Re: [Done] 5Dim's Trains
Posted: Mon Aug 03, 2015 6:12 pm
Now only thing we need is native support for roboport wagon and turret wagon so we don't need fake objects placed around
Wow, that looks amazing! You are an artistYuokiTani wrote:i have use the wagons ingame - but i see some improvments ^^
so i made it ...
standard-cargo, robo-wagon, laser-wagon
sheets *.zips
Standard Robo Laser
also i love the wagons too much, so i render a bigger image to make a wallpaper for me.
here is a clean variant, so you can make your wallpaper (click for big)
how i make this pics is shown in a video.
Hahahahahaorzelek wrote:Now only thing we need is native support for roboport wagon and turret wagon so we don't need fake objects placed around
Looks so awesome, you are my hero!!YuokiTani wrote:i have a question ^^
because ingame-locomotives runs on coal - and i don't like the original locomotive i attempt to make a new one. would you include this locomotive in your mod ?
(i also plan a adequate diesel- and electro- locomotive - but more older and american style )
rusty and clean looks likepicstest-pics different angle and rust ^^ - size is correctpics
i can make them move, but i'm not sure if factorio allow this. but maybe its like the tank-tracks or gun-turrets.McGuten wrote: But I have a question about wheels, how wheels work when locomotive is moving?
Factorio dont allow it, And yes, when you give me images i use http://draeton.github.io/stitches/ for make 8 spritesheet 4x4 = 128 imagesYuokiTani wrote:i can make them move, but i'm not sure if factorio allow this. but maybe its like the tank-tracks or gun-turrets.McGuten wrote: But I have a question about wheels, how wheels work when locomotive is moving?
if it's not working this way i would cover half of the wheels and make a more streamline-look like the mallard.
the original-locomotive has 256 directions i would go with 128 or 64 ... and possible are 8 frames per line = 8 sheets at 64 directions ^^.
what do you think ?
But i cant add on factorio :/YuokiTani wrote:8 frame sample - its a bit rough and not correct but works
which one like you more rusty or clean ? - or some color-variant ?
i have a better electric locomotive in my opinion, but still need some work.McGuten wrote:I think is better cover half wheels and a i need both locomotive, rusty for coal locomotive and clean for electric locomotive.
YuokiTani wrote:8 frame sample - its a bit rough and not correct but works
which one like you more rusty or clean ? - or some color-variant ?
this piston, tie rod etc - graphics only to fill the space. the animation i made in around 40 min, and i had take the points i had to make it easy.DerivePi wrote:I'm no expert (as will be made clear ), but I've wanted to model the steam piston wheel assembly from old locomotives for some time. Some things that I think will help your model:
- The eccentric rod should only have one pivot other than it's attachment to the wheel and should be attached to the wheel at 90 degrees from the piston attachment - correction: my sketch oversimplified this - http://trumpetb.net/loco/rodsr.html - its still attached at 90 degrees (and phased at 90 degrees, not 180) but the eccentric rod needs to account for the vertical translation to the valve box - nevermind, carry on
- the tie rod should be connected directly to the piston wheel attachment (no reason to transfer all that stress through the first wheel)
- the piston assembly should have a guide. Otherwise, the cylinder would need to keep the piston rod from shifting vertically at it's first pivot which would cause a huge maintenance issue.
I don't have anything for the reversing rod or shifting mechanism, but those are detail items that would be hard to see at this scale anyhow.
Wow, looks so great! i will add in next releaseYuokiTani wrote:i have a better electric locomotive in my opinion, but still need some work.McGuten wrote:I think is better cover half wheels and a i need both locomotive, rusty for coal locomotive and clean for electric locomotive.
but steam is usable
zipped frames