I wont limit pointer because now you can point at an far object and instantly jump there.
Type: Posts; User: GokuMK
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.
TSRE message says that it can't find imageMapsUrl in settings.txt at all. You have something wrong with your settings file.
Use new TSRE version.
Wrong location of settings.txt file? It must be located where EXE file is, not the shortcut.
Or .. character mismatch in your line?
Latest TSRE version should have resolved issues with these random spikes.
Looks like wrong tsection entry, but it's better not to use such a crazy long shapes anyway.
Other people use even longer vectors without issues like yours.
Using TSRE autoplacement you can autoplace third rail just like wires, embankments etc. using short shape with one click. Object count will be much higher than when using dedicated shapes, but tile...
Do you know that instead of making dozens of different shapes and using WFH you can just use one shape and auto placement with two point rotation? Super fast solution for making wires etc.
If your DM is flat in some places, check first if geodata is available before generating tiles.
You have to check the box for auto geodata before making a DM terrain.
In this case you can increase tile rendering radius "tileLod" in settings.txt and wait until cars reach location of car spawner placement and you can select car spawner by selecting a car. But that's...
You can send me a demo route and instruction how to cause this bug.
joe_star already explained you that you have to un-Z adjacent tracks on both ends in case of such error, because track section position and rotation is related to a position of a previous track...
This bug with last traksection wrong rotation is known, but I couldn't reproduce it, so can't fix it.
Other your problems I think is your fault, because you are a "hacker" :)
Just remove these items from file and run tsre and save.
Your error was caused by a broken signal link. TSRE 0.699 and above can fix these errors. I recommend you using TSRE5_v0.699.1.exe - it can find and correct even more errors.