New Route WIP
+10
thehoviskid
leezer3
rick1984
Sausage Muncher
Northern Line
mobile1
Quork
theflyingoreo
graymac
MattD6R
14 posters
Page 1 of 4
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New Route WIP
I have been currently working on a narrow gauge (1067mm) route for Openbve based on a railway in the Brisbane area of Queensland, Australia. This is not the first route I have made but it is the first route that uses objects I have built myself or based on others people objects. My first attempt about 2 years ago was after I read half of Dennis's tutorials, but it only contains track and signals and I didn't do any object building. However this year I went through Dennis's tutorial again but right through to the end and as a result I have built some objects for my route.
My route is currently based on a local real route as I think this may be easier than a fictional route. This is because unless I do some research I am not familiar with much of the rail network here as I have only travelled a small part of the network. So I am deciding whether to make this a completely fictional route or partly fictional but based on the real railways. Any opinions or ideas would be appreciated.
So far I have laid narrow gauge track for first km which uses my own textures, added points (produced by TrackGen) and canted curves using Object Bender. I have built objects for AWS, signals, a station platform and some signs.
I do hope that I may add to the route content available. Even though this will not add to UK routes, railways here are quite similar in many ways, particularly with signalling and AWS. Most textures will be derived from google maps and online images except for some images of my own. As long I can find suitable images so that I create textures and have the time available then I should be able to produce a route of interest.
My route is currently based on a local real route as I think this may be easier than a fictional route. This is because unless I do some research I am not familiar with much of the rail network here as I have only travelled a small part of the network. So I am deciding whether to make this a completely fictional route or partly fictional but based on the real railways. Any opinions or ideas would be appreciated.
So far I have laid narrow gauge track for first km which uses my own textures, added points (produced by TrackGen) and canted curves using Object Bender. I have built objects for AWS, signals, a station platform and some signs.
I do hope that I may add to the route content available. Even though this will not add to UK routes, railways here are quite similar in many ways, particularly with signalling and AWS. Most textures will be derived from google maps and online images except for some images of my own. As long I can find suitable images so that I create textures and have the time available then I should be able to produce a route of interest.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New Route WIP
Best of luck with the project, Matt. My take is that fictional routes are less problematic, if only to silence the nit-pickers who might crawl out of the woodwork to moan about inaccuracies or whatever. You can base your route on real examples, without making it absolutely true.
Incidentally, I'm working on a real (albeit long-closed) route right now, and it's definitely harder than making it up!
Incidentally, I'm working on a real (albeit long-closed) route right now, and it's definitely harder than making it up!
Re: New Route WIP
Thanks for the replies.
graymac thanks for your opinion with fictional routes. I hadn't thought of the nit-pickers which I hope there are not too many with the very few developers we have here. As I mentioned before I was thinking as I not fully familiar with our network I was thinking to base it on the real route and but not to every little detail. So track distances, station names, curves would be non fictional while buildings, terrain and so on will be not true based on what textures I can get as most textures will be derived from online images. I not sure if I am up to making it 100 per cent fictional and with thinking of all the ideas needed to make it look realistic and also thinking of station names. With my route I am up to the point of adding details like fences, buildings and so on and I will need to decide between doing it as a fictional and non fictional route.
graymac thanks for your opinion with fictional routes. I hadn't thought of the nit-pickers which I hope there are not too many with the very few developers we have here. As I mentioned before I was thinking as I not fully familiar with our network I was thinking to base it on the real route and but not to every little detail. So track distances, station names, curves would be non fictional while buildings, terrain and so on will be not true based on what textures I can get as most textures will be derived from online images. I not sure if I am up to making it 100 per cent fictional and with thinking of all the ideas needed to make it look realistic and also thinking of station names. With my route I am up to the point of adding details like fences, buildings and so on and I will need to decide between doing it as a fictional and non fictional route.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New Route WIP
Well, that's a, hum, what's the English idiom for that...? You'd say "double-edged sword" in e.g. German or Polish. Well: On one hand, real routes bring the risk of nitpickers. On the other hand however, you need way more (and more profound) knowledge about railway rules, laws and regulations, and also about the "logistics" of railways. While the latter is no big deal to people, who have played "Railroad Tycoon" and the likes, the former thing requires much reading and discussing. I don't know virtually anything about Australian railways, so I can't tell you how good or bad access is to official regulations. In Europe, due to EU rules forcing the market to be open for private railways, regulations usually are widely accessible (you can find in-depth information e.g. on the websites of British Network Rail or German DB Netz). Abroad, especially in not very democratic countries, railway regulations are often considered military grade information and thus kept away from the general public...
