MARSZ base Alpha 9 secion under construcion

new

New Long vehicle truck whit articulated tank water trailer.
arraial
7a4eb949ab062725aeec74ec80ba0c59.jpg

d5f46a58f1697a3f496ddebc47f78410.jpg

3572997e49dc566589ff74264125ce55.jpg

c92452fd87b657b050d927845c65c3b5.jpg

4be8618a069fe4bd7ce0ac3173404ff3.jpg
 
I have never seen anyone get such unusual, cool assets, to show up in Trainz as you do ... fabulous stuff ... you have great talent !

All I want is a Driveable Saturn V rocket ... they were monsterousl tall !

As the A23 Jet Sled drives on Horizontal track ... Saturn V rocket could drive also lay down, horizontaly, and the BNSF Invisatrack-aerial flyways would be verticaly laid so it would go straight up.
 
Hi Paulo,

Again and again impressive works, my good friend!:p

Seeing those goodies of yours make me lfwwl ike playing C&C Renegade!

Eagerly looking forward to seeing what's next on your plate!!!:wave:

Ishie
 
thks

Thanks again Ish im glad you like it, and Casca ...well they really can make this to work but only the start ignition and the take off because trainz don't have enough free high or altitude to make then travel eheheh, but could be a nice and enjoyable start ignition and raise 2 km high that's all i can do forward when time available.
arraial
 
Hi Paulo,

You're welcome dear friend --

I was going to surprise you but because I am curious about a few items from your Marsz project, I guess I will be telling you this news now!

In the passed weeks I have been toying with your super impressive marsz pieces, and I think I might have come up with a layout in mind (please note - such a layout will take me a while & I don't post screen shots in the forum here -- but could PM a few when the time comes), and did not noticed any passenger enable stations for the marsz pieces!?

A scenario that I had in mind is having engineers working on Mars, thus traveling back and forth between bases, etc among other ideas that I have in mind; But, my dear friend, I did not find any passenger enable stations to use-- if I am wrong please let me know!

I have concluded that I do not want or will use any other 3rd party pieces for such a layout, etc -- ONLY all marsz pieces -- I am huge science fiction fan, (BTW - LOVE the craft from the Aliens move -- James Cameron -- great screenplay (I read screenplays)), so your marsz project has allowed me to bring a science fiction reality to trainz!!

Anyhow, I know that you have moved on to other models, etc but if you could fine some time, a passenger enable station (if there's none) that matches those awesome marsz pieces could come in handy! (please note that it's just a suggestion, my good friend, and I don't expect, by any means, for you to make such an item)!!

BTW - your Marsz Landscape makes me feel like I am on Mars!!! I'm guessing that you have seen the real photos taken from the Spirit Rover!? -- so cool -- I believe that humanity, in a thousand years, will be able to reach and live on Mars!!

Take care, and thank you for reading this long post!
Ishie
 
Last edited:
hi

Hi Ish im glad and happy for you thinking in make a scenery on mars, first you already have a passengers station, vulcan help me to build the setup at the time (at the time my knowledgment are very small) search by Marsz tiberiun station in the dls but is a maglev station and only have two ways or tracks because i think in that time scenery don't gonna have biiigs stations only passengers support stations and they loads passengers to, but in direction north way and direction south way, in relation to the assets i advice to use to some more assets from other authors like Bendorsey and Pierrion (they have very good models for complement the scenery). At the time im very buzzy whit payware models Ish but some ships and other models can be much more improved like the take off of all ships in the vertical way and issuing smock dust when take off etc. But some help you need sent to me a email thanks Ish.
p.s. other thing is, you already have a landscape realistic from mars they call valles marines the last landscape i made by a satellite altitude data in tiff format i take but the dimensions of course are not realistic in measures , the scale model is 1km=50km in the reality because mars landscapes are huge, other thing is you must have overcareful whit the dense areas of bases etc because the models are medium and high poly but in the other hand the idea is put substations separated by 5 to 10 km distance,i mind the industrial areas is separated from base living areas and mines areas to, you have always advantage in fps because you don't need trees or rivers etc.
Im not stop whit my idea of making a all route working and functional layout of Marsz, in fact i start already 6 moths behind a layout for this project and the reason i stop whit then is because at the time i realize i must learning much more then i know now , if not this is not going work properly, and Ish i steel learning at the present time....
arraial
 
