out one thing though. When you do the realistic pantograph gates between the cars, they need to be adjusted. If you look at the front of the texture you used for the train, it shows you exactly where the gates should be placed and how long they should be in terms of height. Right now, the gates are not placed correctly or high enough. Other than that, this train is coming along excellently. Keep up the great work!!!!  ;)

18
This exterior is coming along beautifully. Can't wait. One thing of note though... The exit door floors you are showing extend from side to side. Not just at the door itself. It's only like that on the R44 and R46. All other trains exit door floors extend from one side to the other. That's all that needs to be fixed in that area. Keep up the great work!!!

Imageshack is requesting an API key, so I just posted a link.

http://nycsubway.org/perl/show?84407

19
BVE/OpenBVE Support / Re: R142 AND R142A
« on: March 18, 2012, 12:16:07 pm »
Lol. I keep seeing people posting that the MetroTransit New Lots Line was made by me. I DIDN'T make those lines. LOL. Those lines belong to (SIR) North Shore Line. My name is only listed because it's a modified version of my Highbridge Line. The 2012 Highbridge Line Revision is in development.  ;) :D

20
BVE/OpenBVE Support / Re: R46
« on: February 17, 2012, 09:56:54 pm »

21
Other Projects / Re: Official Update Thread for the MetroTransit (E) Line
« on: January 29, 2012, 10:39:34 pm »
Brief update. The converging of FIVE lines!!! This thread is now the Official Update Thread for the MetroTransit E,F,H,K, and R Lines.

Some Screens....

(K) Line in the OpenCut:



(K)2:



(K) Kessena Blvd:



71st Avenue: (E) (F) (K) (R)



71st Avenue: (E) (F) (K) (R)


22
BVE/OpenBVE Support / Re: Texturing Cylinders
« on: January 28, 2012, 10:40:07 pm »
It should be. Just play around with the coordinates.

23
BVE/OpenBVE Support / Re: Texturing Cylinders
« on: January 28, 2012, 08:44:57 pm »
Actually you CAN texture a cylinder. I've done so myself and there is a tutorial on how to texture cylinders and cubes.

This is the coding:

CreateMeshbuilder,

Cylinder, 16, 0.5, 0.5, 3.2
Translate, 0.0, 2.6, 0.05

LoadTexture,20th End Wall.bmp
SetTextureCoordinates, 0, 0  , 0
SetTextureCoordinates, 1, 0  , 1
SetTextureCoordinates, 2, 0.8, 0
SetTextureCoordinates, 3, 0.8, 1
SetTextureCoordinates, 4, 1.6, 0
SetTextureCoordinates, 5, 1.6, 1
SetTextureCoordinates, 6, 2.4, 0
SetTextureCoordinates, 7, 2.4, 1
SetTextureCoordinates, 8, 3.2, 0
SetTextureCoordinates, 9, 3.2, 1
SetTextureCoordinates, 10, 4  , 0
SetTextureCoordinates, 11, 4  , 1
SetTextureCoordinates, 12, 4.8, 0
SetTextureCoordinates, 13, 4.8, 1
SetTextureCoordinates, 14, 5.6, 0
SetTextureCoordinates, 15, 5.6, 1
SetTextureCoordinates, 16, 6.4, 0
SetTextureCoordinates, 17, 6.4, 1
SetTextureCoordinates, 18, 5.6, 0
SetTextureCoordinates, 19, 5.6, 1
SetTextureCoordinates, 20, 4.8, 0
SetTextureCoordinates, 21, 4.8, 1
SetTextureCoordinates, 22, 4  , 0
SetTextureCoordinates, 23, 4  , 1
SetTextureCoordinates, 24, 3.2, 0
SetTextureCoordinates, 25, 3.2, 1
SetTextureCoordinates, 26, 2.4, 0
SetTextureCoordinates, 27, 2.4, 1
SetTextureCoordinates, 28, 1.6, 0
SetTextureCoordinates, 29, 1.6, 1
SetTextureCoordinates, 30, 0.8, 0
SetTextureCoordinates, 31, 0.8, 1

And a screen showing the textured cylinder



24
Other Projects / Re: All Trains by Pacific385
« on: January 28, 2012, 08:34:37 pm »
Looks good!

25
NYCTA Projects / Re: The R142A Trainset - Dagard Rapid Transit
« on: January 23, 2012, 10:45:01 am »
As has been stated, there are IRT routes in development. However, these routes would get done faster if the community contributes instead of complaining. I have been working on updating my highbridge line, which is an IRT route, so that you would have IRT eye candy to hold you over until the real routes are completed. However, that project just as the real IRT projects have been stalled because of repeated requests for straight photos of IRT walls and no one has attempted to help out by getting some. We as developers cannot provide you with eye candy without the proper textures. I know for a fact none of you want to see and IRT route with IND walls. Then it's not IRT now is it? The same goes for the BMT routes. The walls are like IRT. Until we can get the proper textures, you will just have to wait.

26
BVEStation Network News / Re: Content Contributor
« on: January 16, 2012, 01:38:56 am »
Agreed. 100%

27
BVEStation Network News / Re: Content Contributor
« on: January 16, 2012, 12:16:09 am »
That was where the confusion came in. Thanks for clarifying that. But you really should specify exactly what you just told me about the files. As it stands, when you read that specific part, it seems like your talking about the work as a whole, and not the contributions made through the content contributor. You scared me for a moment there. Lol. I have some awsome content coming up. A massive amount of content I must say. And my work has always been exclusive to bvestation. ;)

28
BVEStation Network News / Re: Content Contributor
« on: January 15, 2012, 11:28:39 pm »
That I understood. I just can't agree with it. We ask for some assistance from the community, but in exchange, give away the rights to do what we please with our content?? Not sure that sits well with me.

29
BVEStation Network News / Re: Content Contributor
« on: January 15, 2012, 11:04:03 pm »
So let me get this straight... As per the terms, your basically saying you want all content to be based on creative commons? Essentially saying that all future uploads to the site cannot be copyright protected? See here's the thing. I have no problem seeking permission from other developers to use some of their work. We work hard and often by ourselves to create content. And while I do think that creative commons is fine for some, it's not for me. I do not like anyone taking my hard work, tweaking it a bit and calling it their own. Thus the reason why ALL my work is and will be copyrighted. If what I asked earlier in this post is correct, I can't see how I can ever post content here again in the future. Save for what's already available.

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