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"Transfer frustration compounded by being a moron (that's me)"

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3 (3 posts)
Sep-14-01, 06:11 PM (EST) "Transfer frustration compounded by being a moron (that's me)" Ok, I'm a newbie, AND an idiot, but perhaps this will help, or maybe hinder, I'm really not too sure. Trying to build a tunnel ENTRANCE is my problem. I've read just about all of the tunnel building msgs, but building the hole (which always turns out HUGE) is a problem. Plus, the transfers tend to be actually sort of a blending patch, unless I'm missing something. So... I placed a texture file (terrain.ace) in the folder that the transfers are called from, and it works MUCH better for repairing the giant hole ripped open at the tunnel entrances (or exits... whatever). Has anyone else tried this and, if so, can I place ALL of the terrain files for placement as transfers?Just wondering. And... thanks to all of you folks for posting your knowledge about this "editor", which doesn't have too many bugs, as long as you don't count the bugs. If it hadn't been for this forum, I would have NEVER been able to even get started on creating a route.Thanks, and I await your comments.3
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Subject Author Message Date ID RE: Transfer frustration compounded... sniper297 Sep-15-01 1 RE: Transfer frustration compounded... 3 Sep-15-01 2 RE: Transfer frustration compounded... sniper297 Sep-16-01 3 RE: Transfer frustration compounded... 3 Sep-17-01 4

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sniper297 (510 posts)
Sep-15-01, 03:48 PM (EST) 1. "RE: Transfer frustration compounded by being a moron (that's me)" LAST EDITED ON Sep-15-01 AT 03:48 PM (EST)"3"? That's it? How did you get away with a handle like that and have it turn out to be unique enough that there wasn't a duplicate? I'm jealous. I started using "Sniper" from the days of the old Doom network servers, because nobody would let me use my real nickname, which is "F**kup", to log in anywhere. And after quake came out I had to add 297 (my boot camp company number) because there were suddenly a thousand different "Sniper"s on this new internet thing. Boy, I do tend to ramble, don't I - what was the question again? Oh, yeah, transfers. Well, you probably already figured out they're rectangular, so you need a bunch of them, and you can right click to type in bigger values, but did you know when they're selected you can use the rotation tool on them? Helps quite a bit when you're trying to cover the hole without getting it into the tunnel, kinda makes up for the fact that they ain't triangular. Personally, after finally figuring out how to alter and position and fuss around with the irritating little things, I gave up and went back to double stacking the tunnel entrances, just find the biggest one that will fit and jam it behind the visible entrance to cover the hole. Remove | Alert Edit | Reply | Reply With Quote | Top
3 (3 posts)
Sep-15-01, 09:26 PM (EST) 2. "RE: Transfer frustration compounded by being a moron (that's me)" Sniper;Thanx. As far as "3" goes, it ain't much better than Tom, which I'm, but I suppose everybody else preferred 1's and 4's and such. The transfers... thanks again. Placing them and rotating them IS a problem, but not insurmountable. But... the existing transfer pieces all have (at least on my system) that semi-transparent edge piece(s), and it sort of flickers a bit. When I chose to use a terrain tile instead (it still lets you size and rotate it), I got rid of the flicker problem. Perhaps it's just my install, I'm not sure, but I haven't found a 'solid' transfer piece. I'm using the combined.ref file, copied all shapes, textures, etc., but still no solid transfer pieces. I've seen references in this forum to a file called TranstexS, I think that was the name, but I don't have that file. I have a similar file with a name close to that, but off hand I can't recall the exact name. USTranstexS, or something like that. So.. I was just wondering what the ramifications would be, if any, on simply placing terrain tiles instead of terrain patches.I like the tip on tunnel entrances. Thanks. I'm gonna give that a shot. The tips I've seen on this forum are INVALUABLE to me. Thanks again.3 - Or, if you prefer... Three.
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sniper297 (510 posts)
Sep-16-01, 00:14 AM (EST) 3. "RE: Transfer frustration compounded by being a moron (that's me)" LAST EDITED ON Sep-16-01 AT 00:49 AM (EST)Know what you mean, if you got Port Ogden 3.1, Dugan's crater (between Fowlis and Stevens Point) is covered with a few rock transfers, and I had to do some fiddling around to get the transparent fade edges hidden. It also flickers a little when you drive past it, depending on the display settings, but all the nvidia drivers I've tried for my card don't eliminate it completely. Here's a screenshot of the tunnel "Dynamite" Dugan was supposed to be working on for the Timber Valley connection, from version two:
Message Areas - "Transfer frustration compounded by being a moron (that's me)" – image 1
Same spot after he overcharged the hole and eliminated the need for a tunnel, along with the Stevens Point enginehouse:
Message Areas - "Transfer frustration compounded by being a moron (that's me)" – image 2
Can't see it in a screenshot, but the rock texture "ripples", I guess would best describe what it does. I think there's four or five overlapping transfers in there. Here's a shot from a very buggy route I've been trying to ressurect:
Message Areas - "Transfer frustration compounded by being a moron (that's me)" – image 3
That was before I figured out to slope the face by the tunnel about 55 degrees, and adjust the location to get just the last few meters sticking out of the wall, and use the height tool to make the hole a little smaller. If you're lucky, don't always work. So far I've only built fictional routes, so I've found it's easiest to lay the tunnel on the ground and then build the mountain over it. Lay a road or some track across the top of the tunnel section, raise it up in the air, adjust embankment, hit the "Y" key. Then delete the extra piece. Instant mountain. Remove | Alert Edit | Reply | Reply With Quote | Top
3 (3 posts)
Sep-17-01, 10:15 AM (EST) 4. "RE: Transfer frustration compounded by being a moron (that's me)" Sniper, thanks for the tips. Maybe an alternative to burying the tunnel entrance is an object (under Clutter I think) called concrete slab. There are different ones to choose from, and I placed one at the entrance to the tunnel mouth, and lowered it to where just the rails stick through the surface. Looks acceptable. My route is PURE fiction, as even attempting an actual route would require research, and the editor in itself also requires research. One research project at a time.I like the screen shots of "Dynamite Dan's" work. What a great idea for objects. I've also seen some of his screen captures of the mine. Creative, and it looks great.The tunnel I've been sweating about worked great, and I did end up using a replacement transfer, copying "terrain.ace" from the texture folder, and placing it "somewhere", and it worked good. No transparent edges. No flicker at all.Thanks for the help. Like I said before, if it wasn't for this forum, I'd still be trying to figure out the Geometry Extractor.I was going to include a screenshot, but I'm toast.Thanks again. Remove | Alert Edit | Reply | Reply With Quote | Top

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