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: -----

#971 User is offline   Stephen Hjellum 

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Posted 27 September 2016 - 06:30 PM

It seems as though I'm getting a memory leak from the latest few updates. Whenever I try to load any of the default MSTS routes, the editor loads up just fine. But when I try to load a route that I started with the old editor (and bear in mind this route has only track and sound source files), the memory skyrockets and uses 6000MB, and the editor chokes my computer to a crawl. What could this possibly be?

#972 User is offline   Goku 

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Posted 28 September 2016 - 03:40 AM

Can you determine first bad update? You can find all versions here: http://koniec.org/tsre5/data/
Or you can send me this route.

#973 User is offline   Driver 

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Posted 28 September 2016 - 07:33 AM

The old editor, as in the msts editor?????

#974 User is offline   Rohit 

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Posted 28 September 2016 - 08:03 AM

I am having issues with signals and overhead wires. Signals all remain red in view but are on in track monitor. Overhead traction lines seems to be staggered...

#975 User is offline   Goku 

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Posted 28 September 2016 - 11:24 AM

View Postvince, on 27 September 2016 - 05:58 PM, said:

Will your editor allow the present (many!) snapable object that are available in the trainsim.com file library to be used?

Yes, it is in the to do list.
But, even now you can use fast alternative for snapable object:

1. Place or select first object and press 'C' key to clone this object.
2. Click 'Transform' button, select checkbox on the top and enter width of this shape (depending on the shape it may be X or Z).
3. Enjoy perfect placed shapes.

http://i.imgur.com/p1B3gwB.png

#976 User is offline   Goku 

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Posted 28 September 2016 - 03:50 PM

I think it's time to work on graphics quality. Next version will include normal vectors.
But I have one question: how to determine if shape uses normals or not? For example 2D trees and grass looks ugly with normals enabled.

http://i.imgur.com/HYsmh0F.png

http://i.imgur.com/kvrnoqJ.png

#977 User is offline   Rohit 

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Posted 28 September 2016 - 07:17 PM

Please see the captures enclosed...Issues with signals and staggered traction lines. Traction lines are staggered at this area only.

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#978 User is offline   jamesc25313 

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Posted 28 September 2016 - 08:49 PM

View PostGoku, on 28 September 2016 - 03:50 PM, said:

I think it's time to work on graphics quality. Next version will include normal vectors.
But I have one question: how to determine if shape uses normals or not? For example 2D trees and grass looks ugly with normals enabled.

http://i.imgur.com/HYsmh0F.png

http://i.imgur.com/kvrnoqJ.png


I like the idea and have wanted to be able to use multiple microtexs for along time. The ability to use normals at all would be nice, or even displacement maps. One thing that has always bugged me is there are nice looking track out there and nice looking engines, wagons ect but the ground itself still displays blotchy ground textures that can hurt a scene. I think the ability to use wang tiles, or some sort of wang tile generation done within your program on the fly would be nice. Painting the terrain with your program is a great joy to do, but normals would help with not only objects in general but with grass, rocks ect. as well, as I mentioned with the multiple microtex idea. Not the most important thing, but the ground in OR/MSTS is lacking.

#979 User is offline   Goku 

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Posted 29 September 2016 - 03:30 AM

View PostRohit R Krishnan, on 28 September 2016 - 07:17 PM, said:

Please see the captures enclosed...Issues with signals and staggered traction lines. Traction lines are staggered at this area only.

This topic is about app developing, not help build routes. Create new topic.

Quote

The ability to use normals at all would be nice, or even displacement maps. One thing that has always bugged me is there are nice looking track out there and nice looking engines, wagons ect but the ground itself still displays blotchy ground textures that can hurt a scene. I think the ability to use wang tiles, or some sort of wang tile generation done within your program on the fly would be nice.

Everything you want is not compatibile with MSTS.

#980 User is offline   WaltN 

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Posted 29 September 2016 - 04:20 AM

Regarding the last two posts, Open Rails does not even bother to use the MSTS _n.raw terrain tile files (apparently because no one has been able to figure out the representation). Open Rails generates the normals from the height map at tile load time.

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