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Thread: Oh Great...anybody ever see this?

  1. #1
    Join Date
    Oct 2004
    Location
    Southgate, Michigan, USA.
    Posts
    301

    Unhappy Oh Great...anybody ever see this?

    I don't know how this happened,(see pic),
    but I have this now...everything in my Terrain.bin looks the same. (normal).

    Has anybody ever had this happen?
    Does anybody have an idea of what could have caused this?
    I made no changes to the route and it was fine one min...and then I came out and went back in a few min's latter and this is what I see. (it goes away as you get closer)
    I think it may have something to do with the distance mips(?) or something...but they haven't been changed and are the same as they have always been.
    I cant fix it if I don't know what is broken.

    Thanks in advance,
    Attached Images Attached Images

  2. #2

    Default

    Without the GPS compass co-ordinates being displayed one can not tell whether the area in both pictures is the same.

    If it is then could be that some tiles folders / files have disappeared ?

    O t t o

  3. #3
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    Default

    It looks like corrupt textures for the default slope texture..
    Jonathan

  4. #4
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    Location
    Smithsburg, MD. USA.
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    Default

    Hi David,

    Could you either attach your texturing.bin file here or copy and paste the bottom of your texturing.bin file, starting at "<DistantTerrainColour>" and down?
    Tom

  5. #5
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    Southgate, Michigan, USA.
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    Default

    Thanks for the feedback guys,

    Its not the same area...but rather a general look at how various areas look.
    I have to concur that something is amiss in this code...but nothing has been changed.

    Code:
    </MixTex>
    			<DistantTerrainColour>
    				<cHcColour>
    					<Red d:type="sFloat32" d:alt_encoding="000000201895D43F" d:precision="string">0.3216</Red>
    					<Green d:type="sFloat32" d:alt_encoding="000000001B9ECE3F" d:precision="string">0.2392</Green>
    					<Blue d:type="sFloat32" d:alt_encoding="000000408D97C63F" d:precision="string">0.1765</Blue>
    					<Alpha d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</Alpha>
    				</cHcColour>
    			</DistantTerrainColour>
    			<LowGroundTextureIndex d:type="sUInt32">1</LowGroundTextureIndex>
    			<MidGroundTextureIndex d:type="sUInt32">1</MidGroundTextureIndex>
    			<HighGroundTextureIndex d:type="sUInt32">1</HighGroundTextureIndex>
    			<RockTextureIndex d:type="sUInt32">98</RockTextureIndex>
    			<LowToMidHeightPoint d:type="sFloat32" d:alt_encoding="000000000088B3C0" d:precision="string">-5000.0000</LowToMidHeightPoint>
    			<LowToMidThreshold d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</LowToMidThreshold>
    			<MidToHighHeightPoint d:type="sFloat32" d:alt_encoding="000000000087B3C0" d:precision="string">-4999.0000</MidToHighHeightPoint>
    			<MidToHighThreshold d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</MidToHighThreshold>
    			<RockGradient d:type="sFloat32" d:alt_encoding="0000000000002440" d:precision="string">10.0000</RockGradient>
    			<RockThreshold d:type="sFloat32" d:alt_encoding="0000006066661A40" d:precision="string">6.6000</RockThreshold>
    			<ShadowTextureScaleFactor d:type="sFloat32" d:alt_encoding="000000E04D62403F" d:precision="string">0.0005</ShadowTextureScaleFactor>
    			<ProceduralFloraTextureID d:type="cDeltaString">WorkhorseStudios\WashingtonRail\Railsimulator\Environment\Terrain\[00]grass</ProceduralFloraTextureID>
    		</cTerrainTextureBluePrint>
    	</Blueprint>
    </cBlueprintLoader>

  6. #6
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    Default

    Quote Originally Posted by Otterbear View Post
    Thanks for the feedback guys,

    Its not the same area...but rather a general look at how various areas look.
    I have to concur that something is amiss in this code...but nothing has been changed.

