Train-Sim.Com
Microsoft Train Simulator

Cascade Crossing ui & shapeload errors solved

Notice to all visitors and members of the Train-Sim.Com message forums:
If you plan on using a signature banner in your posts, we would like to remind you that there is a maximum size for banners. That maximum is 450 pixels wide by 120 pixels high, and not to exceed 25k. Your compliance is appreciated. FORUM RULES Problems? There are two common reasons for problems with logging in and posting messages. The first is that you are running a firewall that prevents your messages from being sent to the server. The other is that you have cookies disabled; the DCForum software requires cookies to work properly.

Previous Topic | Next Topic

Printer-friendly copy Email this topic to a friend

Reading Topic #25584

Charter Member · 127 posts

After much trouble shooting, I have a solution to the problems associated with MLT's Cascade Crossing problems. While the route is heavily scenic'd, the problem is, as we all thought, the highly detailed engines. I found that by slowly adding MLT engines into MP3 and other routes, the same problems with shapes and ui errors started to occur.I decompressed the *.s files using Decapods great Shape File Manager, and experimented with different poly/distance settings for MLT's engines. I found that by changing the default values, which were very high, to 125, 200, 500, 2000, the crashes stopped, and I couldn't see any difference in the rolling stock as it approached in cabview or from exterior camera angles. I run 1600x1200, 32 bit, all sliders maxed and shadows on.I haven't messed with poly settings in MLT's excellent freight rolling stock yet, but I think by reducing values there, it would free up even more memory for loading tiles.I hope MLT doesn't mind me messing with these files, but I was so frustrated I was about to shelf their models until I--or someone--could find an acceptable fix.Brad

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

RE: Cascade Crossing ui & shapeload errors solved., CBF, Nov-21-04, 02:29 PM, (1) RE: Cascade Crossing ui & shapeload errors solved., Brad3816, Nov-21-04, 03:01 PM, (2) RE: Cascade Crossing ui & shapeload errors solved., Brad3816, Nov-21-04, 03:06 PM, (3) RE: Cascade Crossing ui & shapeload errors solved., cbblackard, Nov-21-04, 05:00 PM, (4) RE: Cascade Crossing ui & shapeload errors solved., Balata, Nov-21-04, 08:12 PM, (5) RE: Cascade Crossing ui & shapeload errors solved., pointroberts, Nov-21-04, 09:33 PM, (6) RE: Cascade Crossing ui & shapeload errors solved., seern, Nov-21-04, 10:13 PM, (7) RE: Cascade Crossing ui & shapeload errors solved., longislandmike, Nov-22-04, 06:02 PM, (8) RE: Cascade Crossing ui & shapeload errors solved., buttercup, Nov-22-04, 10:46 PM, (9) RE: Cascade Crossing ui & shapeload errors solved., longislandmike, Nov-23-04, 06:48 PM, (10) RE: Cascade Crossing ui & shapeload errors solved., asmith46, Nov-24-04, 04:44 AM, (11) RE: Cascade Crossing ui & shapeload errors solved., Claude350, Nov-24-04, 08:21 AM, (12) RE: Cascade Crossing ui & shapeload errors solved., jorge, Nov-24-04, 11:42 AM, (13) RE: Cascade Crossing ui & shapeload errors solved., Brad3816, Nov-24-04, 01:13 PM, (14) RE: Cascade Crossing ui & shapeload errors solved., longislandmike, Nov-24-04, 05:38 PM, (15)

Conferences | Topics | Previous Topic | Next Topic

Member since Aug-17-02 · 309 posts

RE: Cascade Crossing ui & shapeload errors solved.


Hi Brad; It is great that someone has isolated this particular problem, and found a solution. Some time ago, someone pointed out that MSTS can handle a max of 150000 polys shared between rolling stock and scenery.I don't think MLT would have a problem with anyone tinkering with their product, provided it was not re-distributed. Everyone would have to alter their own trains to their own specifications.Also, for newbies, and for people like me who have not done this type of editing before, more specific instructions would be nice.Thanks for your efforts and Cheers; Chuck F.

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 127 posts

RE: Cascade Crossing ui & shapeload errors solved.

