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  • Rick-MONON
    replied
    Guess I need more pictures for clarity...............

    In MSTS Route editor, go to the Placement box and select More, select Track Objects and in there usually is the item or items called Forrest and a tree name....
    You can then use the placement button to draw a rectangle and right click and set the density of the forest.

    Bam, you now have a rectangle of trees in the route to your size you made the rectangle.

    What I am asking is instead of a rectangle, is it possible or could it be possible to make to draw not a rectangle, but draw any area where you want trees in density preferred.

    trees fully covering moutain example



    Old MSTS Route Editor placing Forest blocks of tress in rectangles you draw.


    Proposed way if it is possible to include in TRES

    Last edited by Rick-MONON; 04-22-2018, 08:27.

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  • Coonskin
    replied
    Rick:

    I'm dense and I'm not getting it: What are you trying to illustrate to us mortals?

    I'm trying to get a handle on what TSRE brings to the table... but I'm a bit overwhelmed at this point.

    Leave a comment:


  • Rick-MONON
    replied
    Goku's TRES route editor idea...

    This could be a game changer and just thought of it.
    One of the worst items in any mountain route or route with large hills is trees......LACK OF................
    We must use terrtex that looks like the mountain has trees, which from far away looks good till you get close up.

    On Horseshoe Curve route I populated the hills with 4 forest objects on top of each other on all visible hills, yeah that was 1 mile on each side of the tracks, it took a month.....................and it changed the route 100%, now I have almost total tree coverage on the hills. And the forest objects when placed that many times barely even changed OR's FPS in that area, looks amazing now and runs good.....

    But very hard and slow to put them there because MSTS makes you use rectangular boxes for Forest object placement.

    Looking at the B&O West End as a reference, is it possible or could it be added to be able to just draw a area that you want populated with trees and set the density ( and set it thick if needed)..............????? In other words be able to mark an area not just a rectangle, but draw the area of any deminsion to apply a forest to???

    See illustrations below.........




    I will post Horseshoe Curve picture in a moment!!!!!!!!!

    Horsehoe Curve
    OR Video set to 6000m distance

    Attached Files
    Last edited by Rick-MONON; 04-22-2018, 07:57.

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  • Darter7
    replied
    The new Activity tool in TRE5 shows a "Play" function but "DON'T USE. Will the Play function allow the player to see how the activity might play out? The old Activity editor in MSTS has a "tryout" feature to give the user a feel for how the activity might run, it wasn't always accurate but it was something. Thank you.

    Leave a comment:


  • stlsf4003
    replied
    Thanks!

    Leave a comment:


  • rdayt
    replied
    If you search "tsre5 tutorials" on youtube a few show up.
    A couple are pretty good.

    Randy

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  • stlsf4003
    replied
    Si there some kind of tutorial out there to get some of use new guys up to speed on how to use this route builder?

    Leave a comment:


  • Don6218
    replied
    Thank you both for that information. I am going to give it a go.

    And Vince, I will try your suggestion when things within me settle down a bit. I know what you mean about the sanity!!

    Leave a comment:


  • scottb613
    replied
    New Route Editor

    Hi Folks,

    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...

    Regards,
    Scott


    Sent from my iPad using Tapatalk
    Last edited by scottb613; 02-22-2018, 08:19.

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  • Vince
    replied
    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:
    Click image for larger version

Name:	As Placed or H-KeyLeveled.jpg
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    + Use your own life experience to note how buildings on slopes are constructed.
    Click image for larger version

Name:	N-Key Used.jpg
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ID:	2196547 Click image for larger version

Name:	Rotated.jpg
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ID:	2196548
    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!

    regards,
    Last edited by Vince; 02-21-2018, 16:55.

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  • GokuMK
    replied
    Yes, the shape pivot is defined when you create the object.
    But you can rotate the object after placement in many ways.

    Leave a comment:


  • Don6218
    replied
    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?

    Leave a comment:


  • GokuMK
    replied
    New version: http://koniec.org/tsre5/data/TSRE5_v0.6956.exe

    0.6956

    - fixed bug when editing flipped track elevation
    - new edit box for editing the move/rotate step
    - new settings.txt values
    defaultElevationBox = 0 [values 0 - 3]
    defaultMoveStep = 0.25 [default 0.25]



    - customize Consist Editor GUI using settings.txt
    ceWindowLayout = CU1

    Leave a comment:


  • eolesen
    replied
    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.

    Leave a comment:


  • GokuMK
    replied
    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.

    Leave a comment:

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