Quork- Posts : 1438
Join date : 2012-05-05
Age : 33
Location : Hofheim a.T., Hessen (Hesse), European Union
Re: New Route WIP
In this state of Australia, there is very little official publically available rules and regulations. There is regularly updated track maps showing station, bridge and level crossing distances and track layouts and also some general other details. So this route will based on what I have seen but using the railways here as a guide and making the rest up as I see fit would be (as I see this) easier than thinking it all up and making it completely fictional. This is my first serious route I am building so I am certainty not an expert on how this should be done.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New Route WIP
Basing off existing layouts definitely is a good way. Good luck, Matt!
Quork- Posts : 1438
Join date : 2012-05-05
Age : 33
Location : Hofheim a.T., Hessen (Hesse), European Union
Re: New Route WIP
Hi Matt, as one that has only produced real routes, ( sort of) but do not have any problems with fictional routes, I make it clear from the start that my routes are produced for my enjoyment , i do not care what others think and neither should you, by all means revell in the pleasure you may give to others running your routes but leave it at that. If you need help or encouragement please feel free to ask me or my uncle graymac...
mobile1- Posts : 136
Join date : 2011-08-22
Re: New Route WIP
Thanks. I think as I have said I will base this off the track layouts, curves (with many tight curves), station names and distances and the rest will be fictional and not to every little detail compared to the real thing. And yes this is certainty my route and it will be done how I feel and I am not concerned if people don't like it. Of course I will be consider feedback as long as the route remains realistic but that is up to me. If I need some help or encouragement I will be ask. At the moment the route is proceeding well. I just wanted to decide on which way to take this route before I get into the route too much and waste effort on a route I might change my mind on before I am sure what to do. I will post a few screenshots and I have noticed that uploading images are not an option here so does that means I need to use some external hosting.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New Route WIP
......... and I have noticed that uploading images are not an option here so does that means I need to use some external hosting.
I've generally linked to screenies posted on my celtictrainsim Facebook page, works for me.
As a general rule, I design a route to be about 25 mins duration minimum and have enough stops, speed limits and such to make a bit of work for the player. The excellent NWM routes set the standard for that, with diagrams for different length journeys, local or express.
I recommend scribbling a plan on paper before starting to commit anything to the routefile. Can save time and mistakes later! Obviously, building a "real" route I know the distances and curves from the map. With a "fictional" I need to create the map first. At least, that's how I approach it, though everyone has their own methods.
Again, good luck!
Re: New Route WIP
I not a fan of Facebook, but I'll use some image hosting for images which I have look into. With the route I made from my first attempt 2 years ago I already have a 12 km bare bone route which was all measured from Google Earth which was entered into excel. And so this route is being based on that attempt. The technical aspects of the route building is what I am good at. The route won't be boring with closely spaced stations, steep gradients, tight curves (remembering this is narrow gauge), frequent speed changes and several level crossings. It travels 12 km taking 24 minutes, then another 10 minutes through the busy central part of the network for a few more kilometres where it will end for the moment, a distance of 16km.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New Route WIP
Here are some screenshots of what I have done so far. More pics can be seen at: https://www.dropbox.com/sh/ppfulzarwp7hdwj/AACoAVFu9ncN-HO3WYsI814Sa?dl=0 The screenshots came out to 500kb each which I thought was too high. I did get that down to around 100kb each but they don't look quite as nice.
Last edited by MattD6R on Thu Jul 30, 2015 12:11 pm; edited 3 times in total (Reason for editing : updated images)
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New Route WIP
Excellent work there Matt ,
May I ask, are the signalling objects and buffer created entirely by hand?
Regards,
May I ask, are the signalling objects and buffer created entirely by hand?
Regards,
Northern Line- Posts : 329
Join date : 2011-07-12
Age : 31
Location : London, UK
Re: New Route WIP
Thanks. Most objects have been done by hand by which I mean NotePad++ and Route Viewer or Object Viewer. Almost every texture I have created myself because I want this route to be unique and not just copy other routes. The Buffer is based off a few photos and is done by hand. The Signal heads are based off the NWM signals but heavily modified. The rest of the signals (post, ladder, mesh, frame) were created by hand myself based off images but with some measurements obtained from NWM signals. I have sorted out the issue with the images and I have uploaded new images.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New Route WIP
Work continues on the route with the platform and ramps at the first station now complete. The next details to add is the station building over the end of the line and the large car park surrounding the station but most likely only with limited details.
Last edited by MattD6R on Thu Jul 30, 2015 12:16 pm; edited 1 time in total (Reason for editing : fixed image links)
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New Route WIP
Are there any screens to this project? I saw many projects promised and not finished...