    Code:
    </MixTex>
    			<DistantTerrainColour>
    				<cHcColour>
    					<Red d:type="sFloat32" d:alt_encoding="000000201895D43F" d:precision="string">0.3216</Red>
    					<Green d:type="sFloat32" d:alt_encoding="000000001B9ECE3F" d:precision="string">0.2392</Green>
    					<Blue d:type="sFloat32" d:alt_encoding="000000408D97C63F" d:precision="string">0.1765</Blue>
    					<Alpha d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</Alpha>
    				</cHcColour>
    			</DistantTerrainColour>
    			<LowGroundTextureIndex d:type="sUInt32">1</LowGroundTextureIndex>
    			<MidGroundTextureIndex d:type="sUInt32">1</MidGroundTextureIndex>
    			<HighGroundTextureIndex d:type="sUInt32">1</HighGroundTextureIndex>
    			<RockTextureIndex d:type="sUInt32">98</RockTextureIndex>
    			<LowToMidHeightPoint d:type="sFloat32" d:alt_encoding="000000000088B3C0" d:precision="string">-5000.0000</LowToMidHeightPoint>
    			<LowToMidThreshold d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</LowToMidThreshold>
    			<MidToHighHeightPoint d:type="sFloat32" d:alt_encoding="000000000087B3C0" d:precision="string">-4999.0000</MidToHighHeightPoint>
    			<MidToHighThreshold d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</MidToHighThreshold>
    			<RockGradient d:type="sFloat32" d:alt_encoding="0000000000002440" d:precision="string">10.0000</RockGradient>
    			<RockThreshold d:type="sFloat32" d:alt_encoding="0000006066661A40" d:precision="string">6.6000</RockThreshold>
    			<ShadowTextureScaleFactor d:type="sFloat32" d:alt_encoding="000000E04D62403F" d:precision="string">0.0005</ShadowTextureScaleFactor>
    			<ProceduralFloraTextureID d:type="cDeltaString">WorkhorseStudios\WashingtonRail\Railsimulator\Environment\Terrain\[00]grass</ProceduralFloraTextureID>
    		</cTerrainTextureBluePrint>
    	</Blueprint>
    </cBlueprintLoader>
    Try putting this value in:


    Where you have "<RockTextureIndex d:type="sUInt32">98</RockTextureIndex>"

    Use:
    <RockTextureIndex d:type="sUInt32">9</RockTextureIndex>

    or try:

    <RockTextureIndex d:type="sUInt32">2</RockTextureIndex>
    Last edited by tomkat41; 02-16-2010 at 04:15 PM.
    Tom

  7. #7
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    Southgate, Michigan, USA.
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    Wink

    Thanks Tom,
    I'm fairly certain this will work...
    The real question is WHY did this happen and WHY do files KEEP getting corrupted?
    The >98< value is My texture that I created. I Have checked all the texture files and they are fine.
    I can just replace the "corrupted" Terrain.bin with my backup, but that doesn't really solve the problem. Kind of like picking up after a child...the best solution would be to prevent the child from making the &(*&%@#*& mess in the first place.

    This aggravation is by no means directed at you Tom, your a great help.
    Thanks for all your work in helping me "Clean up" these messes I keep getting into.

    EDIT:
    Well, it was worth a shot...replacing the "corrupted" terrain.bin has not fixed the problem. Bummer.
    RW seems to be having a problem with a couple of "unique" textures that up until yesterday, it had no problem with whatsoever.
    Replacing the number at the bottom works...it just replaces the texture, with a default texture...but anyplace in my route where I used the unique textures...they have this problem with the distant mips color. Up close they are fine.
    Last edited by Otterbear; 02-16-2010 at 04:48 PM.

  8. #8
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    Smithsburg, MD. USA.
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    Default

    Quote Originally Posted by Otterbear View Post
    Thanks Tom,
    I'm fairly certain this will work...
    The real question is WHY did this happen and WHY do files KEEP getting corrupted?
    The >98< value is My texture that I created. I Have checked all the texture files and they are fine.
    I can just replace the "corrupted" Terrain.bin with my backup, but that doesn't really solve the problem. Kind of like picking up after a child...the best solution would be to prevent the child from making the &(*&%@#*& mess in the first place.

    This aggravation is by no means directed at you Tom, your a great help.
    Thanks for all your work in helping me "Clean up" these messes I keep getting into.

    EDIT:
    Well, it was worth a shot...replacing the "corrupted" terrain.bin has not fixed the problem. Bummer.
    RW seems to be having a problem with a couple of "unique" textures that up until yesterday, it had no problem with whatsoever.
    Replacing the number at the bottom works...it just replaces the texture, with a default texture...but anyplace in my route where I used the unique textures...they have this problem with the distant mips color. Up close they are fine.
    Hi David,

    I'll try to explain how the texturing bin file works, hopefully I won't confuse you.

