Elvas Tower: Mosaic Example - Elvas Tower

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Mosaic Example Rate Topic: -----

#71 User is offline   Goku 

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Posted 13 November 2017 - 06:32 AM

View PostCoonskin, on 13 November 2017 - 06:22 AM, said:

Can the effect be adjusted to one's preference? That is, if I want the terrain to appear darker? Is this effect only adjustable for TSRE viewing, or does it also determine the view one sees in MSTS/OR?

It is just TSRE fog. Nothing related to route files and MSTS/OR.

#72 User is offline   Goku 

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Posted 14 November 2017 - 02:00 PM

Updating TSRE editing functions to new QuadTree Terrain was surprisingly "easy".

First huge terrain created using TSRE - Tiles from 1x1 to 8x8, 30 km distance on the image:

https://i.imgur.com/Xw4MstI.jpg

Still a lot of work to do but looks nice.

#73 User is offline   Coonskin 

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Posted 14 November 2017 - 09:49 PM

Looks nice??? Looks FABULOUS. That's some excellent work, there, Goku.

#74 User is online   James Ross 

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Posted 23 November 2017 - 12:09 PM

View PostGoku, on 09 November 2017 - 02:39 PM, said:

Where in OR code is QuadTree support? It's weird for me why OR supports only 1x1 and 2x2 Tiles (+separate x8 option, so + 8x8 and 16x16).
Editing all tile sizes is something difficult, but viewing all sizes seems simple.

The tile code should work completely correctly with any tile size, but as we use a flat list of loaded tiles rather than a quad tree (as I believe you've discovered) the code which identifies which tiles to load is perhaps not quite as simple as it could be. One of the many things we could improve in the code. :)

#75 User is offline   Goku 

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Posted 25 December 2017 - 12:31 PM

It was good suggestion to make DM support. Some routes looks so much better with them.

https://i.imgur.com/gaiEi9Y.jpg

#76 User is offline   Goku 

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Posted 25 December 2017 - 02:56 PM

And a video :)
https://www.youtube....h?v=z0JnfodHYc0

#77 User is offline   Coonskin 

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Posted 25 December 2017 - 03:53 PM

That looks GREAT Goku! It makes SO much difference for the distant mountains to have such terrtex in place.

#78 User is online   Genma Saotome 

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Posted 31 December 2017 - 09:09 PM

Goku, I final got around to looking closely at the displayed DM tiles as seen in TSRE, Some suggestions:
  • All of the near terrain functionality already in place for pick, put, paint, rotate, scale, etc., could all put useful for applying terrtex art to DM tiles. Scale would be particularly useful when your using only terrain.ace on your DM patch.
  • IMO DM tiles should be present in the area covered by near terrain tiles (so when the view in-game allows you to see past the normal near terrain view distance you should see the DM further out. As you travel along the near terrain tiles that were too far away now display and the obscure all or part of the DM tiles. Understand? IOW DM tiles should not be limiyed to only the outer edges of a route. Here is the issue: If you are going to do anything to those DM tiles you have to see them. We need a switch that turns off near terrain and shows only DM terrain. At that point all edit functions can be used on the DM mesh.
  • Given that situation it would be a huge aid to the route developer for TSRE to project DM from what already exists as near terrain. It would also be quite helpful to a have a function that takes the terrtex art, painted or not, from all the near terrain tiles that lie within a DM patch and create terrtex art for the DM terrain. There would have to be a resampling of course to get the art file down to a reasonable size.


#79 User is offline   Goku 

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Posted 05 January 2018 - 02:41 PM

All of your requests are available in TSRE, but still it requires some work.

#80 User is online   Genma Saotome 

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Posted 05 January 2018 - 08:51 PM

Available? I think you mean possible.

I don't regard the omission as a bug but I do think adding the features is essential to making TSRE a robust world editor.

I hope you find time to do the work.

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