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"Tehachapi Route--Car Spawner & Forests"

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gwhess (18 posts)
Apr-11-02, 11:20 PM (EST) "Tehachapi Route--Car Spawner & Forests" I just purchased the Tehachapi Route from 3D Train Stuff and am planning on adding objects, etc. With respect to the car spawner, there is a major highway that parallels much of the route. I assume that if I place a spawner at each end my frame rates will take a severe hit. Is this true? Would it be better to place several spawners along the route and have them start and end in those areas where the highway is not visible?Also, although several vegetation objects came with the route, there are no forests. I have read in this forum that individual trees affect frame rates more than forests. Is it possible (or practical) to make forests out of the trees that came with the route.Thank you for any assistance provided. Alert Edit | Reply | Reply With Quote | Top
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Subject Author Message Date ID RE: Tehachapi Route--Car Spawner & ... sniper297 Apr-11-02 1 RE: Tehachapi Route--Car Spawner & ... patm41 Apr-12-02 2 RE: Tehachapi Route--Car Spawner & ... rgarber Apr-12-02 3 RE: Tehachapi Route--Car Spawner & ... oboe Apr-12-02 4 wow! Wow! WOW! Southern_Railway Apr-12-02 5 RE: wow! Wow! WOW! cyberstorm Apr-13-02 7 RE: Tehachapi Route--Car Spawner & ... endo Apr-15-02 9 RE: Tehachapi Route--Car Spawner & ... gwhess Apr-13-02 6 RE: Tehachapi Route--Car Spawner & ... gxm149 Apr-15-02 8

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sniper297 (1999 posts)
Apr-11-02, 11:51 PM (EST) 1. "RE: Tehachapi Route--Car Spawner & Forests" LAST EDITED ON Apr-11-02 AT 11:55 PM (EST)I dunno about the effect of car spawners on framerates, but the forest.dat file can be edited in wordpad. All I do is copy the name of the ace file I want from the \textures folder, and paste it to replace the one that's in there. If you want to add more objects, you have to change the number at the top for the same number of lines you have. Here's a package that has a compiled forest.dat file in it;
http://www.train-sim.com/dcforum/DCForumID6/4455.html
But for Tehachepi, I suspect they have their own tree objects. So what you would do there is to copy the name of the ace file for each tree (in \textures), and paste it in to replace the default one. Here's a forest.dat file I'm working on for a sci-fi route; SIMISA@@@@@@@@@@JINX0F0t______
39
Forest ( "bluetree1" "bluetree1.ace" 16.0f 18.0f 0.9f 1.1f)
Forest ( "browntree" "browntree.ace" 16.0f 18.0f 0.9f 1.1f)
Forest ( "purpltree" "purpltree.ace" 16.0f 18.0f 0.9f 1.1f)
Forest ( "Bigpurplbush" "purplbush.ace" 16.0f 20.0f 0.9f 1.1f )
Forest ( "Bigredbush1" "redbush1.ace" 16.0f 20.0f 0.9f 1.1f )
Forest ( "Bigredbush2" "redbush2.ace" 16.0f 20.0f 0.9f 1.1f )
Forest ( "redtree1" "redtree1.ace" 16.0f 20.0f 0.9f 1.1f )
Forest ( "redtree2" "redtree2.ace" 16.0f 20.0f 0.9f 1.1f )
Forest ( "Tree_07" "Tree7.ace" 16.0f 20.0f 0.9f 1.1f )
Forest ( "Tree_08" "Tree8.ace" 16.0f 20.0f 0.9f 1.1f )
Forest ( "Tree_10" "Tree10.ace" 16.0f 20.0f 0.9f 1.1f )
Forest ( "Tree_11" "Tree11.ace" 16.0f 20.0f 0.9f 1.1f )