Last edited:
Hi Ish im glad and happy for you thinking in make a scenery on mars, first you already have a passengers station, vulcan help me to build the setup at the time (at the time my knowledgment are very small) search by Marsz tiberiun station in the dls but is a maglev station and only have two ways or tracks because i think in that time scenery don't gonna have biiigs stations only passengers support stations and they loads passengers to, but in direction north way and direction south way, in relation to the assets i advice to use to some more assets from other authors like Bendorsey and Pierrion (they have very good models for complement the scenery). At the time im very buzzy whit payware models Ish but some ships and other models can be much more improved like the take off of all ships in the vertical way and issuing smock dust when take off etc. But some help you need sent to me a email thanks Ish.
p.s. other thing is, you already have a landscape realistic from mars they call valles marines the last landscape i made by a satellite altitude data in tiff format i take but the dimensions of course are not realistic in mesures , the scale model is 1km=50km in the reality because mars landscapes are huge, other thing is you must have overcareful whit the dense areas of bases etc because the models are medium and high poly but in the other hand the idea is put substations separated by 5 to 10 km distance,i mind the industrial areas is separated from base living areas and mines areas to, you have always advantage in fps because you don't need trees or rivers etc.
arraial


Hi Paulo,

The Marsz tiberiun station in T12 comes up as red marked -- not sure if you're aware of that!

(Speaking of Vulcan, yeah, he taught me the basic and advance skills and instruction on making scenery, etc since 2002, etc; But I have always kept doing simple basic models! Vulcan, aka Ian I considered my teacher -- just a footnote:wave: )

Now back on Mars -- I am using now landscape 3 as the starting point -- at a later time as the project progresses, I will merge another landscape 3 and delete the boards as necessary to venture out wards into other ideas, etc.

Paulo, my dear friend, it's OK -- I certainly know that your plate is full at this time as you create those wonderful pieces -- :p please continue doing that, etc .. I don't want to inpose on your time!!!

I really don't want to use other pieces 3rd party pieces -- only marsz related pieces! However, thank you very much for the suggestions - I know Ben and Pierrion contents very well -- Still I recall the early days of trainz, in which Brian and Larry, creator of the Razorback Rail Route, used contents only from trainz, the first version -- I just want to keep it as so, using your items only - BTW --I have titled: Mars - the Exploration!

Believe it or not, my good friend Paulo, the abilities of what can happened on Mars are endless, in terms of creating sessions, etc from mining, digging, finding artifacts, to exploring, and sending out a train to specific areas -- evening discovering rare minerals and resources -- anyhow, I can go on forever!:wave:

Thanks for the tips on the pieces, etc ... thus far no problem with frame rate, etc; But as I progress I'll keep an eye out for that!

Well, Paulo thanks for these pieces and your insight!
Ishie

PS time to feed my little one's so not sure I will turn on the PC again, til tomorrow -- if not, have yourself a good night!!:)
 
Hi Ish i agreed whit you and lets see the station problem because here in my trainz2010 don't have any red error or faulty or faulty dependence, maybe if you sent to me whats happen the report error, whit this asset i can repair then or update then, just because is one of my best models for mars. And your all ideas is my ideas to , i always think in exploration finding artfacts carring heavy pieces for building new stations, findind and diging searching minerals and other things the possibilities are ...like you says endless...have a good night you to we talk more tomorrow.
arraial
 
Last edited:
new

Military flat trailer for heavy duty. loads another real truck model loco or loading the products at your choice.:) is a wagon loader in the reality.
arraial
bf5bc0a96037b66d7a145d5df95588a8.jpg


f8e230a0811dbebfdff63c7a3c1f21b5.jpg
9b1ab2bc7c59a26f97db485534439066.jpg


9be7403dbb09ff95050fb21be2b15f84.jpg

b446e5b0deac17eb014b3d9c8043662c.jpg

6c51da1034a4c97b9aa5bc58d57a2552.jpg


108fc3dd9c32cdd49a318c3ca4b907b3.jpg


785b7c109a3e299af7fe605f77313c53.jpg


adaa469a2a69bd8b9adf53d3c5d99dd2.jpg
 
Out standing, you can also use boats aircraft trigger to activate the " B " key,

set up a comand like:

move to trackmark 123, wait 1minute, decouple " trailer123 ", wait 2m, move to trackmark 456

place boats aircraft triger at the same point as trackmark 123, set radius to 0.01m in properties set key to " B "

now when the unit reaches trackmark 123, it will stop, " B " key will automaticly activate, wait 1 minute, " Trailer 123 " will decouple, wait 2 minutes and then the truck will move to 456

