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Huge yards and static trains

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Charter Member · 5608 posts

LAST EDITED ON Sep-06-03 AT 06:39 PM (EDT)

Huge yards and static trains – image 1Haven't heard from metraup for a while, last report he was working on Proviso. Good thing he started young! Anyway, I've been gnawing on this framerate VS detail issue for quite a while, and being a lazy SOB I thought I'd toss this out to get somebody else to do the testing. Worst trouble with really huge yards is they look ridiculous unless they're filled with freight cars. Adding zillions of loose consists makes them look good, but really tanks the FPS.Huge yards and static trains – image 2Half of those cars are fake. The theory is that cloning cars and engines for static objects and placing them on something like dumb tracks will be kinder to framerates than just placing a *&^%$#!load of loose consists in each activity, since the sim don't have to load the .eng and .wag files for static objects. The opposing school of thought is "polygons is polygons", and it won't make any difference. I don't currently have any low or midrange computers to test the idea on, and I really can't tell if there's any framerate improvement or not.Well, when in doubt, make a batch file.http://www.train-sim.com/dcforum/User_files/3f5a5cb8048361b4.zipAnyone wants to try it, download that, extract/copy/move to your route's main folder, run statictrains.bat. This will copy the shapes and textures for the MSTS 1.0 freight cars, plus the three default BNSF engines, to your route's \Shapes and \Textures folders. Open the statictrains.ref file in wordpad, copy all the text, and paste into the bottom of your route's ref file. This will give you 25 new objects under "static trains". You can use real track instead of fake track, but it's probably best if it's not connected, so the player won't get confused attempting to couple on to cars that aren't really there. Alignment can be tedious, and the cars have to be bumped up almost half a meter to sit on top of the rails. How exact you need to get depends on how closely they'll be inspected, which depends on distance from connected tracks. One option is to make 3 parallel tracks on each side of the real yard tracks with static trains on those, to create the illusion of a much larger yard. Will this help the framerates? I dunno, you tell me.If you actually use this for something you're gonna upload, after packaging with Route Riter I would suggest going thru the \Shapes and \Textures folders manually to delete all the shape and texture files for the static trains. Then open the RR created installme.bat, open statictrains.bat, and copy all the text from statictrains.bat and paste at the bottom of installme.bat. That way you won't be uploading several megs of files the end user already has, and the lines from statictrains.bat will copy from his trainset folder into the installed route.

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RE: huge yards and static trains., Lone_Gunman_SG, Sep-06-03, 06:51 PM, (1) RE: huge yards and static trains., sniper297, Sep-06-03, 07:00 PM, (2) RE: huge yards and static trains., brooksy, Sep-06-03, 10:21 PM, (3) Check your clearance, Clarence!, sniper297, Sep-06-03, 10:50 PM, (4) RE: Check your clearance, Clarence!, JohnNetzlof, Sep-07-03, 12:37 PM, (5) RE: huge yards and static trains., kevarc, Sep-07-03, 01:10 PM, (6) RE: huge yards and static trains., rckambach, Sep-07-03, 07:36 PM, (7) RE: huge yards and static trains., griffinmt, Sep-07-03, 10:14 PM, (8) oopz!, sniper297, Sep-07-03, 11:30 PM, (9) RE: oopz!, mrmike, Sep-08-03, 01:17 AM, (10) RE: oopz!, Vulcan Foundry, Sep-08-03, 08:29 PM, (11) RE: oopz!, brooksy, Sep-08-03, 09:03 PM, (12) RE: oopz!, Hobart, Sep-08-03, 11:15 PM, (13) RE: oopz!, brooksy, Sep-09-03, 01:02 AM, (14) RE: oopz!, enocell, Sep-09-03, 02:08 PM, (15) RE: oopz!, Hobart, Sep-09-03, 10:09 PM, (18) RE: oopz!, brooksy, Sep-10-03, 04:00 AM, (19) RE: oopz!, kevarc, Sep-09-03, 02:09 PM, (16) Cry insanity! And let slip the god of coconuts!, sniper297, Sep-09-03, 07:32 PM, (17) RE: huge yards and static trains., metraup, Sep-10-03, 09:19 PM, (20) RE: huge yards and static trains., sniper297, Sep-10-03, 11:42 PM, (21) RE: huge yards and static trains., jleslie, Sep-12-03, 09:14 AM, (22) RE: huge yards and static trains., kevarc, Sep-12-03, 09:25 AM, (23) EEEK! Lupe Gourre!!!, sniper297, Sep-12-03, 02:37 PM, (24) RE: EEEK! Lupe Gourre!!!, jleslie, Sep-12-03, 04:57 PM, (25) RE: EEEK! Lupe Gourre!!!, JohnNetzlof, Sep-12-03, 06:37 PM, (26) RE: EEEK! Lupe Gourre!!!, Lone_Gunman_SG, Sep-13-03, 11:03 AM, (27) Live vs. Dummy tracks, jdtrainman, Sep-15-03, 01:29 PM, (28) RE: Live vs. Dummy tracks, sniper297, Sep-15-03, 02:49 PM, (29) RE: Live vs. Dummy tracks, jdtrainman, Sep-15-03, 03:08 PM, (30) RE: Live vs. Dummy tracks, Lone_Gunman_SG, Sep-15-03, 05:15 PM, (31) RE: Live vs. Dummy tracks, sniper297, Sep-15-03, 07:41 PM, (32) RE: huge yards and static trains., Hack, Sep-16-03, 04:54 AM, (33) RE: huge yards and static trains., Engineer, Sep-24-03, 05:05 PM, (34) RE: huge yards and static trains., griffinmt, Sep-24-03, 08:55 PM, (35)

