New Route Editor for Open Rails Build routes without msts
#1211
Posted 26 November 2016 - 12:40 PM
#1212
Posted 29 November 2016 - 04:21 PM
- "stick to tdb" now can work on road target
- better osm support
GibiShadok, on 10 November 2016 - 11:45 AM, said:
Fixed in v0.654. Paris works now.
http://i.imgur.com/4Nx2cDh.png
#1214
Posted 30 November 2016 - 06:22 AM
Regards
Septf
#1215
Posted 04 December 2016 - 01:34 PM
- support for viewDbSpheres in compressed .W files
- jNodePosn compressed .W file fix.
#1216
Posted 06 December 2016 - 04:56 PM
- fixed .ws file header
- fixed missing "CollideFunction" attribure
#1217
Posted 06 December 2016 - 08:39 PM
Goku, on 17 November 2016 - 04:21 PM, said:
<<ADMIN COMMENT>>
Please help Goku by starting a new thread for new topics. If you do have a follow-on comment to something recently posted here, go ahead and put that comment here, but please ALL NEW STUUFF in their OWN THREADS.
Thank you for your cooperation.
#1218
Posted 08 December 2016 - 06:05 PM
- collideObject properties
- edit collideFlags
- support for snapable objects
How to use:
1. enable "Stick To Target"
2. select "Snapable" target
3. If you want to see snapable points, you can enable "View->Snapable Points"
4. Place new object near snapable point. It will be adjusted to adjacent shape.
http://i.imgur.com/MTr0OjJ.png
Now multitrack soundregions and undo function and I hope no one will find anything else that is missing compared to KUJU RE.
#1219
Posted 08 December 2016 - 10:31 PM
Older TSRE versions was using CollideFlags ( 0 ) for tracks. If used in dynamic track, msts game in most cases will crash (exit to windows without error) on route load.
Fixed in next version.
#1220
Posted 09 December 2016 - 12:54 AM
Goku, on 08 December 2016 - 06:05 PM, said:
...........snip.................
- support for snapable objects
How to use:
1. enable "Stick To Target"
2. select "Snapable" target
3. If you want to see snapable points, you can enable "View->Snapable Points"
4. Place new object near snapable point. It will be adjusted to adjacent shape.
-----------------snip --------------------------------------------
Now multitrack soundregions and undo function and I hope no one will find anything else that is missing compared to KUJU RE.
Hi Goku,
I can't get 'snap' to work.
0. I place a check mark in the "Stick To Target" box.
1. i place a snapable object, the old office building and save.
2. I then place a second old office building, press 'T' and drag the building to the first placed but no snap. ??
What am I doing wrong?
Okay on the Dyn Tracks thing. I'll experiment with all functions on this little test 9 tile route I made. I figured starting from scratch was the best way for me to learn the Editor and get my hand in. I was NOT comfortable editing the LIRR. Too much to worry. Here on 9tile no worry. Much thanks.
best regards,
vince
ps. Any chance of box display/enter track elevation in degrees like kuju notation?
Next: the 00/100 percent display.
For grade would be better if 5 meant 5%. But if I put 5 in box track grade is 0.5%
I have to enter 50 in the box to get a 5% track grade. WAIT!! It's late and I'm about to pass out here so let me check on this.
I still don't quite believe if this is true as I was boggled with the Dyn Trk thing, which I agree, was prett funny.
Also track elevation/gradient;
Maybe a toggle for slow/fast track movement by the 8/2 numpad keys? The 'End' key was convenient for this in old RE.
thanks, v