Creation Sharing Kurhessenbahn Bad Wildungen - Wabern (halbfiktiv)

Discussion in 'PC Editor Discussion' started by antongaming#6172, Dec 27, 2023.

  1. antongaming#6172

    antongaming#6172 Member

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    Hallo liebe Leute,
    Ich möchte euch meine erste strecke vorstellen, die kurhessenbahn. Nicht die ganze kurhessen sondern das 17km lange Teilstück von Bad Wildungen nach wabern. Dies ist eine nebenstrecke in nordhessen südlich von Kassel. Sie ist einspurig und dieselbetrieben.
    7 Stationen führen an der strecke lang. Trotz der kurzen Streckenlänge fährt man trotzdem ca. 30 Minuten von Bad Wildungen nach wabern. Die Fahrzeuge die dort fahren sind die BR 642. Wie ihr aber bestimmt der Beschreibung entnehmen könnt wird diese Strecke leider nicht ganz real werden. Gleisbelegung, signalsetzung etc. Möchte ich möglichst korrekt machen aber was häuser und andere Bauwerke entlang der strecke angeht werde ich mich auf das beschränken müssen was mir zur Verfügung steht. Das liegt daran dass ich über keinerlei Modellierungskenntnisse verfüge und daher auf assets der dlc's zurückgreifen muss. Wer mir dabei helfen könnte wäre einfach super.
    Ich hoffe ihr verzeiht mir jegliche fehler. Bei neuen erfolgen informiere ich euch natürlich.
     
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  2. bennitweety#5692

    bennitweety#5692 Member

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    Cool, klingt sehr interessant , Very Nice
     
  3. hp1+vr2

    hp1+vr2 Member

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    make the text in english and deutsch before the trolls start arguing with you.
     
  4. bennitweety#5692

    bennitweety#5692 Member

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    hp1+vr2 Beruhige dich mal, er spricht halt nun mal Deutsch und kein Englisch, ist das denn so schlimm das da direkt jeder immer was sagen muss? Calm down, he speaks German and no English, is that so bad that everyone always has to say something?
     
  5. hp1+vr2

    hp1+vr2 Member

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    why should i calm down if i never been aggressive or something? i just wanted to give him a tipp so he doesnt get Trolled. and german is not allowed in this forum, only english.
     
  6. bennitweety#5692

    bennitweety#5692 Member

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    Okay in Ordnung
     
  7. antongaming#6172

    antongaming#6172 Member

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    Project is at a standstill. I can neither get lidar data compressed correctly (i.e. into the correct file type) nor sent to the Google maps API. If someone can help me with this I would be very happy.

    Projekt steht still. Ich bekomme weder lidar Daten richtig komprimiert(also in den richtigen dateityp) noch an die Google maps api. Falls mir da jemand helfen kann wäre ich sehr froh.
     
  8. RobertSchulz

    RobertSchulz Well-Known Member

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    If Lidar is too complicated to get it work, you can still use the SRTM height data only, which is the low resolution landscape profile.

    For the Google API key: Where exactly is the problem? Do you have a credit card which Google requires to make it work?
     
  9. antongaming#6172

    antongaming#6172 Member

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    I dont have a Credit card.
     
  10. RobertSchulz

    RobertSchulz Well-Known Member

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    Yes, That's bad. I was lucky to have one.

    But a few other people had this issue too, already. It's really a shame if that little detail stops people from creating content for the game. DTG really should improve the Editor to use OpenStreetMap (OSM) instead.

    I mean even QGIS uses it by default, so why are we then required to register with Google for an API key?

    Well, I hope you can get one for your project.

    But tip: Theoretically, if your Lidar data is that precise, it sometimes even can show where the railways are. So you could start your project just with the Lidar and the landscape imprint as referennce and without the Google Maps overlay.
     

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