New Route Editor for Open Rails Build routes without msts
#1331
Posted 30 January 2017 - 03:11 PM
WRT the route builders perspective, what concerns me is there is parametric data in each line of the *.ref file that will need to be relocated. Moving that concept to a "class" directory ref file is, IMO not good enough because the change will accomplish nothing of value for the route builder. IMO most, if not all of the data in each line of the *.ref file belongs in the shapes own .sd file. Its Shape Description file. If not KUJU's .sd file then an OR defined replacement for the .sd file. There are lots of proposed new features that could be added there as well.
WRT these .sd files... basically what we're dealing with here is all of the game specific data that are required but cannot be recorded in any of the 3d modeling tools. Examples beyond the .sd include .eng and .wag files... they're bigger of course, but their purpose is also game data you cannot record in the 3d modeling tools. That sort of data must be recorded somewhere and that's exactly what KUJU had in mind when the defined all of those. So either extend their design and enhance the .sd file or design a full and comprehensive replacement for it and then for starters flesh it out with the data from the lines in the *.ref file.
Do that and Goku's proposed directories could hold the .s, .sd (or its replacement) and possibly extraneous files such as a uniquely named readme/credit file for each of those shapes. If someone has 20 shapes for various trees, they're going to call them trees, whether it's in a ref file or a directory name. They're not going to set them up as Tom's Tree, Dick's tree, and Harry's tree, etc. etc. 20 different classes. On doing that I expect we'd usually see 10-30 directories created for this purpose. Having done that it becomes a bit easier to grab a directory and move it to a different project, or send it to a friend, that how we do things today.
Route builders will probably consolidate many shapes into these directories, much as they've done with class names
IMO it's VERY important that the proposed directories DO NOT include texture files as there are lots and lots of textures that are shared by many shapes -- track and roads for two examples. Leave textu5res where they are.
#1332
Posted 30 January 2017 - 03:26 PM
Genma Saotome, on 30 January 2017 - 03:11 PM, said:
What calls?, what directory change? OR and MSTS doesn't use .REF file.
There is no difference in performance at all. Maybe it is 0.0000001% because of longer file paths. Code is the same. As I told, many routes already use this approach, for Dynatrack tracks and other common objects. It is nothing new ... however I don't like this approach because of ugly file names and that is why it is still not available in TSRE. But I like the idea.
Genma Saotome, on 30 January 2017 - 03:11 PM, said:
Nothing? Now if route builder wants to import object to route, he needs to:
1. Find .s and .ace files and Copy & Paste them.
2. Open .ref file and find proper entry.
3. Open .ref file and paste the entry.
If it is one file, then not that bad. But inporting 50 objects is a pain.
Using subdirectories you need only Copy & Paste files. And if you want one class, Copy & Paste one directory.
Genma Saotome, on 30 January 2017 - 03:11 PM, said:
It would require loading all .sd files on app startup, so it isn't good idea ( but something to think about in the future ).
#1333
Posted 30 January 2017 - 06:42 PM
- fixed satellite bug
- save map images to disk (to load from disk just click "show/h map"),
- tracks are not placed outside tile border
- dynamic track .W file values fix
#1334
Posted 30 January 2017 - 07:12 PM
Goku, on 30 January 2017 - 03:26 PM, said:
Perhaps I misunderstood your intentions. Where are you placing these directories you propose? I assumed under <routename>\shapes.
Goku, on 30 January 2017 - 03:26 PM, said:
You could wait until first use. Do you load every .s file right now, just in case it is to be placed somewhere? But that's not really all that important, what is important is that data from the *.ref lines has to be recorded somewhere, right? What are you proposing to do with it? Throw it away?
#1335
Posted 30 January 2017 - 07:15 PM
Genma Saotome, on 30 January 2017 - 07:12 PM, said:
But if .sd files will be replacement for .ref file, all should be loaded on startup to make list of classes and objects.
Genma Saotome, on 30 January 2017 - 07:12 PM, said:
No, because there is .ref file with basic object info.
Genma Saotome, on 30 January 2017 - 07:12 PM, said:
I don't want to throw .ref file away now. Subdirectory is only solution to extend this file. I think it is not right time to think about .ref file functionality replacement.
#1336
Posted 30 January 2017 - 08:11 PM
#1337
Posted 31 January 2017 - 12:13 AM
#1338
Posted 31 January 2017 - 05:35 AM
#1339
Posted 31 January 2017 - 07:27 AM
Goku, on 30 January 2017 - 12:15 PM, said:
I missed that qualification earlier. I can see some merit in that suggestion, even if I'm still skeptical about multiple, random sub-folders.
Goku, on 30 January 2017 - 12:15 PM, said:
It's only hard if you don't know the filenames you're looking for. Typing a few characters to jump to files starting with those characters in the sea of shapes is very easy.
Goku, on 30 January 2017 - 12:15 PM, said:
It totally would break Shape Viewer. Shape Viewer only looks for a shape's textures in two places: The same folder as the .s file, or in a ..\Textures folder relative to the .s file. If you arranged the shape files in subfolders, say Shapes\Vegetation\60ftcedar.s, then Shape Viewer would look for textures in Shapes\Vegetation and Shapes\Textures (which obviously does not exist). That is not to say Shape Viewer can't be updated to handle the new scheme properly, but I can't assume it will happen, either.
Genma Saotome, on 30 January 2017 - 03:11 PM, said:
I agree there, Dave. I like that idea. But one thing needs to be considered upfront: A single shape can be used in multiple ways (e.g. as a static model, or as a Pickup shape, for instance) and that needs to be reckoned in.
Goku, on 30 January 2017 - 03:26 PM, said:
I don't think that's a bad thing. When the editor loads it already has to load a bunch of information, so enumerating all of the shapes via their .sd files may add some seconds, but it only needs done once per editing session and shouldn't be a big deal.
StationWhere, on 31 January 2017 - 12:13 AM, said:
I think that such instant-use is dancing around the copyright of the Google images. I don't know about them retrieved through an API, but when you actually look at them on Google Maps, they do have copyright watermarks. Others might not mind, but I would not want to see those on a route.
#1340
Posted 31 January 2017 - 07:34 AM