OK, its been a while but I've been busy! I've slowly been updating Big Bertha to get rid of errors and warnings for TS12 and one of the things on the list was a BR lined version. Since I have no photos or even evidence that BB had BR lining this is somewhat of a guess. I have not been able to determine the width of these lines so I've made a choice of 20mm. I have a nagging feeling it was an inch but 20mm looks about right on the model. Looking a various ...
I'm pleased to say Big Bertha is complete and available on the DLS. Actually I only just got the notification from N3V and already there have been a few dozen downloads. There are three versions available and a total of 11 assets including: 3 locos in MR, LMS and BR numbers and logos 1 loco bogey 3 cab interiors. The MR version uses a lever reverser and has a folding drivers seat. The LMS and BR versions are the same and have a screw reverser. The driver's ...
Well I think I have about finished the tender for Big Bertha. These are two screenshots in game: I've used a new technique (for me) and included an ambient occlusion layer in my image editor (Paintshop Pro X4) to create the main texture. The layer was created using the ...
This week I have mostly completed Big Bertha's tender. The texture still needs to be done and currently it just has a simple crimson body and some black bits. It also needs some shed/build plates and the coupling attachments are not working. In real life Bertha's tender apparently came from another locomotive and was adapted to suit Bertha's needs. This included a matching cab to protect the crew on the descent down Lickey Bank after assisting trains. I understand the coal load was ...
Updated May 2nd, 2012 at 03:21 AM by pcas1986
Its been a slow two weeks sorting out the materials and textures for Big Bertha's bogey. Every time I do this I think I can do better but always revert to a collection of colour blocks with textured effects. I did use an Auran trick of using oily/grease circles to give the effect of leaking grease around bearings. The final material is a tbumpenv with a normal map. Both the diffuse and normal textures have alpha channels. I had wanted to use a reflect for some parts, including the rims, but ...