    This is taken from the US texturing bin file:

    Code:
    				<cMixTexDescriptor d:id="16390984">
    					<BaseTextureName d:type="cDeltaString">Kuju\RailSimulatorUS\Environment\Terrain\Grass\scrub002</BaseTextureName>
    					<BaseSpringTextureName d:type="cDeltaString"></BaseSpringTextureName>
    					<BaseSummerTextureName d:type="cDeltaString"></BaseSummerTextureName>
    					<BaseAutumnTextureName d:type="cDeltaString"></BaseAutumnTextureName>
    					<BaseWinterTextureName d:type="cDeltaString">Kuju\RailSimulatorUS\Environment\Terrain\Grass\scrub002_wi</BaseWinterTextureName>
    					<DisplayName d:type="cDeltaString">Scrub - mixed</DisplayName>
    					<LocalisedDisplayName>
    						<Localisation-cUserLocalisedString>
    							<English d:type="cDeltaString"></English>
    							<French d:type="cDeltaString"></French>
    							<Italian d:type="cDeltaString"></Italian>
    							<German d:type="cDeltaString"></German>
    							<Spanish d:type="cDeltaString"></Spanish>
    							<Arabic d:type="cDeltaString"></Arabic>
    							<Basque d:type="cDeltaString"></Basque>
    							<Bulgarian d:type="cDeltaString"></Bulgarian>
    							<Catalan d:type="cDeltaString"></Catalan>
    							<Croatian d:type="cDeltaString"></Croatian>
    							<Czech d:type="cDeltaString"></Czech>
    							<Danish d:type="cDeltaString"></Danish>
    							<Dutch d:type="cDeltaString"></Dutch>
    							<Finnish d:type="cDeltaString"></Finnish>
    							<FrenchCA d:type="cDeltaString"></FrenchCA>
    							<Greek d:type="cDeltaString"></Greek>
    							<Hungarian d:type="cDeltaString"></Hungarian>
    							<Indonesian d:type="cDeltaString"></Indonesian>
    							<Japanese d:type="cDeltaString"></Japanese>
    							<Korean d:type="cDeltaString"></Korean>
    							<Norwegian d:type="cDeltaString"></Norwegian>
    							<Polish d:type="cDeltaString"></Polish>
    							<Portuguese d:type="cDeltaString"></Portuguese>
    							<PortugueseBR d:type="cDeltaString"></PortugueseBR>
    							<Romanian d:type="cDeltaString"></Romanian>
    							<Russian d:type="cDeltaString"></Russian>
    							<Serbian d:type="cDeltaString"></Serbian>
    							<SimpChinese d:type="cDeltaString"></SimpChinese>
    							<Slovak d:type="cDeltaString"></Slovak>
    							<Slovenian d:type="cDeltaString"></Slovenian>
    							<Swedish d:type="cDeltaString"></Swedish>
    							<Thai d:type="cDeltaString"></Thai>
    							<TradChinese d:type="cDeltaString"></TradChinese>
    							<Turkish d:type="cDeltaString"></Turkish>
    							<Other/>
    						</Localisation-cUserLocalisedString>
    					</LocalisedDisplayName>
    					<Wang d:type="cDeltaString">eTrue</Wang>
    					<FloraIndex d:type="sUInt32">0</FloraIndex>
    					<FloraDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</FloraDensity>
    					<Category d:type="cDeltaString">eGrass</Category>
    				</cMixTexDescriptor>
    Each one of these are an index. This is the first one in the US texturing bin file, so this would be index 1.

    This is the second section in the texturing bin file:

    Code:
    				<cMixTexDescriptor d:id="19622360">
    					<BaseTextureName d:type="cDeltaString">Kuju\RailSimulatorUS\Environment\Terrain\Rock\Rock003</BaseTextureName>
    					<BaseSpringTextureName d:type="cDeltaString"></BaseSpringTextureName>
    					<BaseSummerTextureName d:type="cDeltaString"></BaseSummerTextureName>
    					<BaseAutumnTextureName d:type="cDeltaString"></BaseAutumnTextureName>
    					<BaseWinterTextureName d:type="cDeltaString"></BaseWinterTextureName>
    					<DisplayName d:type="cDeltaString">Rock - Light</DisplayName>
    					<LocalisedDisplayName>
    						<Localisation-cUserLocalisedString>
    							<English d:type="cDeltaString"></English>
    							<French d:type="cDeltaString"></French>
    							<Italian d:type="cDeltaString"></Italian>
    							<German d:type="cDeltaString"></German>
    							<Spanish d:type="cDeltaString"></Spanish>
    							<Arabic d:type="cDeltaString"></Arabic>
    							<Basque d:type="cDeltaString"></Basque>
    							<Bulgarian d:type="cDeltaString"></Bulgarian>
    							<Catalan d:type="cDeltaString"></Catalan>
    							<Croatian d:type="cDeltaString"></Croatian>
    							<Czech d:type="cDeltaString"></Czech>
    							<Danish d:type="cDeltaString"></Danish>
    							<Dutch d:type="cDeltaString"></Dutch>
    							<Finnish d:type="cDeltaString"></Finnish>
    							<FrenchCA d:type="cDeltaString"></FrenchCA>
    							<Greek d:type="cDeltaString"></Greek>
    							<Hungarian d:type="cDeltaString"></Hungarian>
    							<Indonesian d:type="cDeltaString"></Indonesian>
    							<Japanese d:type="cDeltaString"></Japanese>
    							<Korean d:type="cDeltaString"></Korean>
    							<Norwegian d:type="cDeltaString"></Norwegian>
    							<Polish d:type="cDeltaString"></Polish>
    							<Portuguese d:type="cDeltaString"></Portuguese>
    							<PortugueseBR d:type="cDeltaString"></PortugueseBR>
    							<Romanian d:type="cDeltaString"></Romanian>
    							<Russian d:type="cDeltaString"></Russian>
    							<Serbian d:type="cDeltaString"></Serbian>
    							<SimpChinese d:type="cDeltaString"></SimpChinese>
    							<Slovak d:type="cDeltaString"></Slovak>
    							<Slovenian d:type="cDeltaString"></Slovenian>
    							<Swedish d:type="cDeltaString"></Swedish>
    							<Thai d:type="cDeltaString"></Thai>
    							<TradChinese d:type="cDeltaString"></TradChinese>
    							<Turkish d:type="cDeltaString"></Turkish>
    							<Other/>
    						</Localisation-cUserLocalisedString>
    					</LocalisedDisplayName>
    					<Wang d:type="cDeltaString">eTrue</Wang>
    					<FloraIndex d:type="sUInt32">0</FloraIndex>
    					<FloraDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</FloraDensity>
    					<Category d:type="cDeltaString">eRock</Category>
    				</cMixTexDescriptor>
    This would be index 2.

    These indexes are saved in your mixmaps folder in your route as indexes. If you put your custom terrain texture in the middle or top or in between the top and bottom the indexes won't match and your textures will be different, like coal under your tracks where the ballast should be or mud where grass should be. The US texturing bin file unless I missed counted has around 39 indexes. The best thing to do is count the indexes in the file and put your custom texture/index at the bottom of the last index and use that number as your index. If the US texturing bin file has 39 indexes then your custom texture/index would be index 40
    Tom

  9. #9
    Join Date
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    Location
    Stevens Point, Wisconsin, USA.
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    Default

    Something to do with the sliders in the graphical display settings. That Wisconsin texture was fine in Railsim (in fact it was cloned from the default forest texture so no actual difference) but in Railworks it gets that dark blue tone when the Options, Graphical Detail, Terrain Texture is set to low. For now I just set it to high, if RSC ever finishes tinkering with the spark plugs and it still does it, I'll fiddle with it and see if I can find the cause.

  10. #10
    Join Date
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    Default

    Thank you sir(s),
    That must be it...hmmm, my new texture has the same problem...it looks like the alpha channel may be the culprit.

    Thanks Tom,
    Yea, I got really familiar with the Terrain.bin (spent about 4 months working with it.)
    Everything is where it should be. (yes, I do have a lot of extras...about 60...this terrain.bin is from a friend (Sniper), and has the U.S. and U.K. textures combined, as well as a few of my own.)

    EDIT:
    YIKES!...that didn't fix it.
    (everything is maxed out).

    OK, question...why would this problem occur now?...I've checked my route several times on lower settings...and never had this happen.
    I really need to get to the bottom of this, as this is a payware route that I'm working on.
    It seems to only effect the distance Mips...if that helps any, Sniper. up close everything is perfect...which would move me away from the textures alpha channel as a possible suspect...and toward the Terrain.bin settings as more or less the problem.

    Incidentally, all files verify.
    Last edited by Otterbear; 02-16-2010 at 06:05 PM.

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