Those shots are just amazing!!!!! <_<
I was thinking, if you ever released this to the public, of doing a Scale Rail conversion... altho I must say that your track textures are simply amazing
Microsoft Terrain Simulator Agricultural experiements continued....
#12
Posted 15 June 2008 - 09:11 PM
Thank you as always Tim - the PE keeps me on my toes.
Zach, to be honest I don't think the route requires Scalerail (as nice as it is to run a route where it is used). The A&O, as envisioned by Andre, would probably have a fair bit of track with ballast fill up to the tops of the ties and off into the greenery. Scalerail tends to make a route look very new and well maintained. There would also be a practical problem in that all of the dirt crossing heights would have to be redone to bring them up to close to the rail heads - a slow and painfull job <_<.
What I am contemplating, is what has been used in the Orin Line recently released, for the A&O a second select set of track calling for different ballast textures to replace lesser used sidings with predominantly grassed over track - tho' even that would be problematic at times. A long way off anyway.
I have had to look up on how to save work on tiles with over 1600 objects (thank you Swissie ;) ) The tile with the downgrade to Kings River (the first in the last shot) was causing me problems - not any more though...
Rod
Zach, to be honest I don't think the route requires Scalerail (as nice as it is to run a route where it is used). The A&O, as envisioned by Andre, would probably have a fair bit of track with ballast fill up to the tops of the ties and off into the greenery. Scalerail tends to make a route look very new and well maintained. There would also be a practical problem in that all of the dirt crossing heights would have to be redone to bring them up to close to the rail heads - a slow and painfull job <_<.
What I am contemplating, is what has been used in the Orin Line recently released, for the A&O a second select set of track calling for different ballast textures to replace lesser used sidings with predominantly grassed over track - tho' even that would be problematic at times. A long way off anyway.
I have had to look up on how to save work on tiles with over 1600 objects (thank you Swissie ;) ) The tile with the downgrade to Kings River (the first in the last shot) was causing me problems - not any more though...
Rod
#13
Posted 16 June 2008 - 07:48 AM
thats true...
If only mark could make scalerail for the lesser used lines, with older looking ties, and maybe a little crooked here and there... and maybe lower the whole thing a bit as well, spreading out the ballast...
but I do like what you've done so far with the track, I really like the textures
If only mark could make scalerail for the lesser used lines, with older looking ties, and maybe a little crooked here and there... and maybe lower the whole thing a bit as well, spreading out the ballast...
but I do like what you've done so far with the track, I really like the textures
#14
Posted 16 June 2008 - 01:03 PM
I have had to look up on how to save work on tiles with over 1600 objects (thank you Swissie smile.gif ) The tile with the downgrade to Kings River (the first in the last shot) was causing me problems - not any more though...
Rod, what is this you're talking about? I get nervous when my tile object count goes over 1000 (Santa Myrnaloya has 1090-something).
Rod, what is this you're talking about? I get nervous when my tile object count goes over 1000 (Santa Myrnaloya has 1090-something).
#15
Posted 16 June 2008 - 08:58 PM
Tim, I came grinding to a halt 2 nights ago, when, 3 times in a row I totally wiped out all objects from the KR Tile - I hadn't been paying attention to the object count (and I admit, I thought that Bin had taken care of that - maybe it did, increasing it to 1600). Anyway, object count was 1617 and I wasn't finished - of course, it won't let you delete and save either, so that wasn't an option (I have done that manually before in the world file to get back to a position where I can use it again <_< ).
Did a quick search on trainsim, more in hope that belief that there would be a solution, and there it was (courtesy of Swissie).
Before saving, move yourself to a white area and wait for the object count to reduce to zero, then save ;) - object count on the KR Tile now is 1701 - though I need to trim it. You just have to remember to move before saving...It was suggested by one contributor that as long as you moved outside the 9 box tile grid (presumably to a low object count tile) that would work as well.
Rod
Did a quick search on trainsim, more in hope that belief that there would be a solution, and there it was (courtesy of Swissie).
Before saving, move yourself to a white area and wait for the object count to reduce to zero, then save ;) - object count on the KR Tile now is 1701 - though I need to trim it. You just have to remember to move before saving...It was suggested by one contributor that as long as you moved outside the 9 box tile grid (presumably to a low object count tile) that would work as well.
Rod
#16
Posted 16 June 2008 - 09:34 PM
I have a tile on the Cal-P w/ ~ 1700 objects and yeah, you do have to jump away to an empty set of tiles to save. If you don't you wind up w/ an empty .w file and a s/ds.
Rod, really fine work there. I'm looking forward to seeing more of it.
Rod, really fine work there. I'm looking forward to seeing more of it.
#17
Posted 17 June 2008 - 08:19 AM
Ah, good to know! It's a similar trick in loading new terrtex tiles when you have more than 64 loaded in your texture select window(Move to a tile with less items to load new terrtex.)
Thanks for the tip! <_<
Thanks for the tip! <_<
#18
Posted 18 June 2008 - 11:13 AM
Be warned - it doesn't always work :(
I am around 1752 objects count and I would say 3 out of 4 times it wipes the tile.
Anyone have any additional suggestions?
BTW, here is a link to the post I am referring to.
Rod
http://forums.flightsim.com/vbts/showthrea...bjects+per+tile
I am around 1752 objects count and I would say 3 out of 4 times it wipes the tile.
Anyone have any additional suggestions?
BTW, here is a link to the post I am referring to.
Rod
http://forums.flightsim.com/vbts/showthrea...bjects+per+tile
#19
Posted 18 June 2008 - 08:21 PM
I'm new here, and Chile Bill told me to check out the screenshot section to see the current projects. I DIDN"T EXPECT THIS !!! Holy cow :(
#20
Posted 18 June 2008 - 09:11 PM
Welcome on board :(
Friendliest and most interesting forum around - I am sure you will enjoy it.
Rod
Friendliest and most interesting forum around - I am sure you will enjoy it.
Rod