TUME’s Simulation of “The Milwaukee Road”

@cool450:
Yes, you are rigth. May I will have to remove the Les Schwab Trie Center as well. I should have do deeper investigations before but I didi not. Just after I uploaded the screens I thourght about the architecture of the tire center and came to the conclusion that it may be has been built after the Milwaukee road left town. Eventually I called the tire center at Othello asking the sectretary about this matter and she aknowledged - the centre was not there back then.
But anyway, it looks not too bad so I will use it for my PCC streetcar and city project if I will make updates for that :-)


I don't know if you could find any for this area, but you could try to find old property maps of Othello and see who was located on the Les Schwab lot. Then just google the name of the buisness and see if you can get any pictures so you can make a model.
 
Trackside industry at Othello, Wa

Hallo,

during the last weeks I have been working to get a lot of industrial buildings done as required for the trackside industry at Othello, Wa.

Many time I had to spend in additional investigations about the appearance of the industrial area along Broadway AVE like it used to be back in the 60’s. A nice man “brownlg34” uploaded a large number of very nice photos from the Milwaukee Road including Othello station. Therefore I eventually could figure out the correct location of tracks and buildings. Thanks again!!

A lot of buildings have been gone after the Milwaukee left town some others are still in use. But unfortunately google maps only can help to investigate the position of some buildings. Its not suitable to work out texture from a street view screen.
Therefore I started to get a collection of textures by taking photos from several industrial buildings and structures around my hometown Chemnitz in Germany. It is interesting to see how similar such detail views looks around the world and how well a piece of texture taken from a wall in Chemnitz fits onto an industrial shed simulated for Othello.
In addition to this I also started to create some misc objects like crates and cars as unfortunately there are still no such assets at DLS which includes season change. But I hope my crate stacks and my pickups does the job too :-)

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Your’s TUME
 
Very nice Tume, I especially like the icicles. Can you lead me to a good example or information regarding seasonal objects, specifically buildings? Any clue would be appreciated.:)
 
Very nice Tume, I especially like the icicles. Can you lead me to a good example or information regarding seasonal objects, specifically buildings? Any clue would be appreciated.:)


Hallo,

thank you for the compliment ;-)

Yes I would be glad if I can provide any help. As more creators will start to get a lot of quality buildings done including season change, as better for the routes to be built.

Eventually it is quite simple.
At first you need to create your object as you did before. That means you create the mesh and the texture. Best using gimp for the texture. I personally create a summer asset first. If the asset is ready, I create the seasonal texture. Mostly I create a new transparent blank sheet in gimp located on top of the stack. There I paint the dust in – as required for the summer and so on. Onto another sheet I create the snow. Therefore I don’t need to change my original texture. After that I save my texture construction file as an “name.xcf” keeping all the sheets independently from each other. Than I save 4 texture files – one for each season for instance.

Back in gmax you need to copy your mesh 4 times. Than you will have to add additional mesh – the icicles onto the winter mesh of instance. After that you need to apply the different textures onto your different meshes. Best to copy each material – don’t forget to rename it – and to apply the new material onto the new mesh objects as needed. Than change the texture file for your new material.
I personally use the group function in gmax to collect every mesh objects of one single season in a group. So at the end, I created a summer group, a winter group, a snow group and so on. If needed, you also create an extra group containing every mesh required for the night mode.

So far – I am sure – you can follow ne as you are doing content creation for quite a while.

Now you have to prepare the asset folder by using the window explorer.
A season change building which includes night mode, will need to have structure of folders as follows:

folder – “asset name”

subfolder – “autumn”
subfolder – “Night-101”
subfolder – “snow”
subfolder – “summer”
subfolder – “winter”

file – "config,txt"
file – "thumbnail.jpg"



Every folder needs to contain a mesh file and all texture files as needed. I personally use the same names for the “name.im” files in each of the folders. This makes it more easy to create the config.txt.