Give it a try Paulo

Aircraft action trigger <kuid2:76656:24050:1>

Gordon
 
hi

Thanks Euphod by the nice comments.
Hi Nzld i know of the triggers markers but never have a deep thought about that because physically speaking is out of the setup model and this is for people who make routes but is always good to know that of course but that's way i never experiment it, i hope Sullivan knows that if not this is a good tutorial thanks Nzld.:)
arraial
 
Last edited:
Hi Nzld i know of the triggers markers but never have a deep thought about that because physically speaking is out of the setup model and this is for people who make routes but is always good to know that of course but that's way i never experiment it, i hope Sullivan knows that if not this is a good tutorial thanks Nzld.:)
arraial


Hehehe, knowing Chris he'll have to get his wife to set it up for him LOL, just kidding Chris.

Gordon
 
Out standing, you can also use boats aircraft trigger to activate the " B " key,

set up a comand like:

move to trackmark 123, wait 1minute, decouple " trailer123 ", wait 2m, move to trackmark 456

place boats aircraft triger at the same point as trackmark 123, set radius to 0.01m in properties set key to " B "

now when the unit reaches trackmark 123, it will stop, " B " key will automaticly activate, wait 1 minute, " Trailer 123 " will decouple, wait 2 minutes and then the truck will move to 456

Give it a try Paulo

Aircraft action trigger <kuid2:76656:24050:1>

Gordon

Hi Gordon,

Me too, thanks for the mini-tutorial!! :)

Ish
 
Hi Paulo,

First, superbly detailed models you got there -- I am sure that Chris is drooling over them -- I know I am!!! :wave: :p

Secondly, you have an e-mail, my dear friend!!! :wave:

Ishie
 
hu

Hi Ish you don't tell me in that email if you now can load the tiberium station????

This is a mod in GTA Sant Andreas of the same vehicle striker Apc.


arraial

0ad4be8628e9f455c165252bb2680ff0.jpg
e25e22e27ae17a062f33144c2dc9c423.jpg

8b45fc1153e53f55a989785a31052396.jpg

fcb6cc3bef424e2c8099d076a20a9d14.jpg
 
Last edited:
Hi Paulo,

Please check your e-mail my dear friend!:wave:

Excellent Paulo -- I think I got the game around here some where!!!

Ishie
 
Hi there all

Hi ISH,GORDON,ARRAIAL I hope you are all well?
First of all Arraial thank you for all my toys Ican't wait for that other one that Araial is working on for me watch this space you lot its going to be GOOOOOOOOOOOOOOOOOOD
Well it is 410am and now I have to go to work so stay well all of you


Hay G man how about sending me a email just to say hi
I look forward to catching up with you all later
buy for now


chris
 
litle tutorial

Hi Ish already read it thanks and Chris how you do, your Abrams drivable tank almost ready.:)
Hi people , i always tries to make chains tracks for tanks as a working bogey for trainz and never have success whit the traditional and very know ed SplineIK solver in max, generally many animations and modifiers they works well in 3dstudio Max fail or lost information when you convert the animation for trainz, because trainz animation format is very dependent and have specific rules of the helpers, even that have limitations like scale etc, but we must tries different ways and works around, i already make chains track for animations in max and for Gta Sant Andreas game and all work properly but not in trainz.
Then i want to share a way to make then work as a bogey in trainz.
First must have two bogeys the bog0 for the wells a very simple way to do because is like we make then for the locos and wagons, and the bog1 for the chain tracks. This must have 128 frames animation and not 32 frames like we use for the wells bogey, because we want the chains makes a rotation around the all track path synchronized whit the rotation wells speed. The main key for doing that is constrain path animation for the dummy´s and the simple spline path for all chains follow the dummy. and of course to complete all path the amazing copy and past ehehe.
Follow the images, they have instruction how to make then. thanks.
Lather when all tank Abrams are ready i gonna post a video.
arraial
83df08fce878c7f53a74813a2b344c40.jpg


2f406d8100d80c15c00a6d890d284746.jpg


4271ce8448a5a2f74c49f80d0f7404b9.jpg
i
1505a4695d5a86002d932877e59d8ea6.jpg
 
Last edited:
Back
Top