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Charter Member · 1908 posts

RE: huge yards and static trains.

Huge yards and static trains – image 3

This is surely a great advancement.Are they separate cars or whole "trains"?------------------------------------------------------------
"Well sir there's nothing on earth like a genuine bona-fide electrified six-car monorail!"My grandma says that Train Simulator was the cheapest train set she ever bought me

Huge yards and static trains – image 4

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Charter Member · 5608 posts

RE: huge yards and static trains.

Seperate cars. You can place and align a a bunch of cars into a string, then do the CTRL click click click to multiple select, and CTRL V to paste a string of cars. The above screenshot, all the cars on the center tracks are the fake ones, took about 15 minutes to place and align all the individual ones, then I multiple selected 5 to 7 cars at a time and pasted them along the inner tracks. Total to create that was about 20 minutes.I wouldn't call it a great advancement yet, let's see if it makes any difference in framerates!

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Charter Member · 210 posts

RE: huge yards and static trains.

LAST EDITED ON Sep-06-03 AT 10:23 PM (EDT)

Hi Jim
I have tried this in the past with default wagons and other downloads with marginal results.
The default stock generally has lower poly rates than some of the more detailed stuff released by others.
I have suffered from frame hits dependant, obviously, on the poly/detail of the models used.
What has worked very well is purpose built stock as static trains.
Ian Jenkins from the UK has uploaded some UK stock to the Brit site on a couple of occasions that I have used.
Although these have the UK buffers they are a good compromise for NZ wagons particularly from a distance.
The good thing with these is that the frame rates are hardly affected.
Basically these are low poly 2D models.
Ian makes them up as singles and prejoined strings of wagons.
Maybe one of the model making boys could pick up on this to do US stock purely as static trains?
One thing you do have to watch is where you place them as it is easy to end up with a declared consist over the top of them.
I usually place them on track to one side of the main yard throughway.
Cheers

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Charter Member · 5608 posts

Check your clearance, Clarence!

"marginal results", that's my problem so far, do 50 static object cars have the same or less effect on framerates as 50 loose consists in an activity? Hard to tell, I suspect I'm gonna have to stick 300 or so in a yard as loose consists, then place 300 static cars, and check the difference. If any."Maybe one of the model making boys could pick up on this to do US stock purely as static trains?"Hee-hee, not me, them 3D object makers look too complicated to me. Advantage of this is it don't take up any space, if you download that zip file you'll see it's only 1kB for 25 objects since it just copies files that everyone with MSTS already has. Ace textures are largely uncompressable, so if you made 22 cars and 3 engines you'd either have to find a way to use default textures on simple shapes, or include 25 textures with the package. Even at 256x256 flat DXT compressed, at 43kB per ace file that's one megabyte of additional textures.Huge yards and static trains – image 5Almost forgot the main reason I did this, US2FREIGHTCARYEL1 is the tallest of the default cars. I generally don't use intermodals, trailer trains, and autoracks cuz I don't like the modern look, so I often end up with bridges, gantries, tunnels, etc. that are too low and clip off the tops of some cars. Someone was asking earlier about a tool to measure length of sidings and spurs to get an idea how many cars would fit on it, and this would solve that too. Just place a bunch of average length cars temporarily to see how many your siding/spur will hold, then delete them after laying the track."One thing you do have to watch is where you place them as it is easy to end up with a declared consist over the top of them."Yeah, don't cause problems other than looking wierd tho. Like you say it's probably best to place them off to the sides on tracks that won't be used in an activity. When PO&N3 first came out I got a bunch of bug reports from people trying to couple up to those cabooses (cabeese?) in the Combs Landing Caboose Works, unaware that it was merely the US2caboose motel with all the parts that didn't fit either buried underground or hidden under other buildings. If I had thought about it at the time, I would have isolated those tracks from the other tracks.

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Member since Apr-8-03 · 802 posts

RE: Check your clearance, Clarence!

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Huge yards and static trains – image 7

LAST EDITED ON Sep-07-03 AT 01:11 PM (EDT)

>Yeah, don't cause problems other than looking wierd tho.
>Like you say it's probably best to place them off to the
>sides on tracks that won't be used in an activity. When
>PO&N3 first came out I got a bunch of bug reports from
>people trying to couple up to those cabooses (cabeese?) in
>the Combs Landing Caboose Works, unaware that it was merely
I didn;t know that was there...cool...lolUmm, also, when i did the install, it kept looking for US2Dash9.ACE and wasn;t finding it....i think ur batch forgot somethingactually it seems it forgot alot of things (textures)...and alot of non-default textures for the GP38 are being looked for....maybe KLW's GP38 perhaps?
-------------Huge yards and static trains – image 8

"Darkness, imprisoning me, all that i see, absolute horror, i cannot live, i cannot die, trapped in myself, body my holding cell."

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Charter Member · 5675 posts

RE: huge yards and static trains.

If you put them on tracks that are useable, you can really screw thingsup for the activity designers. They do not show up in the AE and you get problems when you try to use those tracks. The first LV had this problem. Dummy tracks ok, useable not ok.Kevin Arceneaux
DEFAULT IS FOR DUMMIES
Cry havoc and Let slip the dogs of war.
Lone Wolf Activities Forum and Activity Packs are on www.3DTrains.comHuge yards and static trains – image 9

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Member since Apr-5-03 · 248 posts

RE: huge yards and static trains.

Huge yards and static trains – image 10

LAST EDITED ON Sep-07-03 AT 08:13 PM (EDT)

Kevin and All,Like Jim, I'm a "full yard freak" !! But you nailed it Kev ! Enocell used quite a few "scenic" tankcars on the N&JC .. on active tracks in the Waverly Yard, and elsewhere. I've just learned to design around them. Bill B. has quite a few on "real" but un-connected tracks in Seaview.Pic 1 Newark&JC - Waverly Yard (The tankers are static.)
Pic 2 A crazy result of the potential problem (Though the player consist drives "right through" the "obstacle") Regards, Bob K.Edit: IIRC the light green PC boxcars are "static" too

"Home" is about 500 Yds. from the famous "Pequest Fill" on the abandoned "DL&W Cutoff"

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Huge yards and static trains – image 11
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Huge yards and static trains – image 12
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Charter Member · 5608 posts

oopz!

http://www.train-sim.com/dcforum/User_files/3f5bf3850f377653.zipTry that one, syntax.\error in the line for copying the one dash9 texture. Ref file is ok, the bat had that one error in it, so just overwrite and run the bat again, should fix it." What happens if you define a bounding box around the static cars!!?"Dunno, the sd files already have a bounding box defined. I suppose you could try turning collision properties on if you're going to put them on real track instead of fake track. Aside from driving Kevin nuts, I don't know why you would want to. Like Brooksy says tho, I doubt this is the ultimate answer, after loading a whole yard with them I'm getting a drop from 50FPS to 30FPS on a P4 2.66ghz, Radeon 9700 pro. Haven't tried with an equal number of real trains yet, whole purpose of making this public domain was to get other people to be the lab rats so I woudn't have to do all that testing myself!Definitely solves the problem of getting a long train onto a short spur tho.