Here's how I change poly level distances.First, download Decapods Shape File Manager (SFM). Follow the instructions included in the zip. You must have Microsoft NET framework installed to use. This is available for download at Microsoft.Open the SFM and navigate to the MSTS folder. Further navigate until you find the .s (shape) file you want to change. Once you find the .s file, uncompress it using SFM.When the file is compressed, drag the mouse cursor over the blue options menu. You will get a menu of several values that you can change. Select Distance Level value, then change the values.I use 125, 200, 500, 2000 for MLT engines.When you are finished, re-compress the file using SFM.Hope this is clear. I haven't had problems installing or using the SFM program, but some guys have. I'm sorry, I can't trouble-shoot problems with its installation or use, you may need to refer past posts.Brad

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Nov-5-04 · 8 posts

RE: Cascade Crossing ui & shapeload errors solved.

thanks for the info, made the changes and ran the 2nd activity with no problems. usually get a crash at the lvg chip yard during switching and a long train loads in

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 635 posts

RE: Cascade Crossing ui & shapeload errors solved.

Brad,You are right to a point. The rolling stock in CC was beefed up by Danny to be 1024 x 1024 and high poly. You put this stuff into any route and it will eventually overload MSTS. Problem is in CC a lot of the static objects are also 1024 x 1024 so that point is reached much faster. What you have come up with will help a lot, but we may need to down shift the close in static objects some too. Lets hope that Andy can help out here by doing a patch to reduce the resolution on some of the stuff.

Sharon Evans
Glen Allen, Virginia
Activities are what makes MSTS run.

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Sep-22-03 · 388 posts

RE: Cascade Crossing ui & shapeload errors solved.

Great info on a fix here. Just one thing, Shape File Manager is a real slow loading program. I'm always getting a message about script running slow on Internet Explorer. Is this program tied the IE? And why? I want to try and fix my CC rolling stock, but everything takes forever. Thanks.Mike

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 801 posts

RE: Cascade Crossing ui & shapeload errors solved.

You can get sfm to load faster if you move the shape files you want to work on outside the trainsets folder. That way the program doesn't have to list all the folders in the trainsets directory.Regards,Eric

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Sep-22-03 · 388 posts

RE: Cascade Crossing ui & shapeload errors solved.

Eric,I thought that was the way to do it, thanks. I just went through the CC engines and did the changes. The program does it fast.Mike

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Sep-30-03 · 109 posts

RE: Cascade Crossing ui & shapeload errors solved.

Hmmmm. I may be way off on understanding the way things work here, but might this also help improve framerates on routes like CSX MM Sub, if it could be applied to scenery? Or is this a totally different issue? And if it did work, would there be way too many objects to modify to make it worthwhile? I don't know much about how object file types work in MSTS, so please excuse me for taking up bandwidth if I misunderstood what is going on here. You guys are the greatest, thanks for all your good ideas and innovations.-Al

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 2474 posts

RE: Cascade Crossing ui & shapeload errors solved.

LAST EDITED ON Nov-24-04 AT 08:23 AM (EST)

Does each shape file have to be done separately or can they be done all at once? Has anyone attempted this change on the MLT freight cars?Claude Debnam NS Piedmont Division Raleigh EastCascade Crossing ui & shapeload errors solved – image 1

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 127 posts

RE: Cascade Crossing ui & shapeload errors solved.

ClaudeYou can zip and unzip batches of .s files by using Okrasa's Zipper file by dragging and dropping, but you need to change the distance values individually.I changed all MLT freight stock, but put them back the way they were as it didn't seem to have much impact and I didn't like the trucks disappearing effect.I am beginning to wonder if processing the distance level may be playing a part here. In other words, Polys are loaded at the 2000m level, then change four more times for each piece of rolling stock as AI train, for instance, gets closer. The archane way MSTS handles the limited cache memory doesn't release that memory, but stacks it on top. The reason I thought of this, is because I can use Gaetan Belanger's rolling stock, which only has one poly level--usually very high, and not have the problem. I am still experimenting with this theory and will post when I have something more difinitive. The other reason I am thinking this, is because when the computer freezes due to shapes not loading, you can revert back to the recent save and be okay.Brad

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Sep-22-03 · 388 posts

RE: Cascade Crossing ui & shapeload errors solved.

I still had to turn down sliders. I am running the 'lumber train.act'. Mike

Alert | IP


[ Home | MSTS Forum | MSTS FAQ | How To... | File Library ] Copyright © 2004 by Nels Anderson. All Rights Reserved.

Restored from the Train-Sim.Com archive, captured December 10, 2004. About this archive.