Elvas Tower: New Route Editor for Open Rails - Elvas Tower

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New Route Editor for Open Rails Build routes without msts Rate Topic: -----

#2021 User is offline   lenglel 

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Posted 04 May 2020 - 02:12 PM

It turned out to be a problem in my user account control settings. oops.

#2022 User is offline   lenglel 

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Posted 04 May 2020 - 02:17 PM

I'm trying to use shaded surfaces instead of texture mapping for some things, to reduce draw calls and increase frame rates. I can export my 3 colored widget from sketchup with paul gausden's plugin, and it shows up in object viewer. In TSRE5, it is invisible, the only thing that shows up when I try to place it is the 1 meter bounding box.

#2023 User is offline   wacampbell 

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Posted 04 May 2020 - 03:55 PM

I am pretty sure MSTS, OpenRails and TSRE5 all require that shapes be textured. Even if that texture is just a little 16 x 16 pixel color swatch.

#2024 User is offline   Genma Saotome 

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Posted 04 May 2020 - 05:47 PM

Default textures are applied by OR and TSRE (gray and black respectively) when any poly is untextured. MSTS can't deal with an textured face at6 all.

#2025 User is offline   lenglel 

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Posted 06 May 2020 - 03:13 PM

New feature anyone? Or rather, implementation of a feature already present in the data structure?
colours ( 5
colour ( 1.0 0.0 0.0 0.0 )
colour ( 1.0 1.0 1.0 1.0 )
colour ( 1.0 0.858823529411765 0.0 0.0392156862745098 )
colour ( 1.0 0.0862745098039216 0.309803921568627 0.858823529411765 )
colour ( 1.0 0.0627450980392157 0.858823529411765 0.113725490196078 )
)
The first number of each color is transparency, then the rgb values. The first two
colour entries limit how dark, and how bright the surface can be. The final shade of
the surface is determined from its colour, and the angle of the surface normal to the
direction vector of the light source. Then, instead of making a draw call to find the
source pixel, with its associated source address calculation overhead, the graphics
engine just uses the precalculated shade. This can really speed up drawing objects
that have large numbers of small surfaces, especially if the entire object is untextured.

light_model_cfgs ( 1
light_model_cfg ( 00000000
uv_ops ( 0 )
)
)
Maybe it just needs its own uv_op?

#2026 User is offline   Goku 

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Posted 07 May 2020 - 12:41 AM

You don't have to modify .s files. TSRE doesn't use color no-texture mode because TSRE use single shader and it's already complicated.

#2027 User is offline   CrisGer 

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Posted 08 May 2020 - 02:01 PM

i agree there is no need for such a feature. Making a good texture is what makes a good model with out them you end up with flat unreal shapes. What Goku has created works GREAT as it is. we are very very grateful...if it aint broke, dont fix it.

Chris

#2028 User is offline   lenglel 

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Posted 10 May 2020 - 01:53 PM

So, it's like the slip switches, only different. This is only hard, because the graphics gurus that built the hardware didn't want anyone getting too close to their secret sauce. IOW, I'll just have to implement it myself, if I want it. It's just another uv_op. It is more than twice as fast at drawing a triangle than texturing, and would work well for small details...

First I want to finish the set of track shapes I'm working on. Curves use degree of curvature, and arc length, instead of radius and angle. Straight tracks start at 12.5 cm in length, and the length doubles up to 512 meters. Switches are built by adding a frog and a set of points. This way I'll have fewer shapes to deal with, but still be able to build what's on the track charts.

#2029 User is offline   longiron 

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Posted 10 May 2020 - 03:00 PM

Be careful with those very short track pieces. Most track systems have pieces only 33 cm in length due to the precision of the calculation for positions.

#2030 User is offline   lenglel 

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Posted 10 May 2020 - 03:16 PM

Not that I blame you guys, it's the graphics card manufacturers.

Oh, another thing about the tracks. They're just rails, the ties
and roadbed are separate shapes.

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