I've noticed that if you are doing the Put function to apply terrtex and then change tools, like going over to the object tool, the put function is still active and will put terrtex if you click somewhere.
IMO is you leave one tool for another whatever function was active should be de-activeated with the tool change.
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Put function
#2
Posted 22 October 2017 - 06:43 PM
Speaking of the Put function...
I am now running 0.0625 and have noticed the behavior of both the Put and Pick functions have changed: Before you could apply either function to any patch with a two tile area. Now they work only for the patch the camera is above.
I don't know if this change is a result of something i've inadvertently done in the interface or was done in the code. If I did it what do I need to do to get it all back the way it was? If it is in the code could the old functionality be re-enabled?
I am now running 0.0625 and have noticed the behavior of both the Put and Pick functions have changed: Before you could apply either function to any patch with a two tile area. Now they work only for the patch the camera is above.
I don't know if this change is a result of something i've inadvertently done in the interface or was done in the code. If I did it what do I need to do to get it all back the way it was? If it is in the code could the old functionality be re-enabled?
#3
Posted 23 October 2017 - 03:33 AM
Works for me, don't know what you did.
I didn't change anything here.
I didn't change anything here.
#4
Posted 23 October 2017 - 09:57 AM
Anything odd in my settings?
consoleOutput = false # main directory of your game data gameRoot = e:\bin\msts development # route directory name to load on startup by default #routeName = asdasasdasd1233 # optional start tile #startTileX = -5306 #startTileY = 14961 # route edit #createNewIfNotExist = true writeEnabled = true writeTDB = true deleteTrWatermarks = false deleteViewDbSpheres = false # geo data imageMapsUrl = http://maps.googleapis.com/maps/api/staticmap?center={lat},{lon}&zoom={zoom}&size={res}x{res}&maptype=satellite&key=[removed for privacy} systemTheme = false colorConView = #000032 colorShapeView = #000032 oglDefaultLineWidth = 2 usenNumPad = true tileLod = 5 objectLod = 10000 maxObjLag = 10 allowObjLag = 1000 #cameraFov = 20.0 leaveTrackShapeAfterDelete = false shadowsEnabled = 1 ignoreMissingGlobalShapes = true snapableOnlyRot = false mainWindowLayout = W AASamples = 16 #mapImageResolution = 2048 #cameraStickToTerrain = true #mouseSpeed = 0.1
#5
Posted 23 October 2017 - 10:08 AM
Quote
AASamples = 16
This is odd. Editing in TSRE doesn't work at all when antyaliasing is enabled. But maybe AA doesn't work for you at all.
Without it your settings work fine for me.
#6
Posted 23 October 2017 - 12:29 PM
Yup... that is it! Turned it off and things work as expected (I had forgotten I had only recently turned it on). Thanks!
I see that when I use TSRE to put a texture into a patch that has previously been assigned a scaling factor (e.g., step and repeat the texture 4 times within the patch for both UV directions) the placement does not reset those factors to 1. I am not surprised by this given the functionality to manage scaling isn't present in TSRE but what this means is one must turn to either Mosaic or KUJU's RE to reset the value. Mosaic provides for scaling U and V (one, the other, and both), randomizing, flipping, and shearing (i.e., changing the span of the U or V distance on one edge and not on the opposite edge).
TSRE does flip and randomize... I would expect the OR code identifies where the scaling data is held in the tile file but I am unaware of it's providing for shearing. I don't use shearing myself so I cannot say anything more about it.
Please consider adding these features (also, please review that post I made using radio buttons for the Put function).
I see that when I use TSRE to put a texture into a patch that has previously been assigned a scaling factor (e.g., step and repeat the texture 4 times within the patch for both UV directions) the placement does not reset those factors to 1. I am not surprised by this given the functionality to manage scaling isn't present in TSRE but what this means is one must turn to either Mosaic or KUJU's RE to reset the value. Mosaic provides for scaling U and V (one, the other, and both), randomizing, flipping, and shearing (i.e., changing the span of the U or V distance on one edge and not on the opposite edge).
TSRE does flip and randomize... I would expect the OR code identifies where the scaling data is held in the tile file but I am unaware of it's providing for shearing. I don't use shearing myself so I cannot say anything more about it.
Please consider adding these features (also, please review that post I made using radio buttons for the Put function).
#7
Posted 23 October 2017 - 12:37 PM
Quote
I am not surprised by this given the functionality to manage scaling isn't present in TSRE but what this means is one must turn to either Mosaic or KUJU's RE to reset the value.
In the future there will be Terrain Shader Editor. You can see the button that doesn't work now.
There are some ways to reset scaling factor in TSRE: painting or texture from geo data.
Quote
Yup... that is it! Turned it off and things work as expected (I had forgotten I had only recently turned it on). Thanks!
Maybe painting is fixed too?
#8
Posted 23 October 2017 - 01:31 PM
The painting problem I reported earlier was before I enabled AA.
For what I understand for shader code I rather doubt it would do the same as what I described. I'm speaking of basic texturing: Does the whole image cover the face evenly vs. do you use a step and repeat of the texture to fully cover that face? These are data already defined in the tile file (I expect in the .t file, along with the texture and microtex file names applied to the match -- which reminds me, please add the ability to put the microtex file providing for the same put functionality as the for the texture itself)
Here's an example of the same texture put to two adjacent patches. The one on the left is scaled 1X, on the right the scaling is 4x. Increasing the scaling has the effect of squeezing the size of the texture so it is repeated across the area. The right side is probably more correct to real sizing of crop rows but it doesn't work anywhere near as well away from the camera as the texture on the left.
Emp019c.jpg (238.66K)
Number of downloads: 0
For what I understand for shader code I rather doubt it would do the same as what I described. I'm speaking of basic texturing: Does the whole image cover the face evenly vs. do you use a step and repeat of the texture to fully cover that face? These are data already defined in the tile file (I expect in the .t file, along with the texture and microtex file names applied to the match -- which reminds me, please add the ability to put the microtex file providing for the same put functionality as the for the texture itself)
Here's an example of the same texture put to two adjacent patches. The one on the left is scaled 1X, on the right the scaling is 4x. Increasing the scaling has the effect of squeezing the size of the texture so it is repeated across the area. The right side is probably more correct to real sizing of crop rows but it doesn't work anywhere near as well away from the camera as the texture on the left.
Emp019c.jpg (238.66K)
Number of downloads: 0
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