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Delete or change an object

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Charter Member · 412 posts

Very big PLease!! Can some-one please tutor me into "how to either, delete or substitute (change?) an object in a Route? Can this be done with Route Riter, if so, how?
I am thanking you kindly in advance,
Johan.

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RE: Delete or change an object, Hawk, May-06-04, 05:01 AM, (1) RE: Delete or change an object, Johansteam, May-06-04, 06:28 AM, (2) RE: Delete or change an object, DRGWK36, May-06-04, 08:15 AM, (3) RE: Delete or change an object, Johansteam, May-06-04, 12:09 PM, (4) RE: Delete or change an object, Johansteam, May-06-04, 04:01 PM, (5) RE: Delete or change an object, Hawk, May-06-04, 04:48 PM, (6) RE: Delete or change an object, sniper297, May-06-04, 05:11 PM, (7) RE: Delete or change an object, Johansteam, May-07-04, 00:03 AM, (8) RE: Delete or change an object, Johansteam, May-07-04, 04:33 PM, (9) RE: Delete or change an object, OTTODAD, May-08-04, 05:18 PM, (10) RE: Delete or change an object, sniper297, May-08-04, 09:13 PM, (11)

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Member since Dec-13-03 · 145 posts

RE: Delete or change an object

If I understand your question correctly, the answer is:
In RE, highlight the object you want to delete, then hit the "Delete" key.Hawk

Last night I heard an old freight whistle blow, as I was sleeping warmly in your bed-And it told me "Boy, it's time that you was packin' up to go.", but I smiled and shook the leavin' from my head.

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Charter Member · 412 posts

RE: Delete or change an object

Hawk, thanks for the info. i will certainly try it soon. How do i substitute something? i.e. for example ....one type of building for another type? ( Take the one out and put another in it's place )
Johan.

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Charter Member · 974 posts

RE: Delete or change an object

That's a bit more complicated, Johan. One approach: Go into the SHAPES folder and rename the structure you want to install with the name of the structure you want to replace -
change
NEWSTRUCTURE.s and NEWSTRUCTURE.sd
to
OLDSTRUCTURE.s and OLDSTRUCTURE.sd
Because the texture name is specified in the .sd file, you should not have to change the texture name.This means that you no longer have access to the old structure, at least on this route. It also means that if you are going to install any add-on routes that use RouteRiter to copy defaults (and if this is in a default), you'll get the NewStructure in place of the OldStructure. You've also now got a situation where the texture name and structure name are not as clearly associated with one another. You may need to get into the RE in any case if the reference points for the two structures are not the same.In general, I do not recommend this approach - it's easy, but it has some longer-term consequences.The second approach is to copy the NEWSTRUCTURE.s and NEWSTRUCTURE.sd files into your SHAPES folder and the NEWTEXTURE.ace into the TEXTURES folder. Then go into the ROUTE.ref file and make a new entry for the new building. The simplest way to do this is to copy and paste an existing STATIC section, then enter in the appropriate info for your new structure.Now go into the RE and go to where you want to make the change. With the pointer tool, highlight the old structure so that you get the wireframe view. Hit delete and it's gone. Go to the object select window, click on "More", and find your new structure via the selection window. Choose the Placement tool, move the "X" to the point where you want the new structure, and click. Voila! The new structure is in place. Use the translate and rotate tools to orient the structure as you desire, save, and play.Andy

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Charter Member · 412 posts

RE: Delete or change an object

Andy, great stuff. Thanks for that.....i am going to practice it right away.
Hawk, your info were absolutely correct, Thanks! i did it as you've mentioned and all the "thingies" were deleted.
What would a person do without guys like you???
Thanks,
Johan.

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Charter Member · 412 posts

RE: Delete or change an object

Andy, i did as you mentioned in your 2nd "approach". Thanks to you, it is working! ( The 1st gives me errors, thus i scrapped that idea )
Please forgive me, but one more question? Placing a "static train" on a track, what is the easiest or correct way of turning, twisting, twitching etc. the darn thing to face the correct way, and still be upright, a well as, remaining on the rails.???
Greatly appreciated,
Johan.

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Member since Dec-13-03 · 145 posts

RE: Delete or change an object

Glad it helped ya'.
Your last question-Uhm-I believe I'll leave to somebody with a little more explanatory ability. Hawk

Last night I heard an old freight whistle blow, as I was sleeping warmly in your bed-And it told me "Boy, it's time that you was packin' up to go.", but I smiled and shook the leavin' from my head.

