LAST EDITED ON Feb-01-03 AT 09:06 PM (EDT) by Macster (moderator)
I have something to share with you all. I have neglected to share this..and there are some here who already know about this...but for those who do not..I will share.Hank (Signalmaster), who I consider one of my mentors, made me realize, I am not helping anyone here by holding on to this information. Please experts..I value all your hard work, and I know you'll have comment, (at least I hope you will) be gentle..and... here it goes:I have been cheating the system...the MSTS engine, just as others have here. I have passed all safetys to do what I do..I've
played every senario I can think of ...and it still works.
(I'm sure there is much much more I will be testing though)How many times have you exceeded the object count in a tile and lost everything without a back up?How many times do you want to add more scenery or objects..but the 'ol MSTS engine and restrictions won't let you?I want to tell you..I have back to back world files with well over 1.5 MB of data in them.I have upwards to 5000 objects in some of these tiles.
(thus the detail you see in my screen shots)Yes..the FPS take a hit..but the new GF FX video system coming out and a KT-4 MB will walk away with this route.NOW...the experts are cringing saying "your asking for trouble"
Yes and no.Here's what I've found (which I know some of you already know).You can stack a tile in a world file without it crashing and loosing your data...I'm saying bypass the object limit...quantity and quality.You can virtually add as many objects as you want to a tile (to an extent) The key is how much memory you have..it's true!. Example:
I have 512 MB of memory on a 1/3rd full 72 spin HD. I can save object counts up to what that 512 memory chip will allow in it's memory. anything above that on my system..and it won't save right. It may even kick out something in an adjacent world file (the flakey part).I cannot tell you how many times I've had to go into the world file backups just to find a file data line and replace one in a route world file because my ram and MB could not hold and process all the data I had crammed into it. The good news is, it so far only does this in the RE..not in the sim. There is not as much memory needed in the actual simulations as there is needed in the RE. RE loads all resources to build your route, when running the simulation, it only loads what it needs to make what you've programmed in the RE to work.How do I get all those objects into my route without crashing or messing up...that's a very tricky part..for those of you not willing to loose a file and crash the sim 100 times a day until you learn this...don't attemp it. I write this for the free and the brave...(or for me..the ___________..you fill in the blank but be nice!..LOLWhile placing objects, you will hit the max, and the sim will "send, dont send"..this usually means you have hit your limit of something...well no more!BEFORE you save...here's what to do:Open your world folder and find the w.w file for the world file your in adding objects. Not the backup, nor the sound source file..but the actual ".w" file for that area. Open it with "Wordpad". "select all" and "cut"....then save the empty file.NOW...go back to RE and "save". It will save all you added, but not what you just cut.Open the world file back up...now look at it...see all those new entries?Go to the very top of what is saved...remove all the Tr_Worldfile line and lines below:SIMISA@@@@@@@@@@JINX0w0t______Tr_Worldfile (
VDbIdCount ( 8 )
ViewDbSphere (
VDbId ( 0 )
Position ( -300.298 183.187 -24.4615 )
Radius ( 1048.46 )
)It's not needed for addons in this file, as far as I can see...the file adjusts itself. (You'll be adding back in the original lines when you past the old file data back in)All your worldfile data should show at the top of the file is this example: )
Static (
UiD ( 11196 )
FileName ( BarFence50m.s )
StaticFlags ( 00040180 )
Position ( -964.866 178.469 -963.512 )
QDirection ( -0.00947503 -0.304177 0.00110528 0.952568 )
VDbId ( 4294967293 )
)
Tr_Watermark ( 10 )
Static (
UiD ( 4715 )
FileName ( LgWpine.s )
StaticFlags ( 00042000 )
Position ( -937.526 167.935 -599.289 )
QDirection ( 0 0 0 1 )
VDbId ( 4294967293 )
)
) (the above is an example only)Now just above the ")" above the very top "Static (" in the opened file, click and paste in your old world file in. Now it looks like this:
)
Static (
UiD ( 10630 )
FileName ( ABSWire1.s )
StaticFlags ( 00040000 )
Position ( -815.884 186.362 -307.116 )
QDirection ( 0.00118469 -0.262929 0.0128136 0.964729 )
VDbId ( 4294967293 )
)
)
)
Static (
UiD ( 11196 )
FileName ( BarFence50m.s )
StaticFlags ( 00040180 )
Position ( -964.866 178.469 -963.512 )
QDirection ( -0.00947503 -0.304177 0.00110528
0.952568 )
VDbId ( 4294967293 )
)
)
OK..now...in the middle of those 2 files is a big bad problem. One syntex error and your out! You must edit the in between the files part to look like this: )
Static (
UiD ( 10630 )
FileName ( ABSWire1.s )
StaticFlags ( 00040000 )
Position ( -815.884 186.362 -307.116 )
QDirection ( 0.00118469 -0.262929 0.0128136 0.964729 )
VDbId ( 4294967293 )
)
Static (
UiD ( 11196 )
FileName ( BarFence50m.s )
StaticFlags ( 00040180 )
Position ( -964.866 178.469 -963.512 )
QDirection ( -0.00947503 -0.304177 0.00110528
0.952568 )
VDbId ( 4294967293 )
)
)(bottom of file, example above for looks only)The 2 offset ")" dictate the end of the file, the closing line if you will. That must be removed from the midle of the file..........VDbId ( 4294967293 )
)
) -equals the end (close) of the file..this must be at the end.
