You did say something about compression. Are your .W files compressed to binary format? TSRE always converts .W files to text uncompressed format when .W file is saved.
Type: Posts; User: GokuMK
You did say something about compression. Are your .W files compressed to binary format? TSRE always converts .W files to text uncompressed format when .W file is saved.
Select first the service you want to edit.
Otherwise you are editing a NULL service.
Are track sections or track shapes missing? It is huge difference. If you are talking about shapes, check OR log file if they still are in TSRE but not in OR.
Change dpi / scaling to 100% or max 125%.
Or maybe try something mentioned here:
https://www.windowscentral.com/how-change-high-dpi-settings-classic-apps-windows-10-april-2018-update
This QT static build is outdated. TSRE now uses 5.7.1 with openssl and websockets.
For your own purposes you can just install QT from their website and build TSRE using dynamic QT libs. Static build...
TSRE has AUTO FIX for that for years. No need for Horace.
http://www.onrails.eu/viewtopic.php?f=6&t=159
Try version .7.005
Thank you for testing.
I did forget about tr_watermark sorting.
You can use new TSRE version, just dont use TRK max static level property.
Please don't say so. It's not the reason.
There is a new version of TSRE at koniec.org. I did forget to commit these changes long time ago.
Use:
TsreMaxStaticDetailLevel ( 10 )
In your .trk file. Replace 10 with the number you want.
Did you remove the # character?
You have to adjust quadTree option in settings.txt. Try true or false
What you see now is only Distant Terrain (DM) and TSRE doesn't support textures for DM created using DEMEX.
It should be the last one, or close to the last one in case of a texture bug.
If after auto fix you see no errors and TSRE still crashes, it may be crash due to faulty Shape file or texture.
You can remove Shapes and Textures directories completely and see if it prevents...
You dont have to turn off anything in TSRE and editing tracks in TSRE doesnt lead you to dangerous situations like in MSRE when you can destroy the route just by editing a vector with interactives....
I wont limit pointer because now you can point at an far object and instantly jump there.
I don't know why you have so big problem when snapping tracks without terrain. Maybe change line width so that you can better see if pointer is sitting on the track, or change mouse sensitivity so...
You have the answer in the basic guide: http://koniec.org/tsre5/recontrols.html
Stop with this old nonsense. Just try the method mentioned in my previous post. Unless you want to remove more than dozens of tiles, it will be the fastest and easiest solution. + proper route...
AutoFix won't remove not referenced vectors, because sometimes they are useful and intended to be this way.
But you can easily remove huge amounts of objects. Select terrain patches -> right click...
I don't know if you know, but you can remove objects using TSRE too.
You can define a set of objects to remove from a route in settings.txt, for example:
objectsToRemove = signal:speedpost
And...
TSRE does not remove unused shaders. It is a not implemented feature, not a bug.
Use Shift instead of Ctrl.
You can show them to me and maybe I can help you fix them.
Somewhere here or at ET someone posted more than one time an easy way to convert different geo data formats to .hgt. TSRE supports high resolution hgt files too. Just find the tutorial.