Now the config:
PHP:
kuid                                   <kuid2:82412:22004:2>
 
kind                                   "scenery"
 
light                                   1
 
height-range                       -10,100
 
category-class                    BR
 
trainz-build                         3.2
 
nightmode                          "lamp"
 
mesh-table
{
 summer
 {
 mesh                                  "summer/Mesh-101.im"
   auto-create                         1
   mesh-season                         0
 }
 
 summer-night
 {
   mesh                                "Night-101/Night-101.im"
   night-mesh-base                     "summer"
   mesh-season                         0
 }
 
 
 autumn
 {
   mesh                                "autumn/Mesh-101.im"
   auto-create                         1
   mesh-season                         1
 }
 
 autumn-night
 {
   mesh                                "Night-101/Night-101.im"
   night-mesh-base                     "autumn"
   mesh-season                         1
 }
 
 winter
 {
   mesh                                "winter/Mesh-101.im"
   auto-create                         1
   mesh-season                         2
 }
 
 winter-night
 {
   mesh                                "Night-101/Night-101.im"
   night-mesh-base                     "winter"
   mesh-season                         2
 }
 
 snow
 {
   mesh                                "snow/Mesh-101.im"
   auto-create                         1
   mesh-season                         4
 }
 
 snow-night
 {
   mesh                                "Night-101/Night-101.im"
   night-mesh-base                     "snow"
   mesh-season                         4
 }
 
}
 
season-selector
{
 above-snow-line                       1
 
 branch-true
 {
   output-season                       4
 }
 
 branch-false
 {
   season-range                        0.25,0.75
 
   branch-true
   {
     season-range                      0.25,0.5
 
     branch-true
     {
       output-season                   1
     }
 
     branch-false
     {
       output-season                   2
     }
   }
 
   branch-false
   {
     output-season                     0
   }
 }
}
 
 
description                                "Lamp for walls with an initial height of 65 Meters. The Asset has night mode and season change."
 
username                                  "TUME-22004-Lamp-Wall-65"
 
kuid-table {
}
 
author                                       "TUME"
 
license                                       ""
 
contact-email                             ""
 
contact-website                         ""
 
 
thumbnails {
           0 {
                       image                 "thumbnail.jpg"
                       width                  240
                       height                 180
           }
}


Important!!!!

Winter does not mean there is snow everywhere. Please put the snowy part in the folder “snow” only. This will be indicated by trainz if the particular object has been located above snow line. As you know the snowline will be adjusted in surveyor inside the environment tool menu.


Ok – I should have done this in another part of the forum, but I did it in here, just to answer your question. I hope this helps a bit.
If you don’t have a night mode, you just don’t need to create the folder – “Night-101”. Also you will need to delete the tags “summer-night” “winter-night” and so on.


Your’s TUME
 
Thank you Tume, it was kind of you to provide such a detailed explanation of the process. My only question would be; if you only change the textures, and do not add differences in the mesh, such as lumps of snow, or icicles, can you reference the same mesh for each season?
 
Thank you Tume, it was kind of you to provide such a detailed explanation of the process. My only question would be; if you only change the textures, and do not add differences in the mesh, such as lumps of snow, or icicles, can you reference the same mesh for each season?

No – I think you got a bit confused by my big text.
At least you create different meshes (one for each season) with different textures applied to. This different meshes needs to be exported into the different season folders.
Your summer, autumn, and winter meshes off course will not contain the icicles. The icicles only should be attached onto the snow mesh. If you want to create a big pile of snow onto a flat roof building – you just put this into the winter mesh.

I personally start creating the summer mesh and texture. From that I work out the other meshes and textures. But eventually I will have different meshes and textures – each for one of the seasons. Each of these different meshes will have to be exported in the asset folders as required. The summer mesh will have to be exported into the “summer” folder, the snow mesh will have to be exported into the “snow” folder – and so on. The night mode stuff will have to be created and exported a usual – just into the “night” folder.

It is a bit of creating four different buildings and one night mode in gmax rather than one building and one night mode. In your gmax file, you have four different meshes and the night mode – at the same position. But you will know how to handle this. To export the right mesh into the right folder, you should use the “export selected” function. Make sure that you have got the right texture at the right folder after exporting everything.


Please ask if anything is still confusing.

Your’s TUME
 
Thank you again Tume, for your swift and detailed response. Let's assume we have a building already, and it is not seasonal, but we would like to make it so. Let's also assume we only want to add a little snow to the roof and window sills and a dusting around the base, no changes in the mesh from season to season, a poor man's seasonal building where only the textures change.