Dynamic track files will look like this: )
Dyntrack (
UiD ( 10100 )
TrackSections (
TrackSection (
SectionCurve ( 0 ) 530 7 0
)
TrackSection (
SectionCurve ( 1 ) 532 -0.1 292
)
TrackSection (
SectionCurve ( 0 ) 534 2 0
)
TrackSection (
SectionCurve ( 1 ) 4294967295 0 0
)
TrackSection (
SectionCurve ( 0 ) 4294967295 0 0
)
)
SectionIdx ( 302 )
Elevation ( -0.00261799 )
CollideFlags ( 551 )
StaticFlags ( 00100000 )
Position ( -951.814 177.467 -545.247 )
QDirection ( -0.00127721 -0.219053 0.000286731 0.975712 )
VDbId ( 4294967294 )
StaticDetailLevel ( 0 )
)
)Close and save this file back to itself (but only after making a backup file of the original file BEFORE you save to it!!! Now close out your RE and go back into it..and MAKE SURE IT'S ALL THERE and no errors then BACK THAT BABY UP!!!(I always keep a backup folder on my desktop to drag and drop-copy the GOOD saved files into, so if I crash one..I can go get it back from that backup)MOST IMPORTANT OF ALL!!!
Get to know your file structure, look at a world file...see how it's laid out? Route builders...create a new one tile big test track and section and add files galore..and play with it, edit it..(you know..by adding staic flags numbers above 10000, you can keep your objects from "blinking" out)...learn it..then go back to your big route and apply what you've learned....You'll be so much happier with your route..AND..it takes on a whole new look. Detail is what makes a route!...Now you CAN make a real looking route.You CAN edit and add to your files.To add more to a tile, do this all the time after your world files get full.
It's the only way to add after the limit is reached.
Don't worry about your frame rates...it takes at least 800KB of raw data in the world file (per se) on average to start a real drop in framerates with a GF3TI500 512mb ram and 1.6 gig processor. (of course your FPS changes are subject to the object files and their sizes..not how big the world file is.) You can place alot of low poly items and still pass the file size and count limit...if you do..do this technique of editing the world file..and you'll still get all you want into the tile..plus your FPS on lo-poly objects won't take such a hit.NOW..the down side:This can become very fustrating, indeed! In fact..I almost quit route building because of the hassels to do this...but once I learned the quirks (and still learning) I know what to expect now...I can almost read my route and tell you what it's gonna do next.ALSO..you run the risk (if you get too many object files on one tile and or if you have limited memory) of losing some of the objects, not only in the file your working on, but even in the world files around the one being worked on. RE is a strange monster when your twisting it's tail like this! BACK UP, BACK UP, BACK UP.I have found this....the better the Mother Board, and the more ram, (more than 512 MB) also the less programs running in the background while in RE..the better you'll have it..RE is MORE of a resourse hog than the actual simulation while running a train.Remember to have plenty of ram, a good video card, a good motherboard, (all graphics optimized)
and you'll pull this off, and create a dandy route...full of exciting suprises with every turn of the camera.Now..folks..you can cut me down..tell me I'm over doing it...even tell me it's old news..but it works..and for those who feel compelled to take on the challenge..HANG ON! Your in for a rough take off..but the flight is great!This is how I build the GM&O route. These things are what I have found. These things are what happens to me. I am not making this up...at all, (for those who doubt) I've been building this route this way for 6 months now, and it still runs..ask Kelley Ellison, in my worst spot on the GM&O ROUTE..Kelley's getting no less than 10 FPS and averaging 18 FPS.Thank you for putting up with my ranting and raving with such a long message..but I felt obligated to you all..many of you are my friends here..and I wanted you all to know so you can build your routes the way YOU want without having to "over limit" your route just to make it work. There's hope..and with the new systems coming out...My memory hog of a route will just be a feather in the breeze. That's it..until someone else posts..I know I've opened the door to all sorts of things..so..I'm ready I hope (sheepishly)..P.
