Mosaic Example
#11
Posted 29 October 2017 - 12:02 PM
So... if we assume the view distance for near terrain is the old MSTS 2000m then the near terrain processing will do the tile for the camera plus one tile further out in each direction. If DM is turned on and there is data in the \Lo_Tiles folder then the DM processing takes over and processes the DM tiles.
What I don’t know is what happens when the near terrain overlaps with the DM terrain. One sensible solution is to simply not process the DM patches that would overlap the near terrain tile (IIRC that would be 4 DM patches) per near terrain tile.
There is a visual error that often occurs from the fact that DM and near terrain data is for different mesh; Near terrain using an 8m grid. Offhand I do not know what the DM grid is, except that it is larger.
The visual error occurs when the near terrain grid includes a drop in altitude that does not occur at the same location in the DM grid. The result is a visible white gap. Not being able to correct that in MSTS the advice was to drop the DM terrain 10-30m below the near terrain. That usually solved the problem (but not always). I have long thought a better solution would be to either procedurally generate a hanging curtain along the edges of each DM tile, say a descent of 50m, and add the necessary UV data from the terrain mesh to this curtain. A more complex solution would be to dynamically change the mesh of the DM tile along any edge where it is adjacent to a near terrain tile… but I suspect that would be much harder to do and not necessarily better than a simple hanging curtain.
The process to generate DM tiles is done IN RGE (there is an icon that toggles the display of both tile types. The quad tree for DM goes into \td, I think using the file suffix of .tdl
The process to project terrain is rather strange: You use DEMEX and you must first project DEM data into a different route directory than the one you actually want them to be placed. I’ve set up a route for this purpose called \DEMEX. So I always project the DEM data into \DEMEX\tiles. The I must run KUJU’s RE and open the DEMEX route. That will generate buffers and whatever else that action does. I then return to DEMEX and invoke a function to move all of the files from \DEMEX\Tiles to \my_real_route\Lo_Tiles. Repeat as needed until done. The \DEMEX route is used in all cases of generating DM tiles and is not used for anything else.
Questions?
#12
Posted 29 October 2017 - 12:07 PM
Genma Saotome, on 28 October 2017 - 04:00 PM, said:
Everything wrong. I'm surprised how you could say that.
1. Each tile has the same kind of name - the name is position in binary tree of the world. Bigger tiles have shorter names, because their binary path is shorter.
2. There is nothing like DM tiles and ordinary tiles. All are the same, just different parameters. RGE can create Tile size 2048km, 4096km, 8192km, 16384km, 32768km (I-V). You can populate bigger tiles, but nothing happens ... (VI and bigger)
https://i.imgur.com/PvjfzZa.png
3. They are accesible in KUJU RE and you can do everything with them you want, textures, height - even place objects because World files are independent of Terrain in MSTS (in TSRE it's difficult ..) and .w files always have 2x2km size.
4. Overlapping tiles are not accesible in MSTS RE because you can't create them in RGE. At least KUJU team didn't wanted this, but you can trick RGE and create these overplapping tiles.
5. Each MSTS tile created using RGE has 16x16 array of patches, even "DM" (Tiles 16x bigger than .w file). The .t file format supports any number of patches and tile size, but I don't think different vaules are used anywhere.
#13
Posted 29 October 2017 - 12:10 PM
#15
Posted 29 October 2017 - 12:34 PM
#16
Posted 29 October 2017 - 12:41 PM
They are conceptually different to the route builder. Sure, they may be identical file types but they are USED FOR DIFFERENT PURPOSES. You know, not everyone sees the world as a coder does Goku. One of the great difficulties of the I.T. world is to build a team of great coders that includes somebody, ideally more than one person, who has some grasp of how the end users actually use the software and cares more about that than coding the slickest function you've ever seen. If the plastics industry was populated with the vision of most programmers all have buckets of plastic pellets instead of plastic cups, key caps, clam-shell packaging, and flexible clear wraps to cover out leftover food.
#17
Posted 29 October 2017 - 12:45 PM
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There is nothing like corresponding .w and terrain tiles. It is independent system in MSTS.
In TSRE it works a little different because I didn't knew much about terrain quad tree when terrain support was done.
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Ok, I see the above answer.
#18
Posted 29 October 2017 - 12:56 PM
#19
Posted 29 October 2017 - 01:22 PM
There are only two things that come to mind for what TSRE could do with whatever is in \Lo_Tiles and that is generate the terrain mesh and provide a emeans for applying a texture for each patch. I will guess you already have code suitable for those steps, leaving the unanswered questions of (1) how to toggle back and forth between presenting near terrain and DM terrain to the TSRE user and (2) whether it would be worthwhile to display both (as OR does) so the route builder has a complete view of his work product. I think it would be good to show both, just like in OR, but I'm not going to fuss if that is not done. I do think it is essential for TSRE to provide for the projection and texturing as I mentioned above; I you don't then route builders will continue to depend on older tools to do that.
#20
Posted 29 October 2017 - 01:26 PM
#21
Posted 29 October 2017 - 01:26 PM
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If you need two sizes, it's the same work like any size.
I don't say it can't be done, but for me there are more important things like new tracks and procedural objects and procedural terrain textures. Everyone will use that and almost no one uses LO_TILES, so the choice is obvious.
#22
Posted 30 October 2017 - 07:38 AM
I think the progress you have made with TSRE is staggering, it has made route building so much better. Thank you.
LO_Tiles --- I have 2 Swiss routes in progress and both would look much better if I could produce distant mountain tiles. If this was possible at some future date using TSRE I would certainly make use of it. I think that some way to toggle between near and distant would be the way to go, it is not too important how the route looks in TSRE, I always change to OR for a final look.
Procedural objects -- I think I read on an earlier post that these are similar to the way track and some other objects are produced in TrainSimulator2017. If so it would be great to produce curved platforms and bridges, and would be a good place to start to see how the texturing works as the curve progresses.
Procedural track -- I have started route building in TrainSimulator several times. Each time I have been defeated by complicated trackwork on a station approach. Trying to get double slips and crossings to render properly drove me nuts, and I was glad to get back to the "out of the box" track in MSTS.
Garry
#23
Posted 30 October 2017 - 07:44 AM
Garry, on 30 October 2017 - 07:38 AM, said:
Procedural tracks doesn't mean flexible tracks. I don't know why people use this term the wrong way all the time ...
Procedural means only that shape is generated using algorithm, not manually by human: https://en.wikipedia...ural_generation
Only true thing is that if you want to have flexible tracks, you need to have procedural generated tracks first.
#24
Posted 30 October 2017 - 11:34 AM
So is the advantage of procedural tracks, that they produce smaller file sizes, so that OR gets faster frame rates? But initially for a route builder they will only produce straight tracks (and objects), so the object can be made any length as required by the geography of the route requires.
If this is the way they are used, how would it deal with the arches of a viaduct, or a platform with lamps placed every 25 metres?
I will be interested to see how this develops.
Garry
#25
Posted 30 October 2017 - 11:40 AM
- you can make all new tsection.dat shapes that are best for your route. Making it by hand is tremendous work.
- you can use as many track templates and textures in one route as you want.
- faster loading.
- and of course flexible tracks in the future.