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Charter Member · 210 posts

RE: oopz!

You've been on the coconut extract again Jim, going by that pic." After loading a yard with them I,m getting a drop from 50fps to 30fps"Heck, what are you worrying about?If I could get frame rates like that on my system with a yard full of statics I'd be in shunters/switchers heaven (got me using to many extra words for translation purposes)Personally, with my system anything other than purpose built low poly statics is a frame rate killer.
It's either a big yard with tracks full of statics or a mix of track and scenery, I settle for the latter.
Maybe MSTS2 will give us what we want along with all the other improvements we dream of.Back to the lab Igor.
Cheers

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Charter Member · 631 posts

RE: oopz!

Now I know why you never complain `bout broken knuckles. I fill up yards with boxcar props. A long string of cars is only 32 polys at > 500m. Huge yards and static trains – image 18

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Charter Member · 210 posts

RE: oopz!

Now thats more like it.
Are they 3D low poly or flat backdrops?
Be interested to know if they are available regardless as this is the only effective way to beat the frame rate loss.
Just gotta look at placement for activity builders as mentioned by Kevin, probably something based around dummy tracks as they are also low poly.
Also if these are on tracks the tracks are no good for anything else.
Be nice to have a selection of statics for placement such as what you appear to have there.
The idea could also be extended to locos, steam and dirty diesel.
Cheers

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Charter Member · 1403 posts

RE: oopz!

Huge yards and static trains – image 19

Can you send those to me? I have several other companies' yard which need some cars. They can be static because there will be not access to those yards.

Huge yards and static trains – image 20

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Charter Member · 631 posts

RE: oopz!

LAST EDITED ON Sep-09-03 AT 10:51 PM (EDT)

Brooski,
The boxcars are all 3D but the trucks and wheels are flat. I'll upload em soon. The tracks that they're sitting on are real, so it kind of ties up a few tracks here and there. But on my blazing 733mhz
machine, placing real boxcars pretty much kills the frame rates. If someone downloads my route, I figure they can just delete them if they need more yard space (provided I don't die of old age before I upload it.)Enocell, I can't email anybody on this forum because I always get an error msg that says "no such user". You can leave an Email and I'll heave em over or you can wait until they show up in the library.

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Charter Member · 210 posts

RE: oopz!

Nice one Hobart, I'll be grabbing em as soon as they hit the files.
This is the answer to the yard filling and if your ones are anything like the UK ones the fact that they are only low poly models does not detract from the view if carefully placed away from the major activity areas. Apart from using fake track I place them in areas that don't tend to lend themselves to activities.
Only thing is, must talk to John Milligan, the last time I used fake track they tended to shimmer like crazy in the sim?
Cheers

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Charter Member · 5675 posts

RE: oopz!

No they don't drive me crazy, almost there anyway. I just go to a different route and so something on it. I am not going to mess around with a route with them.Kevin Arceneaux
DEFAULT IS FOR DUMMIES
Cry havoc and Let slip the dogs of war.
Lone Wolf Activities Forum and Activity Packs are on www.3DTrains.comHuge yards and static trains – image 21

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Charter Member · 5608 posts

Cry insanity! And let slip the god of coconuts!

