Cities: Skylines

Cities: Skylines

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TANOOS Trailer Pack
   
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Assets: Vehicle
File Size
Posted
Updated
47.680 MB
29 Mar, 2019 @ 5:31am
19 Apr, 2020 @ 4:17am
2 Change Notes ( view )

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TANOOS Trailer Pack

In 1 collection by -presh4k
DIY Cargo Train
25 items
Description
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TANOOS Trailer Pack
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NOTE: This is a trailer pack, you can add these to your trains using the
Extended Asset Editor Mod
, alternatively you can subscribe to a cargo train from the workshop and use the Random-Train-Trailers-Mod (RTT) and replace its trailers.

Self-unloading bulk freight hopper on 4 axis with swing roof of type TANOOS-896.
Measurements, Specifications and Load-Limits are taken from the official Cargo-Trailer-Catalogue from the "DeutscheBahn"-Homepage. Each trailer has a unique "rust"-effect. This effect comes in 4 different colors to make it seem as if the trailers are of different age.


This Trailer Pack contains 5 different TANOOS trailers:
  • DB (red)
  • Generic (brown)
  • Nacco (blue)
  • Nacco White (white)
  • Railion (red)


For all my models i used the following programs:
  • Blender v2.78 for raw modelling
  • paint-net for diffuse / alpha / color-var. / illum. / specular textures
  • AwesomeBump for normal texture


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Mapping:
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Every of the following maps is 2048x2048 pixels (4MP).
  • Diffuse Map
  • Alpha Mask
  • Illumination Mask
  • Color-Variation Mask
  • Normal Map



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LOD:
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  • Textures: a, c, d, i, n (2048x2048)
  • Verts: 3.059
  • Tris: 4.233
  • Faces: 4.233


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Future Improvements:
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-Minor Texture Debugging
-Bake LODs (using default LODs because im lazy af :/ )


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Thanks to:
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REV0 and Ronyx for their amazing railways <3


Enjoy and feel free to critisize/compliment in the comments-section! :)
Please leave a like if you do enjoy my assets.
11 Comments
REV0 3 Apr, 2019 @ 11:00am 
*snaps finger*
Justin Credible 31 Mar, 2019 @ 9:11am 
Thanks anyway, and again the trailers are really beautiful. And at least I have the props, and they work perfect :)
-presh4k  [author] 31 Mar, 2019 @ 7:02am 
exactly.
since this is a plain trailer with no submeshes you shouldnt have any issues what so ever.

yeah... ive seen your asset count and i myself use a bit over 2.000 assets on my main savegame.
and i can only say the same... this game is very fragile if you modify it that heavily.

just the other day i wasnt able to use the asset editor properly because it loaded every asset into the editor and that took me about 7-8 mins to load each time and it was super laggy in the editor, even though i disabled every asset in the content manager.


in conclusion... modders life ¯\_(ツ)_/¯
sry i couldnt help you fix it.
GL
Justin Credible 31 Mar, 2019 @ 4:53am 
OK, I have tried running a vanilla game with just 2 train assets. But for no obvious reason at some point I had get an "Object reference..." error, so I stopped testing because I dind´t want to mess aroud too much with this fragile game and put my precious city at risk. Before the error I haven´t seen the TANOOS-train.
Sorry but I can´t give you anything more to work with. I just wonder why everything worked fine for me with your HABBIINS Trailer Pack but not with the TANOOS Trailer Pack.
-presh4k  [author] 31 Mar, 2019 @ 2:44am 
this is so weird.
like... even if those trailers are shown as missing it doesnt even matter for you.
when u save a train the trailers get renamed to the respective train package.
for example:

i use my es64u1 engine and name it "ES64U1_TANOOS", the trailers would be named:
"ES64U1_TANOOS_Trailer0","ES64U1_TANOOS_Trailer1", etc.
but in your case it cant even load up the trailers themselves which is super weird.
have you tried running a vanilla game and loading the trailer pack and your train?

i usually have a train debug preset that lets me load an empty map with 81 tiles
and then i just load the train i want to make a debug for into it. no other assets.
optionally you can make a quick cargo train station to gett the trains to spawn faster.
you should give that a try.
Justin Credible 31 Mar, 2019 @ 2:16am 
If you want to have a look at the screenshots please use these links:
https://www.magentacloud.de/lnk/SMUIuSrQ
https://www.magentacloud.de/lnk/8R0IuAQs
Justin Credible 31 Mar, 2019 @ 1:36am 
OK, at one point I have to make a correction. I just realized that there are two trailers with the Railion lettering, one is the "Generic". And the one I see in AVO is the Generic. So the one trailer which is not missing in the Loading Screen is showing up in AVO.
Justin Credible 30 Mar, 2019 @ 6:11pm 
Then I did the following:
Deleted the created train.
Created a new one (with a different engine), again by using all 5 different trailers (for a 20-trailer-train).
This time before starting the game I deleted the folder with the trailer pack, just to see what would happen.
I got exactly the same error messages, again the missing messages for the named trailers, but not for the TANOOS generic.
And ingame again the train doesn´t show up. Only this time in AVO under the given name for my train I have 2 entries (with the first train it was only one, the engine): for the engine and for one (!) of the trailers, but not for the Generic as you would think but for the Railion.
For me this is kind of weird, I really have no clou.
Justin Credible 30 Mar, 2019 @ 6:11pm 
Thank you for the reply.
1. I don´t use the service vehicle selector mod

2. Yes, I got related errors:
TANOOS (DB) (missing)
TANOOS (Nacco-White) (missing)
TANOOS (Nacco) (missing)
TANOOS (Railion) (missing)
So only for 4 of the 5 trailers, but I used all 5 different trailers for my train!
-presh4k  [author] 30 Mar, 2019 @ 12:27pm 
@Mike
1. use the loading screen mod and pay attention to the asset loader and try to see if it throws errors upon loading the custom train you made.

2. if you use the service vehicle selector mod make sure you have the train enabled for spawning/calling from any cargo station.

i mean i made a mixed cargo train to make sure every trailer is compatible (which they should be), because if trailers have submeshes with the same name you get errors upon loading.
if (for example) you use 2 different coal hoppers and they both have the same submesh named "coal" it throws errors.