Using your file structure, could the building be reskinned and set up as seasonal WITHOUT going back into GMax?
 
Thank you again Tume, for your swift and detailed response. Let's assume we have a building already, and it is not seasonal, but we would like to make it so. Let's also assume we only want to add a little snow to the roof and window sills and a dusting around the base, no changes in the mesh from season to season, a poor man's seasonal building where only the textures change.

Using your file structure, could the building be reskinned and set up as seasonal WITHOUT going back into GMax?


Yes, this works!

You just need to create reskinns for each season you want to do. Put the reskinns and its texture into the folders like required. This will work.
You don’t necessarily need to create summer, winter, autumn and snow reskinns. If you only want to divide between snow and non snow. you just need only the folders, summer and snow. But than you need to change the code for the tag “season selector” as needed at the config!!!!!


PHP:
mesh-table
{
  summer
  {
    mesh                                "summer/Mesh-101.im"
    auto-create                         1
    mesh-season                         0
  }
  summer-night
  {
    mesh                                "Night-101/Night-101.im"
    night-mesh-base                     "summer"
    mesh-season                         0
  }
 
 
  snow
  {
    mesh                                "snow/Mesh-101.im"
    auto-create                         1
    mesh-season                         1
  }
  snow-night
  {
    mesh                                "Night-101/Night-101.im"
    night-mesh-base                     "snow"
    mesh-season                         1
  }
}
season-selector
{
  above-snow-line                       1
 
  branch-true
  {
    output-season                       1
  }
  branch-false
  {
    output-season                       0
  }
}

Now, I have to go, but you should try this out. I just changed some config tags so you should be able to create an asset which provides a snow and a non snow season change. If I did something wrong in changing the tags – you may find out or just use the full season config I have sent before. there you just copy your original building into the autumn, summer and winter folder. the rekinned one containing the snow texture goes into the snow folder. Than see what happens.

Good luck! If you have questions, I will be back tomorrow. If it works, just give me a note in here – may including a screen. I would like to see some of your stuff in different seasons ;-)

Your’s TUME
 
Thank you so much my friend! I, like you, will not be able to do any work until tomorrow, but I promise I will let you know what I come up with. Thanks again!:)
 
tume I think that you are one of the best creator I am wondering how good are you at track?

I am wondering if you can help me making some US NG tunnels on the Cumbres and Toltec?
 
Thank you Tume for your excellent instructions! It took a while, but I managed to apply the snow effects above the snow line to my latest reskin:

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I have, of course given you credit in the description. First one is the hardest, right?

By the way, I can't think of any reason to add all the seasons to a building, am I missing something?
 
This looks great Tume!!! :D

Is this the Milwaukee branch that went through Montana?

If so, have you done Forsyth and Rosebud Montana? I go to school in Rosebud, and go to Forsyth frequently.

The old Milwaukee goes through a friend's ranch!

Cheers,

Chris
 
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@ronyane

This line runs from Othello, WA to... I forgot:(

It would be cool to see the Montana parts of the Milwaukee Road like Harlowton and Lewistown and all those other places though:)
 
Hallo,

@Euphod:
Thank you for the screen. You have already made some great stuff and its very great to see that you are going for seasonal assets now as well.

@ronyane:
My last screens indicates the industrie of Othello, Wa at the south end of the yards. Most of the buildings are still there and in use. Othello used to be an very important point at Milwaukee Road's transcontinental mainline.

Buildings are important, but all the "misc" stuff is important too - just to bring things up looking more like real live.
Therefore I started to create some little stuff like crates, pallets and drums besides my set of several cars. The cars (two 1957 Ford F100 Pickups in this case) are not too much detailed as i attempt to find a compromise between detail, polycount and texture size. But I find the cars will do the job of making the area more realistic looking.