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Charter Member · 5763 posts

RE: Delete or change an object

I was gonna post a tutorial on this, that godforsaken batch file bug is giving me fits tho.http://www.train-sim.com/dcforum/DCForumID3/23304.htmlMight be operating system specific, I have XP home on one computer, 98SE on the other, and it works on both.As for replacement:
Route folders have a lot of subfolders, the only two you're concerned with are the \Shapes and \Textures folders. Go into the \Trains\Trainset folder, find the folder for the engine or wagon you want to make into a static object.Delete or change an object – image 1The files ending with .s and .sd define the shape, copy those into the route's \Shapes folder. All the files ending with .ace go into the route's \Textures folder.Delete or change an object – image 2Open the route editor, find one example of the shape you want to replace, and click on it. That turns it into a "wire frame", and you can move or delete it, or in this case click the RIGHT mouse button while it's selected, and a window pops up that tells you the shape file name. Exiting the route editor without saving anything:Delete or change an object – image 3Select the route in Route Riter, Click MSTS file utilities, then "Replace Shapes in W files". Follow the prompts, in this case I replace the US2freight8.s with a british goods wagon. Unless you specify one .w file, all the objects of the same type everywhere on the route will be replaced.Delete or change an object – image 4A few obvious problems, the Brit car being a lot smaller leaves a big gap, and the way the alpha channel displays, it don't stack right on that fake track section. Possibly making the fake track section a terrain object would fix that, I didn't try it.As for adding new cars, follow the same steps above to copy whatever .s and .sd files you want into the route's \Shapes folder, and copy the .ace files into the \Textures folder. There are no seasonal textures for trains, so you don't need to worry about that. Next, open the route's .ref file in wordpad, scroll to the bottom, and add this:Static (
Class ( "Static Trains" )
Filename ( REPLACEME.s )
Align ( None )
Description ( "SOME NAME" )
)For "REPLACEME.s" use whatever the actual shape file name is, and for "SOME NAME", whatever you want to call it. Do the same for all the cars/engines you want to add. Then save the ref file, and the new shapes should be in the object selector menu under "static trains".Delete or change an object – image 5First thing is to place some fake tracks, John Milligan's "Dummy Tracks" or you can steal the ones from the PO&N. Find a large flat piece of ground, set the "snap to grid" in the placement window on, and type a 1 into the window so it snaps every 1 meter. This makes exact alignment a simple process, just hold down the H key and move it where you want in 1 meter jumps. Delete or change an object – image 6After placing and aligning all the cars you want, turn OFF the snap to grid (uncheck the box), hold down the CTRL key and click on each car to multiple select them all. Then select the movement mode, and use the keypad arrows (2, 4, 6, and 8 on the numeric keypad) to raise all the cars so the wheels are just sitting on the tracks. Multiple select all the cars and the track, and either move the whole thing, or hit CTRL C to copy it, then you can CTRL V to paste in the new location, or just move it over there.Delete or change an object – image 7Once you get there, if you don't have RATWIN (In the file library, turns off or slows down certain mouse movements), just use the keypad 4 and 6 keys to rotate it.By doing it that way, since track and cars are all aligned north and south, it's a "snap" to get them all aligned the same, then you can position the entire track section plus cars in any orientation.

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Charter Member · 412 posts

RE: Delete or change an object

Jim, Thanks ever so much. This way will certainly be da right one......to rotate them wags. "Kudos", to you as always.
I am going straight to the "putor" when i get home.
Thanks again.
Johan.

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Charter Member · 412 posts

RE: Delete or change an object

Jim - Sniper297,
Man "O" man, you are da man. I've followed your instructions, and what a bliss!!! Everything went off without a hitch, glidge, whatever. I am thanking you from the bottom of my heart. I'm keeping this info on a CD, as i really do not want to ever loose it. Below is picture of the result.
Thanks again, ever so much.
Johan.

Attachments
Delete or change an object – image 8
http://www.train-sim.com/dcforum/User_files/409bf230446fc719.jpg
Delete or change an object – image 9
http://www.train-sim.com/dcforum/User_files/409bf24e44d32a4c.jpg

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Charter Member · 4883 posts

RE: Delete or change an object

Jim,this idea of "Static Rolling Stock" and I think it was your's, is great to liven up EXPLORE MODE, but in Activities they are just dead objects which can not be used for making up trains.What is the advantage Frame Rate wise of using Static Trains Objects as against the equivalent of Consists which can be used ?I hope that the next Train Sim will let us put Consists into a Route to be used by all Activities including a FREE FOR ALL Basic one ! O t t o

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Charter Member · 5763 posts

RE: Delete or change an object

LAST EDITED ON May-08-04 AT 09:17 PM (EDT)

Otto, it's that goddamn MSTS object linking and embedding crap. Any object consists of one .s file, and the corresponding .sd file is loaded and consulted to see if there is a seasonal texture. Then the ace file (or files) named in the .s file is loaded from the proper folder or subfolder according to season. So for a static object, one .s, one .sd, and one or more .ace files, depending on how many are defined in the .s file. A static car is usually one .ace file, the MLT Dash 9 has three. So for each static default freightcar, the game loads 3 files; freightcar(number).s, freightcar(number).sd, and freightcar(number).ace. For a loose consist, all of the above is true, but in addition to the .s, .sd, and .ace files, it also gets the .wag, which is a rather complex file in itself, and usually includes a reference to a .sms file, another very complex file which in turn loads several .wav files.Experiments have shown that this has a HUGE effect on framerates, so altho it would be preferable for operational purposes to load up a huge yard with loose consists, on anything short of a P4 3ghz you get about 5FPS. Without the additional files needed to make it an actual train car, a static train eats up a lot less clock cycles and improves framerates dramatically. For 100 static train objects you're loading 300 files, for 100 loose consists you're loading 1000 files or more. If the main game engine of MSTS weren't based on an ancient Windows 3.0 application that was never meant for 3D games, that wouldn't be as big of a problem.The second reason is this:http://www.train-sim.com/dcforum/DCForumID3/23325.htmlOn high horsepower computers capable of handling large numbers of loose consists, you eventually hit yet another MSTS limit. Since it can only handle so many .sms or .wag files at one time, regardless of how much RAM you have, it "failed to create SMS object" and/or "error inserting/removing AI service (whatever) from world" simply because it was overloaded with .wag and .sms files and couldn't handle any more.

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