There has been an interesting thread on uktrainsim.com recently about multiple track textures in the same route achieved by aliasing track sections in the World files. I know Sniper achieved this on P&ON but used a different method.If this has been discussed here previously then my apologies, but I thought it might be of interest to some.I have been fiddling with this, and got the following to work fine, two diffent textures on adjoining tracks.
Sorry about the gaudy colour, this was just for demonstration purposes.Method:-
1. Build the route, and note the track sections you wish to replace. In this case a single a1t100mstrt.s - Write down it's x,y,z positions and .W file details from the RE
2. Copy a1t100mstrt.s to route's Shapes folder along with it's .sd file
3. Rename to a1t100mstrtxxx.s, similarly rename .sd file and edit the .sd internally to give the same .s file name, and change the ESD from 2 to 1
4. Uncompress a1t100mstrtxxx.s with Route-Riter or SFM, edit the texture names from acleantrack1.ace and acleantrack2.ace to xacleantrack etc
5. Make copies of acleantrack1.ace and acleantrack2.ace in your Textures and Textures\Snow folders and rename copies to xacleantrack etc
6. Using TGATools2 and Paint Shop Pro or similar, produce your new track textures.
7. Find the .W files from 1. above, and uncompress them if necessary.
8. Locate the track sections in the .W files and change the Filename entry from
FileName ( a1t100mstrt.s ) to
FileName ( ../../Routes/MyRoute/Shapes/a1t100mstrtxxx.s )
Where MyRoute is the name of the route you are editing.
9. Run MSTS and off you go with multi track textures.I have altered Route-Riter so that it accepts aliased shapes, v5.2.51 is at http://members.optusnet.com.au/virtualtrains now.Mike
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RE: Multiple track textures in the same route., sniper297, Aug-07-04, 11:15 PM, (1) RE: Multiple track textures in the same route., OTTODAD, Aug-08-04, 12:08 PM, (3) RE: Multiple track textures in the same route., wacampbell, Aug-08-04, 10:35 AM, (2) RE: Multiple track textures in the same route., sniper297, Aug-08-04, 01:33 PM, (4) PAINT IT BLACK!!, sniper297, Aug-11-04, 00:27 AM, (5) RE: PAINT IT BLACK!!, OTTODAD, Aug-11-04, 07:10 AM, (6) RE: Multiple track textures in the same route., LooseCannon17, Aug-11-04, 09:40 AM, (7) Push Poke Peek Pop Jump?, sniper297, Aug-11-04, 01:39 PM, (8) RE: Push Poke Peek Pop Jump?, OTTODAD, Aug-11-04, 03:32 PM, (9) RE: Push Poke Peek Pop Jump?, sniper297, Aug-11-04, 04:34 PM, (10) As Lo-o-ong as you love me so-o-o-o...., sniper297, Aug-13-04, 01:46 AM, (11) RE: As Lo-o-ong as you love me so-o-o-o...., OTTODAD, Aug-13-04, 03:24 PM, (12) RE: As Lo-o-ong as you love me so-o-o-o...., sniper297, Aug-13-04, 05:26 PM, (13) RE: As Lo-o-ong as you love me so-o-o-o...., OTTODAD, Aug-14-04, 08:53 AM, (14)
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Oooops. Well, the only thing KUJU has been consistent on so far is their inconsistency, I dunno why I expected all track shapes to have the same format. Some of the shorter straight sections list the ballast texture first and rail texture second, but most track sections are the reverse of that.Another oddball, since these are considered real track sections, the info in the datablock goes by the real track section formula, so changing the ESD Alternative texture in the SD file to 0 has no effect, it still looks for a snow texture. Copying the base texture into the snow folder fixes that, now there's no snow on the tracks in winter.
Still gotta do something about that leaky roof. Anyway, it's a good start, need to make s1t track sections for the RGS sub, some kind of sand texture so I don't have that oddity of driving thru the desert in the winter and seeing snow on the ballast.
The whole thing isn't visible in the window, I replaced "FileName ( a1t" with "FileName ( ../../Routes/Portogden9/Shapes/c1t", then clicked on "Replace All", and did the same for the a2t to aliased c2t. That replaced every track section on the quad tile, so now I needed to do some cleanup work. Examining the track sections above ground, I found the shaft entrance track was at -10 meters, and everything above ground was higher than that. So I did an "EDIT FIND" for "POSITION", and every track section that was "Position ( 527.532 -9.873085 -57.4083 ) or higher (center number is altitude above or below sea level in meters) got replaced with the default a1t heading.End result;
Normal track textures above ground,
Changeover right at the shaft entrance,
Nice and dark inside at 10 AM.
I dealt with dynamic track just by burying the ties and ballast, who spilled all this coal?! As Marc pointed out in the other thread, DrkShd means lights won't shine on it at all, and of course other objects that are brightly lit by the sunshine;
Are even more brightly lit when the headlight is turned on;
Can't have everything, I suppose I could clone some of these objects and make them DrkShd too, but nothing can be done with the engines and cars. Still, it's a drastic improvement, don't have to do the coalmine activities at midnight just to get the right effect. 
Halfway to China 300 feet down, the switches are level, transitions are 10 meter straights in 0.600 degree increments.
Bridge over the big cavern is level,
So is the switch beyond,
And the endpoint curve that connects to the doubletrack. The A2t10mtrStrt sections are .6, 1.2, 1.8, 2.4, and then 3.0 for the 250 meter straight. So it changes from zero to 3 degrees (5.25% grade) in 40 meters. Same thing at the top of the shaft where it levels back out again;
You really don't have to go crazy with grade transitions, most places I used 0.450 increments and it looks just fine. Here I wanted a more dramatic effect, but even with the 0.600 increments it still appears curved to me.Unsecured Ordinance, yeah, I think most of us have seen that;
Coming thru Stevens Point, Brrrrr. Snow on the ground, snow on the tracks.
No snow on the ground or tracks, but even if I cloned all the shapes like that bridge for ESD zero, and got rid of the water, I still have the winter sky and snowflakes falling down.Anyway, it looks pretty good in the summer, so I might as well go with the flow and let it snow in the desert in the winter. I personally always drive in the summer sunshine anyway, I don't get to see enough of it in real life.