Tumbler Ridge Project

Glad to hear you're still working on the route, and cool news about it my reopen IRL.

// Erik from Sweden
 
more screen?

Sorry, had a major setback on the route building. I will return to this project soon. It is my ultimate goal to reproduce this subdivision as accurately as I can so it will take some time.

btw TSW got stale very quickly and has no replay value. You can't build anything and the game itself is flawed. It will never catch up to trainz if they don't release some sort of development tool.
 
Wow, just wow. What a seriously fantastic route you're putting together. I had been wondering if anyone had made a tumbler ridge sub, and if anyone had ever created those really unique electric units they had (did they really only have 5?) And don't give up hope on those special operations you mentioned, I think there's some creative ways to make them happen.

Please keep up the good work, we're all very much impressed!
 
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Thanks for the kind words. :wave: They ended up having 7 electrics on the route, using one as a spare while the other 6 worked the loaded and empty trains.

I will be making a new thread for this project in the near future. I have a different plan for how I want to complete this, and I have many new things in the works. I'll explain it in more detail when the time comes.
 
will be updating when a better sim comes around

Good time to update. This project as a whole had to be one of the most fun things I've worked on. Should I resume this project in the future for (redacted), I will likely be increasing the scope of it by a massive amount to include operations from Quintette -> Prince George -> and CN's line to the port.

Having true AI/online multiplayer ops, combined with CN/BC rail swaps at Tacheeda, Logging ops along the BC rail mainline, and so much more actual gameplay- would be the best vision for this project that i can think of. So it's gonna be some years before I really pull it off. But definitely worth it.

For now I've decided to pack up all of these old assets that i made and make them available for free.

https://drive.google.com/drive/folders/1exqhp4XF5giL3GCINbf1htyCmkTwuQ-W?usp=sharing

I can't guarantee that any of this will work outside of Trainz a new era. Some/most assets are not fully complete or optimized. I have FBX files for most of these assets but i can no longer go back and work with the 3ds max scenes, so its provided as is. These were all development assets that I never got to finish categorizing properly but the newer ones are prefixed with TSBCR.

The late route DEM that i made, with fully accurate track grading and terraforming is included and will be missing dependencies. Most of the important stuff is in the google drive.


*Ask for permissions here on the forum private messages for permissions regarding reskins or otherwise. These are not intended for the DLS.*
 
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Good time to update. This project as a whole had to be one of the most fun things I've worked on. Should I resume this project in the future for (redacted), I will likely be increasing the scope of it by a massive amount to include operations from Quintette -> Prince George -> and CN's line to the port.

Having true AI/online multiplayer ops, combined with CN/BC rail swaps at Tacheeda, Logging ops along the BC rail mainline, and so much more actual gameplay- would be the best vision for this project that i can think of. So it's gonna be some years before I really pull it off. But definitely worth it.

For now I've decided to pack up all of these old assets that i made and make them available for free.

https://drive.google.com/drive/folders/1exqhp4XF5giL3GCINbf1htyCmkTwuQ-W?usp=sharing

I can't guarantee that any of this will work outside of Trainz a new era. Some/most assets are not fully complete or optimized. I have FBX files for most of these assets but i can no longer go back and work with the 3ds max scenes, so its provided as is. These were all development assets that I never got to finish categorizing properly but the newer ones are prefixed with TSBCR.

The late route DEM that i made, with fully accurate track grading and terraforming is included and will be missing dependencies. Most of the important stuff is in the google drive.


*Ask for permissions here on the forum private messages for permissions regarding reskins or otherwise. These are not intended for the DLS.*


Wow this is AMAZING! Still missing the following dependencies: <kuid:556873:101596> <kuid:556873:101597>
<kuid2:82412:44085:2>
<kuid2:126773:21150:2>
<kuid:440847:23134>
<kuid:556873:101598>
<kuid:556873:101599>
<kuid:556873:101600>
<kuid:556873:101602>
<kuid:556873:101601>
<kuid:267178:1457>
<kuid:506034:7880058>
<kuid:178126:101125>
<kuid:440847:23084>
<kuid:584038:110071>
<kuid:584038:100181>

Of course no rush for support.
 