"almost there anyway", more like a putt than a drive, hey? All kidding aside, you do have a valid point, it's impossible to tell in the RE that objects are on the tracks, so it's best to use fake tracks instead.Them flats might help, altho they'd have to be far enough from the player that they wouldn't be obvious from an angle. Give us a link or filename, Hobart, or if they ain't uploaded git crackin!"Heck, what are you worrying about?" 50FPS to 30FPS is a 40% drop on my screamer P4 2.6ghz machine, what would that do to midrange systems? For PO&N6 I included the Lite/Heavy scenery switch to dump all the forest regions, and still lost some fans with low end machines. Since forest regions default to ESD 0 and can't be changed (I tried it, you can set a forest region to ESD 9 and it will still show up no matter what), my new scathingly brilliant idea is to go with narrow sparse forest regions backed up with billboard trees set for various detail levels, and any other non essential scenery I'm gonna do the same with.Huge yards and static trains – image 22New weedrows I'm working on are gonna be ESD 10, so all the end user with the 300mhz Celery has to do is reset his detail level to 9 to get rid of them and improve framerates. Still haven't figured it all out yet, but I think I'm gonna do static trains (on fake tracks, Kev!) at ESD 8 or 9, single row close up billboards at 6 or 7, the in depth stacked billboard trees at 9 or 10.Huge yards and static trains – image 23Detail level 10, now you see 'em...Huge yards and static trains – image 24Detail level 7, now you don't.The more I look at this framerate PITA the more I think it's the way to go.

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Member since Apr-8-03 · 454 posts

RE: huge yards and static trains.

Huge yards and static trains – image 25

I have been busy, since school has started, and we are trying something new this year (I am homeschooled). Your idea is good, but I don't think it will work because everything is so inter-connected. I don't know how I could isolate a section. I got The Northwestern from the library and it has that picture on it! If you see the number key, they called #12 the roundhouse and the turntable became the north yard!Thanks for the thought, and I think I will use it with the CTA.Thanks!
METRAUP

Chicago-Geneva Metra Line

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Charter Member · 5608 posts

RE: huge yards and static trains.

Hee-hee, yeah, I cut the key out of the drawing cuz it was hopelessly wrong. Gives you an idea of the enormity of the task you're dealing with tho. Hopefully MSTS 2010 will have a decent enough graphics engine to allow fully detailed yards like Proviso, but in the meantime ya just gotta fake it best you can."homeschooled"? Yikes, I didn't think the public school system out in the suburbs was that bad! My youngest (going on 14) just started at a new charter school up on the NorthWest side this year, not nearly as crowded as Duke Ellington was.Huge yards and static trains – image 26As you can tell from the architecture, it was formerly a Catholic school, Saint James Elementary. CPS leased the building, and it currently has only 250 kids. He likes it cuz we cross under the UP west line, go about two miles north, and cross over the Milwaukee RR yards on the Central Avenue overpass every day now.

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Charter Member · 530 posts

RE: huge yards and static trains.

What a breakthrough this is!Some posters say that it will be too difficult to design activities around static consists placed in RE. Here's my solution:Huge yards and static trains – image 27Notice that Yard 12 through Yard 16 have a (D) next to them, the "D" stands for Dummy. Now when I am making activities for this yard I know to leave those tracks alone. And, it's a good way to differentiate between driveable and non-driveable tracks in the sim. You could use any system of siding naming that works for you.As far as the framerate issue, here are the results of my test. This yard has 34 tracks, 6 of which are mainline tracks and normally will be empty anyway. Here is a shot of the yard empty, framerate is hard to read but it is 30fps here.Huge yards and static trains – image 28Here's another shot, same view, populated with about 70 real cars. FPS again is hard to read, but is 15fps. Half of what it was empty.Huge yards and static trains – image 29Finally, this is the yard populated with about 85 static cars from Sniper's batch file. Framerate, if you can't read it, is 29fps. So, I only lost 1fps by throwing 85 dummy cars in there. I don't think I would have too difficult a time doing an activity with the system of marking which named sidings contain dummy cars. I am sold!Huge yards and static trains – image 30Now all I have to do is convert all my other cars over to static.Jeff L

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Charter Member · 5675 posts

RE: huge yards and static trains.

Never said it was to hard, but a PITA. I just avoid them, no big deal to me. There are a lot of other routes out there without them, so it is not like I will be starved for routes to do.Kevin Arceneaux
DEFAULT IS FOR DUMMIES
Cry havoc and Let slip the dogs of war.
Lone Wolf Activities Forum and Activity Packs are on www.3DTrains.comHuge yards and static trains – image 31

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Charter Member · 5608 posts

EEEK! Lupe Gourre!!!

