The problem w/ side by side .w files (located anywhere) is referential integrity. Any way you look at it exists the possibility of something breaking whatever you use to tie the two files together. This is why interactives are so problematic to route builders (the workaround being you do them last and you never edit the roads and tracks).
The only real answer is you commit to using only one route editor and that editor either puts all the necessary rows related to road shapes in the one relevant world file or has very strong referential integrity (e.g. inserting a link marker into every UiD() set that is referenced) and uses that to properly manage the reference (e.g., a cascading delete that removes the link reference on both sides).
The problem with committing to Goku's route editor is that it's not done. There is no documentation of any kind and in some regards it's hard to use (e.g., the cross hairs are almost impossible for me to see). Anybody that goes back and forth between the two could break the reference.
If you are going to go ahead anyway may I suggest this method: Insert a bogus static shape entry into the .w file. Put a meaningful value into filename, something like Filename (CarSpawnernnn) which is your reference to the correct rows in whatever other file you are using to hold the real data. You'll need a shape file of the same name, maybe even placed as-if it were a KUJU car spawner. The KUJU editor will accept it w/o question and anybody that still uses Train.exe will get the original spawners, working as expected; The OR software will recognize it's something special and when found look in the correct place for it. The OR software will also have to control for any broken references. Both editors can place the static item (put it underground so it doesn't show in-game). If Goku is willing, he could write code that will add/change/delete rows in the "real" file. For those of us who don't yet use his editor the "real" file can be manipulated in an ordinary editor.
The same method would work for all other interactive that you want to "enlarge".
What you obtain from this approach is pretty important:
- Both editors can write the necessary Uid() entry into any world file w/o further problems.
- Both game programs can use that world file data w/o any further problems.
- The original car spawner data remains untouched.
The obligation placed on the OR software is:
- To provide a very simple shape for placement.
- To act correctly when discovering that special shape in a world file when its X and Z values match those of an existing car spawner (Y is vertical).
- To ignore the new feature when it cannot be matched up to a corresponding car spawner.
The requirements for GOKU are:
- To ensure the placement of this special static entry has a position value equal to an existing Car spawner UiD()'s X and Z position.
- To add, change. delete the relevant data in the new interactive file.
The requirement for using KUJU's editor:
- to copy/rename the special shape as many times as desired and to move them to the routes /shape folder.
- to add the special shape(s) to the routes .ref file.
- End user (or route builder) must hand edit the X and Z values in the special static files Position() field to match that of the car spawner. This is an extremely trivial matter for experienced route builder because that sort of editing is done all of the time. The steps can be easily done by any end user.
Last, don't hide the files. KUJU put interactive files in the root directory. IMO they should have used \Interactives (or some similarly purposed name). Come up with some suitable name and put them there.
It's not a perfect solution as the referential integrity problem remains but at least it is a solution that will work for both editors.
This post has been edited by Genma Saotome: 06 June 2016 - 11:18 AM
Reason for edit:: Added benefis & responsibilities