(1) Open the activity, edit the service, click on the button in the service editor to edit the path. Find the green line for the path, right click on it, choose "toggle start direction".(2) You're welcome. When all this first started, a guy named Chris Talpas compiled a REF file from all the routes and uploaded it, and we were all manually copying all the object folders to our routes. Once we figured out that the five common folders could be left behind, the first few routes were uploaded with instructions to manually copy the common folders, or even create a route and paste the files from the download into it (check the Cliffhanger route's readme, it's one of the oldest still on there, all the early routes were like that). Chris Cyko (Chicago Elevated) came up with the bright idea of a batch file to simplify installation, and I stole the idea from him for my route, and uploaded the big stuffer for others to use. Now Mike Simpson comes along and puts all routes on a diet, so when you're ready to upload just use Route Riter to unstuff the route and prep it for packaging. Ain't progress grand?You can make your own object by uncompressing the billboard.s, here's the relevant text from another thread:**************************************************PSP and TGAtool2 can create textures, but to create a shape from scratch you need some kind of 3D modelling program. I'm with you, I tried one once and couldn't make heads or tails of it, so I gave up.
What you can do is cheat, use ffedit.bat or Route Riter to uncompress the .s file from an object similar to the one you want to do.
In your example, I would uncompress billboard1.s, then open it in wordpad. Do an edit, find, type "ace" in the box, and it only comes up with a single hit, billboard1.ace. Edit that to mybillboard.ace (or whatever), then save it, recompress it, and rename the file to mybillboard.s. Copy the billboard1.sd file, rename that mybillboard.sd, then copy the billboard1.ace file, rename it mybillboard.ace. It's real important that the spelling is perfect all the way around, if you edit the shape file so it's looking for my_billboard.ace and you name the texture my-billboard.ace, it's no good. Computers are really stupid, they won't accept close enough and they're too dumb to figure out what you mean.
Last step, open the new mybillboard.ace with TGAtool2, edit and export it, you now have a new mybillboard.s that looks for mybillboard.sd and mybillboard.ace, and altho it's an identical shape to the object you cloned it from, since it has a brand new .s, .sd, and .ace file set it's a new object as far as the sim is concerned.
Addendum from Dick Van den Hoven, important:
Hi,IMHO, Jim, you forgot one step. Open mybillboard.sd with WordPad and change the name of the shape file, which is billboard1.s to mybillboard.s and save the .sd file. Change the name of the .sd file to match the .s file, of course.**********************************************************As far as editing the texture itself (and you can skip all that and just hack KUJU's texture with the default filename, provided you make it so it don't get copied over with the default texture after you upload it, Route Riter has a "KeepMe.txt" database file for that), there's a few tutorials on how to set up your explorer to associate ace files with TGAtool2 instead of winace:
http://www.railpage.org.au/steam4me/trainsim/tutorials/is the main page, this probably illustrates it the best:
http://www.railpage.org.au/steam4me/trainsim/tutorials/mk_tractex.html(3) http://www.railpage.org.au/steam4me/trainsim/tutorials/molehill.htm
http://users.bigpond.com/cjennin/nswmsts/tunnel/tunnel.html
That one describes the tunnel process pretty good, but I don't like using terrain transfers:
http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=1902&forum=DCForumID6
See thread number 8 for a way to stack different tunnel entrance objects so you don't have to use transfers.Boy, I really got long winded that time, anybody still awake? (chorus of snoring) OK, I'm done now.
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