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Your's TUME
 
Tume, I have to say that your Avery-Drexel route is AWESOME! I have operated over the route many, many times. However, I wished that their transcontinental route was still around. Even though I live nowhere near the former Milwaukee Road route, and I've never been there, I decided to create a new version of your Avery-Drexel route, as though it had survived to this day.
Here's how it goes:
The top brass at the Milwaukee Road had to decide whether to take down the overhead wires on their transcontinental route or modernize the electrification. They decided to get an opinion from a third party on what would be the best choice. After a third party informed them that there was a strong possibility that the oil prices would increase drastically soon, they decided to modernize the electrified sections of their transcontinental route instead of desielize the entire route. As a result, the Milwaukee Road was able to survive the oil crisis. As time passed, the track was improved, allowing the speed to be increased from to 30 to 45 miles per hour. The signaling was also modernized, along with double-tracking sections. After time, the two electrified sections were able to be finally connected.
It wasn't long after the Santa Fe and Burlington Northern merged to form Burlington Northern Santa Fe (BNSF), the traffic over their northern transcontinental route increased. BNSF approached the Milwaukee and asked if they could run some of their trains over the Milwaukee's transcontinental route to reduce congestion on BNSF's northern transcontinental route. The Milwaukee agreed, except for one condition: Like their Milwaukee trains, BNSF trains had to be pulled by Milwaukee electrifics. Soon container trains appeared on the Milwaukee's tracks.
The Milwaukee continued to prosper for a few more years until the debts piled up until the top brass at the Milwaukee decided to put their transcontinental line up for sale. BNSF quickly purchased the route and more container trains appeared. Instead of taking down the overhead wires, BNSF decide to use the route as a prototype for the possible electrification of other BNSF-owned routes.
Here's the changes I've made:
Sidings that had the 'track invisible' or other invisible track at the end of sidings had been replaced by 'non-invisible' track.
The original signals has been replaced by safetran signals available from the Download Station, made by norfolksouthern37.
Sidings on the mainline have had their switchstands have been replaced by point motors (type '2009' when you go to the 'trackside' in Surveyor.).
The section between Haugan and Henderson has been double-tracked, along with crossovers placed where the passing sidings at Haugan and Henderson was.
The overhead wires have been extended west from Avery to the backdrop.
The former Northern Pacific Lookout Pass line has been removed from Haugan to the edge of the map (pass Mullan), although the tunnel is still in place.
I-90 from Taft eastward to Drexel has been replaced with YARNish road (YARNish roads are similar to YARN roads, though the 2 meter 'hop' between fixed YARN pieces and YARN splines have been removed.)(I-90 has 6 lanes instead of four lanes because the only YARNish divided highway that is available has three lanes each way.)
Except for roads in Mullan and westward from I-90 at Taft, all the roads have been replaced with YARNish roads, though the bridges have been kept.
The track has been replaced with track available for download as freeware from jointedrail's website (Conc1 and Dirty track), except in the tunnels.
All rail bridges have been replaced with 'bendable bridges,' (or is it 'flexable bridges'?) and the accompanying abuttments, which can be found on TrainzProRoutes website for download. (Note: Kelly Creek Bridge was not replaced due to the unique design of the support girders on the bridge).
Speed signs have been replaced with 'Speed b' signs available for download on the Download Station, made by BNSF50.
Speeds have been raised from 30 to 45 miles per hour, except for westbound in the St. Paul Pass Tunnel and to the west end of Roland, due to the short 4.8 percent grade on the siding at Roland. To add a little bit of fun (or difficulty based on your opinion), the speed over Kelly Creek Bridge is still 30 miles per hour both ways, though the speed returns to 45 miles per hour past the bridge, as though it is the last on a list of bridges to be replaced.

As for the fate of Milwaukee Road 261, here's an update on her fate if you haven't been keeping tabs:
Milwaukee Road 261 was put on Sterling Rail's webside (a broker for used railroad equipment), but was taked off a short amount of time. It was then purchased by the Friends of the 261, who are now continuing it's overhaul.

As for Southern 4501:
After Norfolk Southern and the Tennessee Valley Railroad Museum agreed on beginning a new series of excursions, named 21st Century Steam, the pace of the restoration of Southern 4501 was increased, since Southern 2-8-0 #630 restoration was finished in march of this year (who's now 'filling in the shoes' for 4501 for the early 21st Century Steam excursions). Once 4501's restoration is completed, 4501 will be used on the 21st Century Steam excursions, while 630 will be at the Tennessee Valley Railroad Museum. According to Tim Andrews (President of the Tennessee Valley Railroad Museum), once 4501 is out of the shops, Tennessee Valley 2-8-0 #610 will be in the shops beginning the FRA-Mandated overhaul. The plan is to have 630, 4501, and 610 to be in a 'cycle', where each one will cycle in and out of service.