Forest ( "Tree_12" "Tree12.ace" 16.0f 20.0f 0.9f 1.1f )
Forest ( "Tree_13" "Tree13.ace" 16.0f 20.0f 0.9f 1.1f )
Forest ( "UKTree1" "tree8.ace" 20.0f 18.0f 0.9f 1.1f)
Forest ( "UKTree2" "tree4.ace" 19.0f 17.0f 0.9f 1.1f)
Forest ( "UKTree3" "treemd.ace" 16.0f 15.0f 0.9f 1.1f)
Forest ( "UKTree4" "tree5.ace" 18.0f 18.0f 0.9f 1.1f)
Forest ( "UKTree5" "tree11.ace" 16.0f 16.0f 0.9f 1.1f)
Forest ( "UKTree7" "tree7.ace" 16.0f 15.0f 0.9f 1.1f)
Forest ( "Tallredbush1" "redbush1.ace" 12.0f 22.0f 0.9f 1.1f)
Forest ( "Tallredbush2" "redbush2.ace" 12.0f 23.0f 0.9f 1.1f)
Forest ( "Tallbluetree" "bluetree1.ace" 16.0f 33.0f 0.9f 2.2f)
Forest ( "JP1Bush1" "JP2AutoBush1.ace" 3.50f 2.5f 0.9f 1.1f )
Forest ( "JP1Bush2" "JP2AutoBush2.ace" 4.5f 3.2f 0.9f 1.1f )
Forest ( "JP1Bush3" "JP2AutoBush3.ace" 4.6f 3.4f 0.9f 1.1f)
Forest ( "JP1Tree1" "JP2AutoTree1.ace" 16.0f 20.0f 0.9f 1.1f )
Forest ( "JP1Tree2" "JP2AutoTree2.ace" 14.0f 18.0f 0.9f 1.1f )
Forest ( "JP1Tree3" "JP2AutoTree3.ace" 10.0f 14.0f 0.9f 1.1f)
Forest ( "redbush1" "redbush1.ace" 3.50f 2.5f 0.9f 1.1f )
Forest ( "redbush2" "redbush2.ace" 3.50f 2.5f 0.9f 1.1f )
Forest ( "redtree1bush" "redtree1.ace" 3.50f 2.5f 0.9f 1.1f )
Forest ( "bluetree1bush" "bluetree1.ace" 3.50f 2.5f 0.9f 1.1f )
Forest ( "stump1" "telpole.ace" 0.5f 1.0f 0.9f 1.1f )
Forest ( "stump2" "OE_Bridge11.ace" 0.5f 1.0f 0.9f 1.1f )
Forest ( "stump3" "OEperfuchs.ace" 0.5f 1.0f 0.9f 1.1f )
Forest ( "stump4" "OESnowshed.ace" 0.5f 1.0f 0.9f 1.1f )
Forest ( "stump5" "road2lanet_dt.ace" 0.5f 1.0f 0.9f 1.1f )
Forest ( "stump6" "JP1telepole.ace" 0.5f 1.0f 0.9f 1.1f )What I'm doing here is just replacing the default textures with my own, so I get this:Message Areas - "Tehachapi Route--Car Spawner & Forests" – image 1
instead of the default tree textures.Almost forgot, here's an explanation of the numbers that control how big the tree is;
http://www.train-sim.com/dcforum/DCForumID6/4447.html Remove | Alert Edit | Reply | Reply With Quote | Top
patm41 (825 posts) Click to send message via ICQ
Apr-12-02, 05:55 AM (EST) 2. "RE: Tehachapi Route--Car Spawner & Forests" LAST EDITED ON Apr-12-02 AT 06:02 AM (EST)Sniper correct me if im wrong, but dont the car spawners have a certian maxium distance that they can be used it ?? i tried streaching them long distances only to to have the blue white like break.. are they controled by the tile boundries ??the T loop has long streaches of roads with a good part of them not visable from the tracks.. so it would make better sence to use the spawners in areas that are visable...MMMM MSTS on the planet Venus ?? Has the PO&N gone interplanetary?? I love that screen shot
patm41
Message Areas - "Tehachapi Route--Car Spawner & Forests" – image 2 Remove | Alert Edit | Reply | Reply With Quote | Top
rgarber (1569 posts)
Apr-12-02, 08:12 AM (EST) 3. "RE: Tehachapi Route--Car Spawner & Forests" Spawners do have a set distance. What I do is just buttress the ends of two separate ones together to increase the distance. Usually I do it in a place not easily visible to the player so the traffic looks cohesive. I also set the properties to the same.As for hits on the frame rate, it will if you have enough cars and trucks moving along the road. Leaving the car spawner at its default properties makes your road look like rush hour. So I just set the settings to more infrequent spawns (sounds sci-fi) and the frame rate hit is nominal.Rich Garber Remove | Alert Edit | Reply | Reply With Quote | Top
