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Thanks. But the praise should really go to Natvander for designing such a detailed yet simple to replicate texture styling. Because of the simplicity I am able to create large sections relatively quickly, with great effectiveness.
Junee's roundhouse was 120', specifically for turning garratts (IIRC). The same reason I placed it on my layout.
The idea behind Murray being so complex is so to use it as a sorting yard. So it needs the facilities to handle the largest possible combinations. :wave:
OMG! 422's!
When can we expect to see these released?
Also Davido, is it possible you could make a mockup reskin of the modern grain hoppers into Manildra's MGFH colours? Then I could make the Manildra flour train to Bomaderry hauled by ARG loco's.![]()
Can you give us novice routebuilders a quick run down of how the system works? Currently I just scatter about 5 or 6 different textures around randomly and then blanket with my base texture as per the "fill grid" option.
Is there an easier way?
Should be released soon and I may be modeling the flour hoppers in the near future. I don't like mockup's.![]()
Should be released soon and I may be modeling the flour hoppers in the near future. I don't like mockup's.
Cheers
David
I start with the baseboard texture, then add the main colours of cliffs, fields, beaches, rail-yards etc.
Then I choose a collection of textures to overlap the base textures, at least 3. If the base colour is bright make sure your overlap textures progressively get darker, and visa-versa. Make sure you always lay them in the same order to keep the constancy.
The only other thing I can suggest is to practice fast tapping on your mouse button to get a smooth join between textures.
Fair call then. I can't get Nats signals to work, I've downloaded them all, but they don't show up in the menu. Any trick with them?
Cheers!
Are you talking about the Semaphores? Because the modern signals come standard with TRS2006, and they work fine.