Downloaded the lot and wow, just wow...

I have worked on a couple of pretty big routes, and am currently playing with a very different vertically impressive mountain route, but this thing is just awesome. The amount of work in what's already done is impressive, but the still-to-do bit is truly jaw dropping. Trying to keep a project this size alive and on track through constant version changes and moving goal posts is a challenge all of it's own, but in whatever version of whatever sim this finally sees 'done', it will be an awfully hard one to beat. Love it!

Cheers, Andy ;)
 
Thank you Matt for releasing this. Was watching this one as you developed it and thrilled to work on it now. Always was a fan of BC Rail. I’m slowly making my way up from Vancouver to Squamish, and on to Lillooet. Maybe one day I can connect to Prince George and this fantastic operation.
 
Wow this is AMAZING! Still missing the following dependencies: <kuid:556873:101596> <kuid:556873:101597>
<kuid2:82412:44085:2>
<kuid2:126773:21150:2>
<kuid:440847:23134>
<kuid:556873:101598>
<kuid:556873:101599>
<kuid:556873:101600>
<kuid:556873:101602>
<kuid:556873:101601>
<kuid:267178:1457>
<kuid:506034:7880058>
<kuid:178126:101125>
<kuid:440847:23084>
<kuid:584038:110071>
<kuid:584038:100181>

Of course no rush for support.

<kuid2:82412:44085:2> TUME-Y-L2-Bridge-DL0-Si-Sh-101-TS12 Included in Milwaukee Road Avery-Drexel DLC
<kuid2:126773:21150:2> The creator is Geophil, so I suspect it's a TransDEM ground texture, so it may not be needed
<kuid:440847:23134> Can be found at this link: http://trainzart.pl/downloads.php?cat_id=19&download_id=1283
<kuid:556873:101598> These are made by deadpoolmx55, whose a member of JointedRail, contact them and see if they will help you.
<kuid:556873:101599> These are made by deadpoolmx55, whose a member of JointedRail, contact them and see if they will help you.
<kuid:556873:101600> These are made by deadpoolmx55, whose a member of JointedRail, contact them and see if they will help you.
<kuid:556873:101602> These are made by deadpoolmx55, whose a member of JointedRail, contact them and see if they will help you.
<kuid:556873:101601> These are made by deadpoolmx55, whose a member of JointedRail, contact them and see if they will help you.
<kuid:267178:1457> Z Rock 13, a dependency for ECML Kings Cross-Edinburgh DLC, C&O Hinton Division DLC, Coal Country DLC, and Fall Harvest - Nebraska DLC
<kuid:506034:7880058> made by wearsprada, whose also a member of JointedRail, contact them and see if they will help you.
<kuid:178126:101125> made by knifeswitch1, whose also a member of JointedRail, contact them and see if they will help you.
<kuid:440847:23084> Can be found at this link: http://trainzart.pl/downloads.php?cat_id=19&download_id=1283
<kuid:584038:110071> made by ATSF854, whose obviously a member of JointedRail, contact them and see if they will help you.
<kuid:584038:100181> made by ATSF854, whose obviously a member of JointedRail, contact them and see if they will help you.
 
Missing
<kuid2:126773:21150:2>
<kuid:440847:23134>
<kuid:556873:101598>
<kuid:556873:101596>
<kuid:556873:101597>
<kuid:556873:101599>
<kuid:556873:101600>
<kuid:556873:101602>
<kuid:556873:101601>
<kuid:178126:101125>
<kuid:440847:23084>
<kuid:584038:110071>
<kuid:584038:100181>

Also, GF6C lights and enginesound are non-functional.
 
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