Sausage Muncher- Posts : 3
Join date : 2015-07-18
Re: New Route WIP
If you mean screenshots, I have posted some screenshots in this thread. I not promising this route will be available or completed. This route is being developed without guarantees and the like and is being done for my enjoyment. I am showing what progress I am making and I will see how it goes in addition to what I have already said in this thread.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New Route WIP
And your OpenBVE contribution references giving you the right to judge that are...?Sausage Muncher wrote:Are there any screens to this project? I saw many projects promised and not finished...
Quork- Posts : 1438
Join date : 2012-05-05
Age : 33
Location : Hofheim a.T., Hessen (Hesse), European Union
Re: New Route WIP
There was a Dropbox link to some basic screen shots in an earlier posting - obviously with much still to do because building any half-decent route is quite a lot of work.Sausage Muncher wrote:Are there any screens to this project? I saw many projects promised and not finished...
There ARE indeed many"projects" that have been "started and not finished", that much is true.
Of all these, thinking of the past 3 or 4 years as I remember (no names, no "pack drill" ), some people make a reasonable effort, some totally underestimate the time and skills needed before giving up and some are "all mouth and trousers" and haven't a clue how do do the job even before bragging about why their upcoming blockbuster is going to be the ultimate experience etc. etc.......
But I wouldn't want to put anyone off trying, as long as it's a genuine attempt, even though far too few seem to have succeeded in giving us something new to play with for quite a while. Everyone, give any "newbies" a fair chance, everyone deserves a crack at it.
Re: New Route WIP
@Quork: I have no idea what you are talking about, pal. I am just a regular user that is asking aboutscreenshots from the route. When I clicked the dropbox link, I got a popup to sign in, so... The sentence " I saw many projects promised and not finished..." is not a judgement, it is a statement of fact. Or am I not allowed to ask a question to the topic?
@graymac: I do not mean to offend anyone, I was just curious about the project. That's it... I do not have an ambition to create anything, not for now at least. I am just a regular user asking questions. If I was to build anything, I would have to learn everything from scratch.
@'MattD6R: Thank you for the answer, kind Sir. In fact, you were the only person I was expecting to get a reply from, but there we go...
Sausage Muncher- Posts : 3
Join date : 2015-07-18
Re: New Route WIP
The dropbox link should work and no one has said that the images can't be viewed. Unless you click on the "sign In" button at the top right corner you should see a gallery of images. But thanks for the interest.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New Route WIP
The station building over the end of the line is now done which was made as a single object.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New Route WIP
Holy cow, that's some great work!
Quork- Posts : 1438
Join date : 2012-05-05
Age : 33
Location : Hofheim a.T., Hessen (Hesse), European Union
Re: New Route WIP
Impressive. Looking a worthy addition to OpenBVE
rick1984- Posts : 105
Join date : 2011-09-11
Re: New Route WIP
Some more work has been done on the route at the first station with the car park on one side and a level crossing after the station platform finished. Thanks to Chris for the Cylinder generator for the poles used on the level crossing. Animation with flashing lights and lowering boom gates has been added to this crossing with the code adopted from graymac's crossings, if you don't mind.
It is not working prototypically in two ways but I not sure if the animation can made to work prototypically.
The lights should stop flashing once the barrier reaches the vertical after the train passes which didn't before I altered it. I have set the lights to stop flashing at a later distance than when the gates goes up. However at different line speeds that approach won't work, unless I can set a delay of x number of seconds.
The gates should go down just before departure time with the signal clearing after the gates go down. Currently I have set a distance which is more than the distance from the stop position of the first station to the crossing. If the signal is on red and it is time to depart the gates don't go down until the signal clears with the signal clearing after the boom gates of the crossing goes down. Similarly there will be some signals on the route just before a level crossing where you may be held by a red with the level crossing barrier not going down as the train approaches the crossing.
However I not sure if this is possible but I not knowledgeable enough about animated format to know if this is possible.
It is not working prototypically in two ways but I not sure if the animation can made to work prototypically.
The lights should stop flashing once the barrier reaches the vertical after the train passes which didn't before I altered it. I have set the lights to stop flashing at a later distance than when the gates goes up. However at different line speeds that approach won't work, unless I can set a delay of x number of seconds.
The gates should go down just before departure time with the signal clearing after the gates go down. Currently I have set a distance which is more than the distance from the stop position of the first station to the crossing. If the signal is on red and it is time to depart the gates don't go down until the signal clears with the signal clearing after the boom gates of the crossing goes down. Similarly there will be some signals on the route just before a level crossing where you may be held by a red with the level crossing barrier not going down as the train approaches the crossing.
However I not sure if this is possible but I not knowledgeable enough about animated format to know if this is possible.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
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