Well, the last thing we want is a starving wolf. I dunno, Jeff, I'm gonna test again but that wasn't the kind of results I was getting. Of course I was doing the testing on PO&N6 with the heavy scenery, so that might have been a factor. Biggest trick is gonna be for the player, even if the activity designer can tell the real ones from the fake ones, how will the player be able to tell aside from backing thru the phantoms attempting to couple on? If the tracks aren't actually connected to the player tracks that would make it simpler. Of course if you're doing one of them lockstep activities where the player has to pick up/set out only the specified cars on the specified tracks, then it shouldn't be a problem. Fake tracks are still probably a better idea.

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Charter Member · 530 posts

RE: EEEK! Lupe Gourre!!!

The tile in question has just under 1000 objects in it with the roughly 85 static cars thrown in. Granted, most of those objects are track, but it is by no means an empty tile. The adjacent tiles that are within visual range are also pretty hefty. I suppose to have a good test comparison we would have to try the same scene on each of our computers to see what the difference is.The more I think about this, I see how Kevin has a good point. This is almost something that the user would have to customize on his/her own for use with activities created by that user. If you released a route with heavy use of static cars, once most people start running around on the route and see ghost cars, it'll end up in the ol' recycle bin because they won't want to deal with trying to decide which are real and which are Memorex. There is a large portion of the population that just wants to load up a route and start running trains with pre-made activities that don't consist of a whole lot of smoke and mirrors. Not that it's a bad thing, but if you want to create a successful and popular route that appeals to a large audience it would probably not be good to release the route with static cars all over the place. Place your own after you get to know the route a little better.Using Enocell's NJC for example, I can't imagine that if he had released it with static cars everywhere that I would have had the same interest in it that I do now. That is a route that took a long time for me to become familiar with. On the other hand, now I can picture hundreds of places on NJC where I could go in and add my own static cars and still create and enjoy activities for it because I know it almost as well as my own route.

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Member since Apr-8-03 · 802 posts

RE: EEEK! Lupe Gourre!!!

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Huge yards and static trains – image 32

So far the only "cars" I've placed are on the Conrail/NS interchange. I put two SD40s (a helper set) on the returning Helper track, idleing next ot the tower, awaiting further clearance. I may put a Genesis and some cars at the station on NS too, but i dunno.Kovalchick's scarp yard will contain some rusty -n- crusty cars, but not on track. And there's gonna be a hopper retaining wall built out of hopper cars later on in the route.-------------Huge yards and static trains – image 33

"Darkness, imprisoning me, all that i see, absolute horror, i cannot live, i cannot die, trapped in myself, body my holding cell."

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Charter Member · 1908 posts

RE: EEEK! Lupe Gourre!!!

Huge yards and static trains – image 34

I do not know if you have answered this question already, but are they to be released as a scenery pack?------------------------------------------------------------
"Well sir there's nothing on earth like a genuine bona-fide electrified six-car monorail!"My grandma says that Train Simulator was the cheapest train set she ever bought me

Huge yards and static trains – image 35

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Member since Apr-8-03 · 441 posts

Live vs. Dummy tracks

Aside from any potential jabs....How do you create a "dummy" track? Is this simply a track that you place a label on or is this some special top secret 'skunk works' thing?JBD

Jim Duncan
Midwest Rail Group

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Charter Member · 5608 posts

RE: Live vs. Dummy tracks

Hmmm, "are they to be released as a scenery pack?", if you're talking about Hobart's flat backdrop cars, those are in the file library now, if you're talking about what I did; http://www.train-sim.com/dcforum/User_files/3f5bf3850f377653.zipThat's it, the bat file copies all the stuff from the defaults, so it's under 100k packaged.Jim, "How do you create a "dummy" track?", easiest is to steal them from PO&N6. "maintracks" and "dirtytracks" in the ref file, plus IIRC there's a "maintransit" also. Gimmee a couple days, maybe I can package what I have. It allows for up to 3 extra textures in a route in addition to the main track textures, can be replaced with any texture you want.Huge yards and static trains – image 36I only cloned a few track shapes, but what I have should be enough for most yards. If you look at PO&N6 you'll see I didn't really do fake tracks, I placed fake track sections over the real track sections to get the different track textures, but they could also be placed as dummies. There are fake 10D switches in there too, which could be placed over a straight section of track, altho that would definitely be confusing to some end users. I can just see a newbie clciking on the switch icon and wondering why he keeps going straight when the icon shows curved!

