Elvas Tower: What should an OR route editor do? - Elvas Tower

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What should an OR route editor do? Rate Topic: -----

#1 User is offline   Genma Saotome 

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Posted 13 June 2012 - 11:49 AM

Specific editor features please, not vapid comments like "easy to use"... and not stuff for models or activities. For example, a few things I'd like to see in a OR routeeditor:

  • Any number of terrain vertexes within a user created n-sided polygon can be selected for editing (e.g., you "paint" or draw an area within which the edits to vertexes apply).
  • Any number of terrain polys within a user created n-sided polygon can be selected and split them in half (e.g., if the default terrain poly is 8m you can split that into four 4m polys; You "paint" or draw an area within which the poly split applies). Smallest size TBD by technical considerations.
  • Changing the altitude of terrain vertexes can be done using relative changes as well as an absolute value (e.g., subtract 0.375m in one case, set it to 172.5m in another).
  • Rotation of any object can be done with a mouse or alternatively by typing in a real number (e.g., rotate -35 degrees).
  • Setting the pitch of any object can be done with a mouse or alternatively by typing in a real number (e.g., push down -0.5 degrees).
  • Rotation can be copied from one object and applied to another.
  • Pitch can be copied from one object and applied to another.
  • What water looks like can vary from one body of water to another.
  • After selecting an object with a mouse click all subsequent actions can be found in a context sensitive pull-down window.
  • After selecting an object with a mouse click all subsequent actions can be entered via the keyboard using short mnemonics (e.g., you type RO for rotate).
  • Both text for menus, context sensitive windows, and corresponding mnemonics are obtained from language specific sources (e.g., a text file for English, a different one for German, etc.).
  • Goode-Homosline projection is NOT used to produce terrain.


#2 User is offline   CGW121 

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Posted 13 June 2012 - 03:18 PM

An undo feature. ctrl-z
Error checking on saves.
Signal scripts that are written in a readable format not c code from 25 years ago.

As far as the "Easy to use" bs an easy to use editor is often not very powerful. C++, not the visual managed version, is extreemly powerful but also there is a steep learning curve for it I would rather have one that is powerful than one that is "easy"

#3 User is offline   Genma Saotome 

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Posted 13 June 2012 - 04:49 PM

Some more:
  • Snap a newly placed object at the origin point of another.
  • Move an object n meters in d direction.


These let you can get one object placed a precise distance away from another.

and

#4 User is offline   Fleegle411 

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Posted 13 June 2012 - 05:09 PM

I second the incorruptibility clause!

Allow for 5000+ objects on a single tile.
A "snap pivot to ground" option.

#5 User is offline   Genma Saotome 

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Posted 13 June 2012 - 06:25 PM

View PostWalter Conklin, on 13 June 2012 - 04:54 PM, said:

Here is my kind of vague suggestion:

Allow multiple people to tinker with the trackage and roads in a route without fear of corrupting the route.


Walter, I take it you refer to the MSTS "feature" of screwing the interactives when you adjust the track? I certainly agree in principle but this is one of those situations where whatever the code does to protect the integrity of the route... you need to describe. For instance... if you delete a track that is part of speed limit... what should be done? Delete the Speed limit too or leave it there but "marked" somehow that it is now incomplete? If the later (which I suspect is the correct course of action) then what should be done when there is, once again, a complete track path? Is it all the same if the track deletion occurs at one end or the other of the speed limit? Should whatever is going to be done for speed limits also be done, identically, for tracks that lie within a signal circuit?

For myself, I don't know enough about interactives to make any suggestions... what I do know is we're talking about is called referential integrity and in most instances you're forced to deal with both sides of the relationship when editing.

Anyone here know enough to suggest some specific ideas on this?

#6 User is offline   Jovet 

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Posted 13 June 2012 - 07:41 PM

Some improvements I can think of just off the top of my head:
  • Provide optional "gizmos" for manipulating shapes and/or terrain with the mouse like 3DSM/Gmax behavior; similar RS/RW/TS2012 but something that doesn't look designed by Fischer-Price.
  • Provide an auto-placement facility similar to the Gantry system but more-powerful, capable of doing mileposts, etc.
  • If it's thought-out, an Auto-CAD-like command-line interface could be useful for allowing the support and execution of user-created simple scripts (such as placing a pattern of trees) as well as long precise control of object manipulation and selection.
  • Built-in location memory and jump capability. Editor can resume at the last place you left on a route, too.
  • More than one camera/viewport for assisting in alignment and other procedures.
  • Measuring tool similar to Google Earth's which could draw temporary lines on the terrain for distance or angular reference.
  • Interactive Markers that can be placed/removed from within the Editor.
  • Ability to re-load minor config files on the fly (such as speedpost/milepost config or the like).
Contrary to the user above, I think the C/C++ languages are fine for programing signals. Its support could be more powerful, though. MSTS supports useless loops, but doesn't support the select statement. But, this isn't really an "Editor" thing, either.

#7 User is offline   conductorchris 

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Posted 13 June 2012 - 08:06 PM

Ability to gather DEMEX type terrain data from public servers (not necessarily USA photomaps) and render it like DEMEX.
Ability to see the google satalite view of where you are working
Able to add things to the route in any order (ie, could add roads and then add more track)
Mosiac type painting of terrain textures.
Automatically make a database of credits for objects used in the route, by asking you the source at the time you add it to the route.
Add fields to sections of track that you could use to pick different textures or otherwise define different qualities (could be used to define welded or jointed rail textures; cinder, gravel, sand, weeds and different color ballast, etc, etc . . . even different kind of track sounds (heavy squeal on sidings, for instance)
Ability to make superelivations and rough track
More categories for objects in order to give the ability to make global swaps. ie, the category of "house" and with one move you change from library a of 1950's houses to library b of 1970's houses.
Built in help files or links to help on the web appropriate for the focus of attention.

And most importantly . . . features that make the programming team happy!

Christopher

#8 User is offline   hminky 

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Posted 14 June 2012 - 04:08 AM

Make it work as well as the one in Trainz with fixed point turnouts.

That is a route editor even a caveman can use.

The only thing it lacks is an ability to paint tiles.

Harold

#9 User is offline   Genma Saotome 

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Posted 14 June 2012 - 07:54 AM

WRT painting the terrain... should the editor paint terrain or would it be better to use external painting tools, like Gimp or Photoshop, and paint outside the editor and then import the image? The issue is the choice between doing the work right where you can see the results in its proper context (and investing OR programming time) vs. doing the work outside the route with vastly superior tools developed by the Pro's.

#10 User is offline   hminky 

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Posted 14 June 2012 - 08:34 AM

View PostGenma Saotome, on 14 June 2012 - 07:54 AM, said:

WRT painting the terrain... should the editor paint terrain or would it be better to use external painting tools, like Gimp or Photoshop, and paint outside the editor and then import the image? The issue is the choice between doing the work right where you can see the results in its proper context (and investing OR programming time) vs. doing the work outside the route with vastly superior tools developed by the Pro's.

The tile painting should be outside the editor with a proper tool.

That is one of the best features of MSTS.

Harold

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