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: -----

#1 User is offline   Goku 

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Posted 16 May 2015 - 08:09 AM

Always new version: http://koniec.org/tsre5/data/


NEW VERSION ->


http://www.elvastowe...post__p__229639

Older ->

EXE IS ONLY AN UPDATE. YOU NEED TO DOWNLOAD ZIP VERSION AND REPLACE EXE FILES!!!!!!!!!

http://www.elvastowe...post__p__198133

http://www.elvastowe...878#entry190878

(first version)
=================================================================================================

I made a simple route editor this winter. I think someone would be intrested.

It allows to create and edit routes for OR and MSTS. It's also very fast route viewer.
It's written in c++, OpenGL and QT, based on my own TS engine I made a few years ago. No other dependencies, so all you need is Windows with OpenGL. Possibility to compile for linux/mac. No MSTS needed at all. Only Global and Routes folders.

=================================================================================================
Launching:

1. Download: http://koniec.org/ts...SRE5_v0.501.zip
2. Unzip
3. Run TSRE5.exe

After start you have to choose MSTS root directory or OR installation profile.
http://i.imgur.com/2mfXqOq.png

If you don't want to choose it every time, edit this line in settings.txt:
gameRoot = C:/train simulator

Next you can select existing route or create new one:
http://i.imgur.com/dDGuibS.png

If you don't want to select route every time, edit this line in settings.txt:
routeName = cmk

If createNewIfNotExist is set to true, new routes with routeName will be created automatically.

New routes will work only with OR. MSTS requires more magic for terrain etc.

=================================================================================================
Controls in Editor:

[move]
AWSD, arrows, mouse - move
Q, space - up
E, shift - fast
[select]
R - rotation tool
T - translation tool
Y - resize tool (works only with transfer objects)
1,2,3,4,5,6,7,8,9 - use tool R/T/Y ( numpad required :rotfl: )
Alt - change step
[placement]
P - pick placement settings from selected object
C - clone object
X - change track end (use before Z)
Z - insert into TDB
Delete - delete object
[route]
M - save
B - create new tile at current position
0 - (zero) delete old and create new paths

=================================================================================================
How to use - simplest route:

http://i.imgur.com/oGMmoMY.png

1, 2 - select track section
3 - click 'place new'
4 - left click on the ground to add new object
5 - press 'Z' to add track to TDB.
6 - repeat
7, 8 - select tree1.s
9 - left click on the ground to add trees
10 - press 'M' or Route->Save to save the route
10 - press '0' or Route->Save Paths to create and save new Paths
10 - remember endNode number where you want to start OR game
11 - choose this endnode in OR
12 - enjoy your own OR route!

More complex route? Add new shapes and textures to route and new entries to .ref file.

=================================================================================================
Route viever:

I've tested this software with success on huge routes: http://i.imgur.com/9SlRiCj.png , it takes one second to load route from SSD.
If you want to only explore MSTS routes, it's required to set those options in settings.txt
writeEnabled = false
writeTDB = false
toolsHidden = true


Misc:
If you prefer bright theme / system theme, set
systemTheme = true

=================================================================================================
What works:

- all world tile objects are properly loaded and saved
- only shapes works in binary and text mode. other files only text mode
- only static obj, track obj and transfer obj can be placed ( can place almost infinite number of objects on one tile ). Nothing more at the moment
- track items in TDB are not supported. If you want to edit existing MSTS route with track items, set writeTDB = false or delete track items
- placing tracks sometimes doesn't work as expected

I don't know if without track items it's useful at all as route editor, but it's lots of fun with making route even for 'explore route' mode.

I'll add dynamic track placing and terrain editing later.
Sources also later :)

#2 User is offline   CrisGer 

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Posted 16 May 2015 - 09:36 AM

Wow this is wonderful news. I look forward to testing this out. I was just wishing we had something like this. thank so much for all of the details.

#3 User is offline   copperpen 

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Posted 16 May 2015 - 10:07 AM

Looks promising. Will take a look later on.

#4 User is offline   Hack 

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Posted 16 May 2015 - 11:01 AM

Holy Toledo - nice work!

#5 User is online   Genma Saotome 

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Posted 16 May 2015 - 12:11 PM

The absence of displayed terrain is a real big problem IMO.

Not all routes will open in it either (I suspect that has to do with aliased global filenames).

EDIT: Removed speculation involving aliased shapes.

#6 User is offline   Goku 

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Posted 16 May 2015 - 12:42 PM

View PostGenma Saotome, on 16 May 2015 - 12:11 PM, said:

The absence of displayed terrain is a real big problem IMO.

What you mean?

View PostGenma Saotome, on 16 May 2015 - 12:11 PM, said:

Not all routes will open in it either (I suspect that has to do with aliased global filenames).

If aliased global filenames are ../../../ (?) then everything works fine. I checked lots of routes and only original kuju routes don't work becouse of binary world .w files.

#7 User is offline   Lindsayts 

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Posted 16 May 2015 - 12:46 PM

Hmmmmmmmmm, Firstly sorry for being negative............

Now, it COULD be a good thing, A couple of points though,

At the moment there's no source code so without that it's a dead end.

As far as I am concerned using OpenGL and the QT libraries is good news, but its not what OR is currently using so along with no source there's no posibilty of out side help. So its probably of little use to the OR developers and THEY ARE THE PEOPLE THAT MATTER.

Lindsay

#8 User is offline   copperpen 

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Posted 16 May 2015 - 12:56 PM

The first time I used this editor I got a top down plain track editor kind of window, not inpressed with that, I clicked on View, but nothing changed. I exited, and reloaded, picked a route again and this time was rewarded with a view that included proper terrain and world objects.

On this computer running an o/c i5 the scrolling is very smooth. When interactives can be placed I think we have a usable tool here. Thankyou Goku.

#9 User is offline   Goku 

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Posted 16 May 2015 - 01:25 PM

View PostLindsayts, on 16 May 2015 - 12:46 PM, said:

So its probably of little use to the OR developers and THEY ARE THE PEOPLE THAT MATTER.

It's more for OR users, not developers. Although I found today one bug in OR thanks to the editor :)

View Postcopperpen, on 16 May 2015 - 12:56 PM, said:

When interactives can be placed I think we have a usable tool here.

Interactives are on far end of development because it's only part of route I know nothing about.

#10 User is online   Genma Saotome 

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Posted 16 May 2015 - 01:30 PM

View PostGoku, on 16 May 2015 - 12:42 PM, said:

What you mean?

If aliased global filenames are ../../../ (?) then everything works fine. I checked lots of routes and only original kuju routes don't work becouse of binary world .w files.


This:
Attached File  a1.jpg (69.66K)
Number of downloads: 120

Attached File  a2.jpg (345.65K)
Number of downloads: 112

Obviously there is a lot of work still to be done so what follows is not complaining but observation: There is a lot of moire showing... I know that's always hard to deal with but as it stands right now it's showing many times more than either MSTS or Open Rails. The blue pin looks perfectly flat instead of the sphere it actually is; I expect that's because you've not had a chance to do much w/ shadows.

Every route I've opened has no terrain displayed.

Several routes cause the program to crash and disappear... it's like click on open and before you can blink the program window is gone. I'll try again.

I don't mean any of this to be discouraging... just pointing a couple of things that come to mind as open issues.

Also, you are correct about the aliasing.

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