Elvas Tower: New Route Editor for Open Rails - Elvas Tower

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New Route Editor for Open Rails Build routes without msts Rate Topic: -----

#1341 User is offline   Goku 

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Posted 31 January 2017 - 07:52 AM

New update: http://koniec.org/ts...RE5_v0.6781.exe

- crash fixes

#1342 User is offline   jdilworth 

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Posted 31 January 2017 - 09:00 AM

The idea of using this for terrain textures is interesting. I think developers would to use good judgement in terms of Google's copyright requirements, but it would be useful, for sure.

Cool Feature.

Thanks,
Jason

#1343 User is offline   StationWhere 

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Posted 31 January 2017 - 10:45 AM

ABOUT REF FILE.

Hello.
The first use of the REF File (for me ) is to attrribute a French and Descriptive Name to a SHAPE.
Example !: Zdan01.S What is this?
My REF File contain a CLASS "Batiments" and a DESCRIPTION : "Maison parpaing en construction".
Very usefull for the build of a ROUTE.

Regards

#1344 User is offline   longiron 

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Posted 31 January 2017 - 01:13 PM

View PostGoku, on 31 January 2017 - 07:34 AM, said:

I will do terrain textures from google satellite view, but you are right. Using google satellite images in route textures is piracy and if someone is making commercial route, it's risky. Satellite images are very expensive, so if google will see their pirated images in your commercial route, their demands can be high too.


I don't use google satellite images as the actual terrtex, rather as a high fidelity guide for creating a unique terrtex. It really helps to capture the nuance of the area: it's variability, locations of buildings, changes in ground color, texture, etc.

chris




#1345 User is offline   Goku 

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Posted 31 January 2017 - 02:40 PM

New update: http://koniec.org/ts...SRE5_v0.679.exe

- hide unavailable global shapes: settings.txt option:
ignoreMissingGlobalShapes = true

#1346 User is offline   vince 

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Posted 31 January 2017 - 03:21 PM

View PostGoku, on 31 January 2017 - 02:40 PM, said:

New update: http://koniec.org/ts...SRE5_v0.679.exe
- hide unavailable global shapes: settings.txt option:
ignoreMissingGlobalShapes = true


Heh . . .and this as I just now finished running RR build custom TSection! Regardless . . .http://www.elvastower.com/forums/public/style_emoticons/default/sign_rockon.gif


vince

#1347 User is offline   Goku 

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Posted 31 January 2017 - 07:10 PM

New update: http://koniec.org/ts...SRE5_v0.680.exe

- snapables works 100% like in MSTS
- tracks and snapable snap when moved using mouse too
- objects are transffered between tiles when moved using mouse ( clears UNDO history! )
- "snapableOnlyRot = true/false" stick to track property in settings.txt
- minor fixes

#1348 User is offline   vince 

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Posted 31 January 2017 - 08:31 PM

View PostGoku, on 31 January 2017 - 07:10 PM, said:

New update: http://koniec.org/ts...SRE5_v0.680.exe

- snapables works 100% like in MSTS
- tracks and snapable snap when moved using mouse too
- objects are transffered between tiles when moved using mouse ( clears UNDO history! )
- "snapableOnlyRot = true/false" stick to track property in settings.txt
- minor fixes

Hi Goku,
Do you mean the 'X' key toggles 'Snap' mode?
Or are you referring to ChiFan's SNAPPERS set of buildings.
vince

#1349 User is offline   Goku 

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Posted 31 January 2017 - 08:34 PM

I'm referring to how snapable works. Key mapping has nothing to do with snapable function.

#1350 User is offline   vince 

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Posted 01 February 2017 - 12:50 AM

Quote

http://www.elvastower.com/forums/public/style_images/et_dark/snapback.pngGoku, on 31 January 2017 - 07:10 PM, said:
New update: http://koniec.org/ts...SRE5_v0.680.exe
- snapables works 100% like in MSTS
- tracks and snapable snap when moved using mouse too
........snip................"


MS editor Snap Operation using MSTS default snapable shape WireFence50m.s

1. place fence object and align to the direction you want. Save.
2. Press the 'X' key. This toggles snap ON. There is no indication of this.
3. Place a wire fence (or clone the new object)
4. You may in some cases need to drag the object to a different snap point on the first object.
5. As you drag, when you get close to the snap point the object will try to join the first object.
6. The second object will snap to the first place perfectly aligned. Back to step 3.

Here is SD

Quote

SIMISA@@@@@@@@@@JINX0t1t______

shape ( WireFence50m.s
ESD_Detail_Level ( 9 )
ESD_Alternative_Texture ( 1 )
ESD_Bounding_Box ( -25 0 0 25 1.5 0 )
ESD_No_Visual_Obstruction ()
ESD_Snapable ( )
)


This above method is fine for the fence example used but there is a problem with objects that have multiple or end shape snap points.
The SD file BB parameter DOES NOT have to conform the the actual shape but can be located anywhere. Here is example of deOldSta I made snapable. The blue panel is the Bounding Box as read from the SD file. Note that it no where near the actual shape. Attached File  SV PIX.screenshot014 (Custom).jpg (71.08K)
Number of downloads: 4
I need to be able to drag, 'grab and hold' would be a better term. the object, in this example the station house platform shape. Grabbing and holding and moving the object with the Mouse1 button is the only way on this particular object.
The display of Snap Points is certainly a very welcome enhancement over the MS editor but with snap points in the air it's almost impossible to join this to mating platform sections without being able grab and hold the object. Imagine you have the object attached to the end of a wood dowel and the way you would move it as you held the dowel with one hand.
Here is the SD file for above pic.

Quote

SIMISA@@@@@@@@@@JINX0t1t______

shape ( de_ELOldSta_CENTRE_AVE_S.s
ESD_Detail_Level ( 0 )
ESD_Alternative_Texture ( 257 )
ESD_Bounding_Box ( -11 0 0 11 6 0 )
ESD_Snapable ( )
)

That's how it's done in the MS editor. The wire fence came with the snap feature enabled . . . only they, KUJU / MS / Whatever didn't bother to tell anyone about it. I discovered it quite by accident when I must have toggled snap on while I was setting out a fence line.
http://www.elvastower.com/forums/public/style_emoticons/default/Neeeedsleeep.gif
Regards & g'nite,
vince

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