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Member since Apr-8-03 · 441 posts

RE: Live vs. Dummy tracks

So, that would mean that the dummy tracks are simply scenery objects and nothing more, right? Sounds like a VERY good plan, especially for larger yards where you will probably NEVER use the track.What's the difference in object count when using a real track section and a dummy section?JBD

Jim Duncan
Midwest Rail Group

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Charter Member · 1908 posts

RE: Live vs. Dummy tracks

Huge yards and static trains – image 37

okay...it is my understanding that you have used all the default cars for this, in that case, a couple intermodal cars would look nice sitting around Port Pelican...------------------------------------------------------------
"Well sir there's nothing on earth like a genuine bona-fide electrified six-car monorail!"My grandma says that Train Simulator was the cheapest train set she ever bought me

Huge yards and static trains – image 38

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Charter Member · 5608 posts

RE: Live vs. Dummy tracks

Well, not all the default cars, if you look at the batch file it copies the 3 default US engines plus the default US freightcars to the route's shapes and textures folders. You could add other trains using the same format. Take a look at the SeaView ref file;static (
class ( "VEHICLES - TRAIN RELATED" )
filename ( "southern_box.s" )
description ( "Sr_boxcar" )
align ( none )
shadow ( None )
)What Bill did there was to take a Southern Railway boxcar, copy the .s and .sd files into \Shapes, and the .ace files into \Textures, add the datablock for the southern_box.s to the ref file, and placed it as a static object. He's added more cars since then, including the SeaView reefers. That's all my little thingy does is copy the default car files to the proper places, you can do the same with any car or engine. Nice thing about using defaults is I can copy the lines from the batch file and paste into installme.bat, so I don't have to include any ace files in the zip. 20 or 30 different static cars added to the route equals zero extra kilobytes, since everyone with MSTS already has those files. Efficiency in packaging, that's how the PO&N got to be a big route in a little download. Jim, "What's the difference in object count when using a real track section and a dummy section?"None, one track section is a single object, one fake track section is a single object. Major difference is the fake track sections don't add an entry to the track database, I don't know if that affects framerates or not. If you copied acleantrack.ace to adirtytrack.ace so that both use the exact same texture, you wouldn't be able to tell them apart in the sim except for the fact that you can't drive on them. It looks like you can drive on them in PO&N6, but again, if you examine Anderson yard in PO&N6 in the route editor, you'll see I placed fake track sections on top of real track sections for the different texture.

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Charter Member · 2830 posts

RE: huge yards and static trains.

I hadn't seen this mentioned, but one thing you could do using this method is to place different cars in the same spot, and change the textures for the different seasons.An example would be boxcar-A is visible during Winter, but has an alpha that hides the car during other seasons, while boxcar-B has a transparent texture during Winter so as not to conflict with the placement of boxcar-A. This way, you could have different cars based on seasons (fruits and veggies in the Summer, dry goods for the Winter, etc.), or even different sets at night vs. day (busy in the day, quiet at night). Cheers!
Marc - 3DTrains
http://www.3dtrains.comHuge yards and static trains – image 39Pro Series SuperPacks

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Charter Member · 106 posts

RE: huge yards and static trains.

How many files would one of the dummy train cars actually show up in? The tile and what else? Just trying to figure a way to make them dissapear if I wanted to. You all have hit on a good Idea and it looks good!

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Charter Member · 1211 posts

RE: huge yards and static trains.

They are just ordinary static objects, so you can just treat them as any other objects like buildings or single trees or clutter.Martyn T. Griffin
griffinmt@mindspring.com
http://www.geocities.com/tcmrrc/

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