oboe (190 posts)
Apr-12-02, 03:18 PM (EST) 4. "RE: Tehachapi Route--Car Spawner & Forests" JimI thought my flying saucer was pushing it ... until I saw your picture. It looks like you are building a railroad on Mars. ( Or is that Vulcan ? )I doubt if Forests will give a much different frame rate then individual trees because I think ( Underline Think ) that the poly count would be the same. The big advantage is to the tile object counter which would be much smaller . A high object count can cause an annoying pause when the computer loads the tile, but I believe it's the poly count that can create the slide show effect as you move through the tile. I've never fully understood the relationship on this, and I wonder if anyone else has really looked at it.oboeoboe Remove | Alert Edit | Reply | Reply With Quote | Top
Southern_Railway (414 posts)
Apr-12-02, 03:45 PM (EST) 5. "wow! Wow! WOW!" Jim,Great! PO&N6 (Pluto Orbit & Neptune 6). Love your imagination and creativty. I am envious of how much fun you must be having developing a sci-fi route. Make sure it is prototypical. Can't wait until I can drive my heat-shielded meteroite-protected low-gravity trains on that! Bill Burnett Remove | Alert Edit | Reply | Reply With Quote | Top
cyberstorm (160 posts)
Apr-13-02, 09:14 AM (EST) 7. "RE: wow! Wow! WOW!" LAST EDITED ON Apr-13-02 AT 09:15 AM (EST)Hey Sniper,Need any martians for that Red-planet route?Message Areas - "Tehachapi Route--Car Spawner & Forests" – image 3 Just let me know and I'll send them home! they're causing too much trouble down here.Seriously though the files are yours if you want them.Terry Remove | Alert Edit | Reply | Reply With Quote | Top
endo (8 posts)
Apr-15-02, 07:54 PM (EST) 9. "RE: Tehachapi Route--Car Spawner & Forests" Hmmmmmmmm! Makes youw wonder what kind of creatures are driving that train or at least riding on it. The inside of the dinning car could look similar to the bar scene in Starwars. Wonder where Han Solo is? Remove | Alert Edit | Reply | Reply With Quote | Top
gwhess (18 posts)
Apr-13-02, 01:25 AM (EST) 6. "RE: Tehachapi Route--Car Spawner & Forests" Thanks to Sniper and everyone else who responded to my request. I didn't expect to have so many responses so quickly. Remove | Alert Edit | Reply | Reply With Quote | Top
gxm149 (203 posts)
Apr-15-02, 10:20 AM (EST) 8. "RE: Tehachapi Route--Car Spawner & Forests" rgarber's solution to the limited length of the car spawners actually works really well. He did what I did on the NEC Extension route. You can try to hide where the car spawners butt up against each other by placing a tree or house in the way or by hiding it with a small hill or something. If they are hidden right you shouldn't recognize any inconsistencies. Since it's a desert route maybe you could try hiding it behind a cactus maybe. Remove | Alert Edit | Reply | Reply With Quote | Top

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