Monthly Archives: February 2014

The Plymouth Route V1.2.0.0

So, I’m pleased to announce that V1.2.0.0 of the Plymouth Route has now been uploaded. This release contains a complete re-write of the trackwork between Keyham & Saltash, as well as many other significant updates. As part of this refurbishment project, approximately 1.2km of track length has been added between Keyham & Saltash, bringing the total drivable length to 21km.

For practical reasons, track layouts are generally based upon the 1971 rationalised layouts- This allows most of the same work to apply to all eras, with a change from semaphore to color-light signalling, and the addition/ demolition of certain buildings. Whilst some buildings are (still) missing, this release should represent a quantum leap forwards in quality between Keyham & the Royal Albert Bridge.

Changelog:

V1.2.0.0:

  • Trackwork and scenery redone from Keyham to the Royal Albert Bridge.
  • Approximately 1km of track length added as part of this.
  • Correct gradients to the Royal Albert Bridge.
  • Semaphore signalling improvements, including goods loop arms.
  • Minor improvements to the Royal Albert Bridge model. (A replacement is planned)
  • Improvements to the accuracy of the 1960s era routefile around Plymouth Station- 2 missing signalboxes and more bits and bobs.
  • Numerous fixes to the Plymouth Bay platform for 3D viewing.
  • Improvements to various objects.
  • All BMPs replaced with PNGs, along with some texture improvements as a result of this.

Objects, Objects, Objects Everywhere

Readers of the BVE Worldwide forum will already have noticed that there’s been a couple of new objects added to the Objects Page.

Western National Leyland National Bus
Plymouth CityBus Plaxton Pointer Bus

This pair of buses has been released into the public domain as at least partial replacements for some objects withdrawn from the community recently. Feel free to use and for that matter abuse them, and whilst credit would be nice, I promise I don’t bite!

As an approximate timescale, this pair of objects took around several hours each to build in full 3-D. Custom normals have been added to both objects where appropriate, as well as the base mesh.

To build an object like this, first you need to get your hands on photos, and very preferably measurements. Whilst it’s possible to use a ‘spotters’ photograph as a texture with judicious editing, you’ll normally find it easier to find an example of the vehicle you wish to model in the flesh, and take *lots* of pictures.These two now join the other objects available from BVE Cornwall, and I hope you find them of some use!