THE TENNESSEE VALLEY RAILROAD MUSEUM HAS MADE IT PLAIN AND CLEAR THAT THERE ARE NO PLANS TO PAINT 4501 IN ITS CRESCENT PAINT SCHEME AND THAT NORFOLK & WESTERN 611 AND 1218 WILL NOT BE PART OF THE NEW STEAM PROGRAM.
NORFOLK SOUTHERN'S NEW STEAM PROGRAM WILL NOT BE LIKE THE ORIGINAL SOUTHERN/NORFOLK SOUTHERN STEAM PROGRAM, IT WILL BE MORE LIKE UNION PACIFIC'S STEAM PROGRAM. THE PLAN IS TO HAVE THE STEAM LOCOMOTIVES TO TRAVEL ACROSS NORFOLK SOUTHERN'S ENTIRE WEB OF ROUTES ACROSS THE COUNTRY.

Also, can anyone explain how to take pictures of your route and then upload it to forums like this?
 
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Here is some news on the 261's overhaul.

As of the 9th of December 2011, the Milwaukee Road 261 has its drive wheels back under the boiler and work continues at a steady pace. The boiler tubes will go in last because when the boiler tubes go in, the clock starts ticking until the next 15 year overhaul.
 
I just downloaded New Haven's Ex-Virginian EF-5s and I found that the pantograph does not extend up far enough to reach the catenary. I did some research, and the pantographs on the EF-5s extended farther up than on the New Haven. The model I downloaded only extends about a quarter to a half of its height. I think the pantograph needs to extend up either three-quarters or as far as it can be raised. Can someone help me modify how far the pantograph can extend upward? Do I only need to change something in the config file or do I have to do something else?
 
Happy New Year

@ jordon412:
Well a nice idea, I really want to see how you think the route could be look like today :-) Just led your phantasie going ahead.
Also nice story :-)

@ All:
Now its time to change into the next year. Have all a good party tonight :-)
Here comes the latest screens from the industrie along South Broadway AVE at Othello, Wa as a part of my Milwaukee Road Othello - Kittitas section.

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Your's TUME
 
UPDATE

Because I like everything to be the same, the roads between Taft and Mullan (except I-90) have been replaced with Yarnish roads.

I-90 between Taft and Mullan is not modeled, because when using the 'tracking' camera on a train, you do not see I-90 ending at Taft.

Boat's ATLS system is used to allow traffic on the Yarnish roads to stop at railroad crossings. The ATLS system comes installed on Trainz 12, but needs to be downloaded for earlier versions of Trainz.

The ATLS pieces to download are:
ATLS Controller (<kuid2:76656:500010:5>) (by Boat)
ATLS Slave(TF) (<kuid2:76656:500012:5>) (by Boat)
ATLS Trigger (<kuid2:76656:500016:6>) (by Boat)

All of these are made by Boat, but instead of downloading his ATLS Traffic Stopper, I recommend downloading this instead:
ATLS NRC Traffic Starter (<kuid:39134:102481>) (by BNSF50)

The reason is that Boat's traffic stopper has a +6m increase in height, which causes the section of road that has the traffic stopper on it to be higher than the roads on either side, and it's a pain trying to get this piece level with the roads on each side. I use BNSF50's traffic stopper because the section of the road that has the traffic stopper stays at the same height as the roads on each side of the traffic stopper.

Scripted whistle post by BNSF50. These whistles cause AI controlled trains to automaticly sound their horn.

Reverse loops have been added at the staging yards at each end, allowing for the continous running of trains.

Also I'm hoping to have pictures of the route uploaded onto this forum (I cannot gaurantee that I can upload them).

I have not been to the area of this route, so I don't have any pictures of the signs on I-90 and the roads featured on this route. If someone can provide me some pictures of these signs, let me know.
 
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