I present to you Clinchfield Reimagined. A texture mod for the Clinchfield route for Train Sim World 2. My primary objective was to get rid of some of the repetitive patterns in the textures, and since I was going to do as much, I decided to adjust the tone of said textures to bring together the terrain, and make all it's features feel a bit more cohesive. I feel as if now I've finally managed to get a good balance of color between all the terrain textures, and they truly work together well with the colors of the foliage, which in turn makes foliage distance culling almost invisible. In any case, with my mod, everything should be a little bit easier on the eyes, whilst maintaining the original artistic vision of DTG and realistically depicting Eklhorn City, KY to Dante, VA.
I initially created this with no intention of releasing it to the public, however I am actually quite pleased with how it makes the route look and thought that if I do, so will others. I feel like I made it look as good as I can. If you have any suggestions on changing any features, please feel free to let me know.
If you like my work, and would like to support future modding endeavors, please consider a donation, anything is appreciated.
Requirements
Train Sim World 2: Clinchfield Railroad: Elkhorn - Dante Route Add-On
Installation Instructions
Place the file 'TS2Prototype-Clinchfield-Reimagined.pak' into '(GAME_LOCATION)\WindowsNoEditor\TS2Prototype\Content\DLC'
- (GAME_LOCATION) being the game directory ex. 'C:\Program Files (x86)\Steam\steamapps\common\Train Sim World 2'
Make sure you delete any prior versions of the mod!
Additional Comments
Update:
v 1.3.1
Rush Hour / Epic Games Store (UE4 4.26) Compatibility
v 1.3
Further tweaked a whole bunch of textures, many times over
Completely revamped Dante Chapel.
-- original model has been edited by me, both to add a bit of detail and to further optimize UV maps
-- created entirely new texture maps, along with entirely new materials which are fully integrated into TSW's weather system
v 1.2
Version uploaded to rail-sim.de; pretty much the same thing as 1.1 with a few extra texture tweaks
v 1.1
Changed Wheat Grass texture to portray a version of the grass that's not mature/dried out
Further tweaked the Ballast texture and height map to remove some very small patterns and make the ballast differentiate between one another a bit better with the height map
Adjusted Grass texture and mask as it was causing a washed-out effect on fade between 2 textures on terrain
Corrected Ballast to match by bridges and tunnels
Minor tweaks to other textures
v 1.0
Replaced 2 ground textures along with their respective Diffuse, Specular, Mask (where applicable) and Normal maps.
Replaced ballast Diffuse and Specular maps with texture/map created by me, also replaced terrain ballast normal map with higher resolution version used with track
Reworked another 7 textures (Diffuse and Specular maps) to better suit the area.
Files
Clinchfield Reimagined v1.3.1.zip 96 MB · Added 5 Sept 2021 · Downloaded 1,309×Previously uploaded files have been downloaded 613 times before being withdrawn.
Comments
Thank you kindly ☺
Great buddy!
But you need to move on!
How can I contact you?
My contact [email protected]
Why do you want to contact me, you are a bot.
It's funny! There are several suggestions for improving the route!
My works are posted here ...
https://mods.trainsimcommunity.com/mods/c3-train-sim-world-2/c16-reskins/c31-north-american/c37-locomotives/i916-f7-santa-fe
https://mods.trainsimcommunity.com/mods/c3-train-sim-world-2/c16-reskins/c31-north-american/c37-locomotives/i915-c40-8w-santa-fe
And others...
My fault bro. If you want to talk, I'm on the TSC discord, same username. 😉
Thanks bro!
Excellent MOD, everything turned out beautifully and harmoniously!
But you need to move on:
- Make the portals of the tunnels smoked from burning diesel locomotives. (top of the portal).
- The color of the ballast, I think, should be light brown, (not gray), since there are many descents and ascents where braking occurs and friction of the brake pads, plus coal dust, therefore the color of the ballast and the environment should be light brown, and where the loading of coal, there the more black!
- Buildings and structures should look the same, the short ones are located next to the railway! Dust from brake pads and coal. It will be more realistic!
- Since the line uses wooden sleepers, and it is used in mountainous conditions, in gorges, where moisture is highly retained, wooden sleepers rot very quickly and they are often changed, especially in turns (curves).
Is it possible, in curves, to add old wooden sleepers, and rusty rails, after 50-100m?
- Not a bad idea to add a smoke mark to the top of the tunnel entrance portal.
- Every photo I looked at had the ballast this color, or as close as I could make it without screwing up the pattern. Also, the same textures are used throughout, so any location-specific changes cannot be implemented by me, and I don't want to edit the ballast texture to be heavily weathered throughout the whole route cause it will look bad.
- Same thing, buildings next to the railway are the same as buildings far away, so adding any sort of location-specific weathering would not look good. Only the specific loaders are bespoke structures used only once on the route. Perhaps those can be weathered somehow.
- Same thing with the sleepers. Each sleeper has the same exact texture, or there are like 2 or 3 of them or whatever. In any case, there is no option to just change a few sleepers (no option for us modders I mean, game creators can do whatever). So again, making them super-weathered would end up looking more bad than good because they're the same throughout the entire route.
Also, my original idea with the mod was just to make the environment look better than it did. Than I ended up redoing Dante Chapel because it was one of the most prominent buildings on the route, is literally next to the tracks, and DTG didn't even make it PBR, just left the same old TS21 maps (which essentially made it look exactly like the TS21 version instead of a modern game asset, as it is now). In any case, I don't want to re-do half of the route as I am perfectly happy with the way things are right now.
Okay.
Perhaps you did not understand me. (bad translation, I don't speak english).
I mean, is it possible to add old sleepers, rusty rails next to the railroad?
Additional objects, such as an old rusty car, on the side of a railway crossing, and other rubbish?
Not really. I can edit existing Blueprint models, but I cannot add new Blueprints as we cannot edit maps (yet?).
Hello my friend!
Teach how you unpack and pack pak files?
More precisely, I learned how to unpack and run through UE 4.26 using the UMolel program.
https://www.youtube.com/watch?v=oMDKx6ft1zs&list=PL0LLPXJDBpYlMbHn9yxf231yTjYH5LFZQ&index=2
But further unpacking after the UE and packing does not work.
Write detailed instructions, or better make a video!
Thanks in advance!
Okay.
Perhaps you did not understand me. (bad translation, I don't speak english).
I mean, is it possible to add old sleepers, rusty rails next to the railroad?
Additional objects, such as an old rusty car, on the side of a railway crossing, and other rubbish?
I did understand you. Funny thing is - when you originally asked, it was not possible. Now, since the release of the unofficial TSW Editor, it just may be.
Yes I know.
I have installed TSW Editor.
But there is no detailed video instruction on how to use it!
Can you make a video using TSW Editor?
How can i put ac4400cw to run in clinchfield?
Dante Chapel textures are not displayed in the game, they are not visible! Dante Chapel textures don't work!
Does it work for TSW 3
idk know why, but the only missing textures are the church close to dante yard, can this be fixed?
The chruch textures dont load TheShotte will this ever be fixed? or can it not be?
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About this mod
- Created
- 21 Apr 2021
- Updated
- 5 Sept 2021
- Game
- Train Sim World
- Type of content
- Patch
- Train Sim World compatibility
- Train Sim World 2: Steam version (UE4 4.26)
Looks excellent!