Surfliner 2 Retexturing Giving a favorite route a new look
#201
Posted 04 February 2017 - 05:35 AM
Paul http://www.elvastower.com/forums/public/style_emoticons/default/biggrin.gif
#202
Posted 04 February 2017 - 01:27 PM
#203
Posted 04 February 2017 - 04:20 PM
paulytechnic, on 03 February 2017 - 09:08 PM, said:
Thanks for the reply! That you're getting such good results using only 512's is very encouraging in view of some of the projects I have on my hard drive.
#204
Posted 04 February 2017 - 06:19 PM
atsf37l, on 04 February 2017 - 01:27 PM, said:
Well, whadda ya know 'bout that! http://www.elvastower.com/forums/public/style_emoticons/default/shock6.png A quick view in Google Earth, taken from the same angle as my MSTS shot on the last page, confirms the lack of bridges (although I didn't doubt you, Herb! http://www.elvastower.com/forums/public/style_emoticons/default/wink.gif)
To be honest, I always kind of liked the look of those bridges along there, but now that I know they're not prototypical ("gasp!"), it'll probably eat away at me until I do take them out. The good news is that it's probably a fairly easy fix; a few strategic presses of the 'Y' key in Route Editor should fill the embankment fairly quickly (hopefully).
My question is now, would anyone happen to know what sort of culverts happen to be there, such as a basic round pipe, or the box type (I know Jeff already used some of the box ones elsewhere in the route)? There's always artistic license if all else fails.
#205
Posted 05 February 2017 - 12:42 AM
paulytechnic, on 04 February 2017 - 06:19 PM, said:
GoogleEarth_MiramarGrade.jpg
To be honest, I always kind of liked the look of those bridges along there, but now that I know they're not prototypical ("gasp!"), it'll probably eat away at me until I do take them out. The good news is that it's probably a fairly easy fix; a few strategic presses of the 'Y' key in Route Editor should fill the embankment fairly quickly (hopefully).
My question is now, would anyone happen to know what sort of culverts happen to be there, such as a basic round pipe, or the box type (I know Jeff already used some of the box ones elsewhere in the route)? There's always artistic license if all else fails.
Well as someone who likes driving a lot of the time "outside" (what nowadays we could call "drone cams"? 2&3) I'd have to say that even then it's the scenery and the train I'm looking at ....but the shape of a culvert? Well if you can't see it in Google Earth isn't worrying about it in MSTS just a distraction from the bigger picture? :pardon: Just my two penneth. Watching this with patient anticipation for a release. :sign_thanks:
#206
Posted 05 February 2017 - 01:47 AM
Here maybe?
:bigboss:
#207
Posted 05 February 2017 - 03:14 AM
atsf37l, on 05 February 2017 - 01:47 AM, said:
#208
Posted 05 February 2017 - 06:50 AM
From exploring around in Google Earth, it's definitely apparent that most of the culverts are well buried beneath the foliage, so I'm thinking a good compromise would be to place the upper culvert, but not the lower (since it's fairly well hidden, and wouldn't be a distraction). Speaking of foliage, I'm now realizing that my terrtex in that area seems a bit too grassy, while in reality, that area has more heavy shrubs and trees. I'll need to update the terrtex around the removed bridges anyway, so I'll update more of the surrounding valley at the same time.
#209
Posted 05 February 2017 - 03:05 PM
#210
Posted 06 February 2017 - 12:02 AM
atsf37l, on 05 February 2017 - 03:05 PM, said:
No intention of "shooting messengers" and the pictures are great. :wtf01: My point is the merely that the culverts themselves are not what the SIM user would see .....unless they were looking for them? Your aerial shot shows a massive diversity of buildings in that area and to even represent those convincingly is an art in itself?