Surfliner 2 Retexturing Giving a favorite route a new look
#231
Posted 05 March 2017 - 11:36 AM
The one thing that has remained unchanged is the .TDB, and intentionally so (even to the point of leaving inaccurate/outdated track as-is), to hopefully maintain compatibility of the v2 activities. The .RDB has changed, however, since I've needed to add and move some roads, but I wouldn't imagine that would interfere with existing activities.
#232
Posted 08 March 2017 - 05:26 AM
Old & new texture comparison (reduced in size; the new textures are actually 1024x1024):
They're still not perfect representations of actual parking lots, but they're certainly less cramped than the originals. I made it a point to keep the remaining parking spaces in-line with where they used to be, although many are backwards, but that would at least keep the existing static car objects mostly in the spaces (we'll just pretend they all backed-in). For the cars in the now-omitted spaces, they needed to be moved (and parking citation objects would be a real headache to accurately place on each windshield using RE! http://www.elvastower.com/forums/public/style_emoticons/default/tongue.gif) Fortunately, most of these lots in the route were fairly empty, so it didn't take long to quickly fly the length of the route and move the cars into the spaces (I feel like some kind of virtual valet!)
Jeff had created several of his own parking lot objects using these same textures, but the layouts of those already seemed good enough, so I left them mapped to the original textures/layouts (especially since any changes to those would have required many more cars to be moved).
#233
Posted 08 March 2017 - 04:22 PM
#234
Posted 08 March 2017 - 05:51 PM
hiball3985, on 08 March 2017 - 04:22 PM, said:
As long as it's a Fiat, Mini Cooper, or Geo! http://www.elvastower.com/forums/public/style_emoticons/default/lol.gif
I actually did widen the spots a bit. Nothing crazy...I just removed one spot in each row and widened them to fill the existing space. Most cars seem to fit, except for (not surprisingly) that blue Suburban. I noticed in Shape Viewer that it seemed extraordinarily big compared to other objects and the track base, so I cheated the problem by reducing the size of it by about 95%. Now it fits between the lines, but just barely, which is about how it is in real life!
#235
Posted 08 March 2017 - 07:48 PM
#236
Posted 09 March 2017 - 05:33 AM
#237
Posted 09 March 2017 - 09:18 AM
atsf37l, on 03 March 2017 - 12:55 PM, said:
11 Pulling into the station.jpg
WOW!
John DeLamater
#238
Posted 09 March 2017 - 09:22 AM
paulytechnic, on 03 March 2017 - 07:27 AM, said:
I posted these shots previously (albeit with more lengthy descriptions), but since they were lost after the boards went down yesterday, here they are again...
SD_Station1.jpg
Jim brought a good point about the default parking lots (visible on the bottom corner in the above shot) having a very cramped layout. My reskin was based on that exact layout (since I wasn't sure how a layout change would affect all parking lots in the route). However, now I'm thinking some experiments with changing the parking lot layout may be be in order, although I'm concerned that some of the static cars in the lots will need to be nudged over throughout the entire route as a result. Luckily, most of the lots aren't crowded with many cars, and I may just need to take out a row or two of spaces, so we'll see how it goes.
SD_Station2.jpg
Children's Park (which was not present in the original route) with a new Civic Pond model. This was fun to build, but I had to take some artistic license with the proportions, since the tracks are too far apart and can't be changed. I also wanted to have added the additional trees & fences present in the real world, but the object count on this tile is already very high, so I decided not to risk further additions.
SD_ChildrensPark1.jpg
SD_ChildrensPark2.jpg
SD_ChildrensPark3.jpg
Petco Park; not much changed here (other than the usual terrtex treatment), except for some new cars in the parking lot.
SD_PetcoPark.jpg
Will the San Diego Trolley tracks be operational?
John DeLamater
#239
Posted 09 March 2017 - 09:37 AM
delamate, on 09 March 2017 - 09:22 AM, said:
I've not made any changes on the San Diego trolley, so it's functionality is unchanged from that of version 2. That said, I believe what portion of the line exists in the route has been made driveable by others on their personal copies, but I've never actually tried it myself. I recall reading that it only needs a path to be added, but I could be mistaken.
#240
Posted 09 March 2017 - 09:45 AM
paulytechnic, on 09 March 2017 - 09:37 AM, said: