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It turns out that TSRE doesn't like your quad tree.
You can open your route/td/ directory and check if you have all .td files listed in td_idx.dat file.
1. You can send me the route for further inspection.
2. I see that you are at the beginning of route building, so just remove these huge tiles and create standard and use quadtree = false in TSRE.
Admin note.... this thread will be locked down when it reaches 40 pages.
Please wind down any remaining conversations still in progress, and rather than post here, start to open up individual threads to discuss new features/releases, and for resolving problems that haven't already been reported.
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Just a question, concerning placement of scenery items with TSRE5, the pivot point of items, is it set when the object is produced? I have noticed areas that are inclined need to have the scenery items also inclined, but usually they pivot in the wrong direction. For example they will pivot side to side (rotate longitudinally) rather than lengthwise.
Can the Rotation Tool for Track be used to alter this?
Hi Don,
I'll add a bit to Goku's answer;
+ The 'N' key aligns an object as placed level to the slope of the terrain.
+ The 'H' key will set the 'piviot' or 'origin' point of an object to the terrain altitude at the point where the pivot touches the terrain. This can leave a building with a center pivot with one end buried and the other hanging in mid-air. Like this:
+ Use your own life experience to note how buildings on slopes are constructed.
I hope these pics give you better understanding.
I learned all about how the new editor does it's rotation/transform thing by building a 1 tile test route. That took all of 20 minutes so if you want a good way to learn this stuff, have at it.
Practicing to use a new tool on a valuable route is not the way to sanity.
Enjoy!
On the The Statue of Liberty in New York Harbor there is a Tablet. On it is written: "Give me your tired, your poor, your huddled masses yearning to breathe free,
the wretched refuse of your teeming shore, send these, the homeless, tempest-tossed to me,
I lift my lamp beside the golden door!"
Been absent for “a while†- started messing around with TSRE5 and OMG - this isn’t your Dad’s RE... What an incredible effort and an amazing new tool... I’m chuckling to myself with every new feature I discover - like a kid in a candy store...
I’m a big Terrtex guy - I noticed the fantastic new feature where we can paint Terrtex right in TSRE5... One thought or question - in Mosaic we had the ability to turn on the track, roadways, and water body features so that when we copied the texture from Mosaic into our image editor - they’re clearly marked on the texture for reference... This allows us to make nice even, smoothed, and feathered - right of ways and shorelines - before applying the modified textures back on the tiles...
Is there a way to emulate this in TSRE5 ?
Even better yet - would be if TSRE5 could take a given texture and automatically apply to a respective feature - supplying variables like - texture scaling factor - amount of feathering - offset from the feature...
These features take so much time to create with Mosaic - yet substantially and dramatically improve the appearance of a route - they’re almost a necessary task in my opinion... Given what I’ve seen so far - it would hopefully fall within your skills to produce... We see so few high quality routes created due to the time required to produce said routes - anything we can do to save time - might see more routes produced...
Anyway - thanks for listening and all your hard work...
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