Paul...
www.mstsgmo.com
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RE: GM&O ROUTE, ROUTE BUILDERS please read, rjdiii, Jan-28-03, 05:42 PM, (1) RE: GM&O ROUTE, ROUTE BUILDERS please read, xlspecial261, Jan-28-03, 05:52 PM, (2) RE: GM&O ROUTE, ROUTE BUILDERS please read, GMOF3A, Jan-28-03, 06:34 PM, (5) RE: GM&O ROUTE, ROUTE BUILDERS please read, GMOF3A, Jan-30-03, 03:58 PM, (30) RE: GM&O ROUTE, ROUTE BUILDERS please read, smmille1, Jan-28-03, 06:01 PM, (3) RE: GM&O ROUTE, ROUTE BUILDERS please read, xlspecial261, Jan-28-03, 06:14 PM, (4) RE: GM&O ROUTE, ROUTE BUILDERS please read, smmille1, Jan-28-03, 08:32 PM, (7) RE: GM&O ROUTE, ROUTE BUILDERS please read, xlspecial261, Jan-28-03, 08:37 PM, (8) RE: GM&O ROUTE, ROUTE BUILDERS please read, GMOF3A, Jan-28-03, 08:40 PM, (9) RE: GM&O ROUTE, ROUTE BUILDERS please read, smmille1, Jan-28-03, 08:48 PM, (10) RE: GM&O ROUTE, ROUTE BUILDERS please read, xlspecial261, Jan-28-03, 08:53 PM, (11) RE: GM&O ROUTE, ROUTE BUILDERS please read, mark_blum, Jan-28-03, 08:30 PM, (6) RE: GM&O ROUTE, ROUTE BUILDERS please read, DKlemm, Jan-28-03, 08:53 PM, (12) RE: GM&O ROUTE, ROUTE BUILDERS please read, KeltikSylk, Jan-28-03, 09:08 PM, (13) RE: GM&O ROUTE, ROUTE BUILDERS please read, GMOF3A, Jan-29-03, 11:43 AM, (14) RE: GM&O ROUTE, ROUTE BUILDERS please read, griffinmt, Jan-29-03, 12:02 PM, (15) RE: GM&O ROUTE, ROUTE BUILDERS please read, GMOF3A, Jan-29-03, 01:09 PM, (17) RE: GM&O ROUTE, ROUTE BUILDERS please read, Coonskin, Jan-29-03, 01:17 PM, (18) RE: GM&O ROUTE, ROUTE BUILDERS please read, Coonskin, Jan-29-03, 12:12 PM, (16) RE: GM&O ROUTE, ROUTE BUILDERS please read, GMOF3A, Jan-29-03, 01:28 PM, (19) RE: GM&O ROUTE, ROUTE BUILDERS please read, lfriddle, Jan-29-03, 02:04 PM, (20) RE: GM&O ROUTE, ROUTE BUILDERS please read, GMOF3A, Jan-29-03, 02:21 PM, (21) RE: GM&O ROUTE, ROUTE BUILDERS please read, enocell, Jan-29-03, 03:17 PM, (22) RE: GM&O ROUTE, ROUTE BUILDERS please read, KeltikSylk, Jan-29-03, 03:20 PM, (23) RE: GM&O ROUTE, ROUTE BUILDERS please read, Railfan727, Feb-16-03, 08:50 PM, (33) RE: GM&O ROUTE, ROUTE BUILDERS please read, griffinmt, Jan-29-03, 03:34 PM, (24) RE: GM&O ROUTE, ROUTE BUILDERS please read, GMOF3A, Jan-29-03, 04:13 PM, (25) RE: GM&O ROUTE, ROUTE BUILDERS please read, smmille1, Jan-29-03, 07:30 PM, (26) RE: GM&O ROUTE, ROUTE BUILDERS please read, smmille1, Jan-29-03, 07:31 PM, (27) RE: GM&O ROUTE, ROUTE BUILDERS please read, timken, Jan-30-03, 11:21 AM, (28) RE: GM&O ROUTE, ROUTE BUILDERS please read, GMOF3A, Jan-30-03, 02:13 PM, (29) RE: GM&O ROUTE, ROUTE BUILDERS please read, MikeSimpson, Jan-31-03, 00:44 AM, (31) RE: GM&O ROUTE, ROUTE BUILDERS please read, GMOF3A, Jan-31-03, 00:54 AM, (32)
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