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"Route Editor Texture Limit IS 64 per route map :("
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JMSteven_W98 (191 posts)
Aug-02-01, 11:54 PM (EST) "Route Editor Texture Limit IS 64 per route map :(" Well, I not only tested this as you'll see in the screen prints within this post, but called an "inside" contact.Train Simulator's Route Editor cannot handle more than 64 active textures in the selection window because that window is not really a window - it's a Dialog Box.In theory, the game engine should handle more, and for John's benefit "if you understand the tile format..." so it seems to be editor only.The textures shown close up. I was over a green terrain at the time - no objects and had just crossed a "blue line" into the new tile:
The first error you get is:
The second error is this:
Tried again in the train yard area where I'm working on a "put any picture you want" object I created.Here's a size-reduced image of a 1920x1600 desktop I normally use. I shut down most of my Tray applets, and only had Visual C++ and Rhino 3D running with the Route Editor. Visual C++ is for the Train Simulator debugging I do.Only 532 Megabytes of physical RAM was in use and the swap file still hasn't been touched.
Jim Steven, MCSE
Sr Microsoft Windows Application Developer Alert Edit | Reply | Reply With Quote | Top
Table of Contents
Subject Author Message Date ID RE: Route Editor Texture Limit IS 6... ejoiner Aug-03-01 1 RE: Route Editor Texture Limit IS 6... JohnCS Aug-03-01 2 RE: Route Editor Texture Limit IS 6... mustangman79 Aug-03-01 3 RE: Route Editor Texture Limit IS 6... JMSteven_W98 Aug-03-01 4 RE: Route Editor Texture Limit IS 6... mustangman79 Aug-03-01 5 RE: Route Editor Texture Limit IS 6... JohnCS Aug-03-01 6 RE: Route Editor Texture Limit IS 6... HAC Aug-03-01 7 RE: Route Editor Texture Limit IS 6... JohnCS Aug-04-01 8 RE: Route Editor Texture Limit IS 6... White_Dragon Aug-04-01 9 RE: Route Editor Texture Limit IS 6... sniper297 Aug-04-01 10 RE: Frame rate with full route JMSteven_W98 Aug-04-01 11
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ejoiner (121 posts)
Aug-03-01, 00:02 AM (EST) 1. "RE: Route Editor Texture Limit IS 64 per route map :(" I wonder if this route editor is similar to other developer tools that happened to get out? When I was with Game Tool Technologies, we got given (privately) several developer tools
for some Janes games that never hit the public eye. They were quite handy, but were not debugged, and were mem hogs and were written in quick and dirty fashion. But accomplished a utility goal for the actual developers. We sometimes got given these as sources to develop commercial addons where we cleaned them up for usability and coding and help files, etc., etc., etc.I have the impression that Kuju threw the same type tool on the CD. Great sentiment, but dirty code...?Eric Remove | Alert Edit | Reply | Reply With Quote | Top
JohnCS (147 posts)
Aug-03-01, 10:45 AM (EST) 2. "RE: Route Editor Texture Limit IS 64 per route map :(" Thanks alot Jim! You've keep me from making a critical route design error. Remove | Alert Edit | Reply | Reply With Quote | Top
mustangman79 (5 posts)
Aug-03-01, 11:10 AM (EST) 3. "RE: Route Editor Texture Limit IS 64 per route map :(" This is off subject but was that a crane on that railroad car. It looks interesting. Did you make it yourself?Joe Remove | Alert Edit | Reply | Reply With Quote | Top
JMSteven_W98 (191 posts)
Aug-03-01, 12:58 PM (EST) 4. "RE: Route Editor Texture Limit IS 64 per route map :(" There are 2,000 objects that ship with the game and many of them are not enabled by default. The track maintenance vehicles and the flat car are all in that category.
The machine is one of those track road bed maintenance vehicles. One of the six train sheds in the game can straddle three tracks. I converted that building into a maintenance area so I could use the exposed overhang.Jim Steven, MCSE
Sr Microsoft Windows Application Developer Remove | Alert Edit | Reply | Reply With Quote | Top
mustangman79 (5 posts)
Aug-03-01, 01:13 PM (EST) 5. "RE: Route Editor Texture Limit IS 64 per route map :(" Thanks for replying back about that. Now I just need to get those working on my computer, so I can add those to the route I'm working on.Joe Remove | Alert Edit | Reply | Reply With Quote | Top
JohnCS (147 posts)
Aug-03-01, 01:29 PM (EST) 6. "RE: Route Editor Texture Limit IS 64 per route map :(" The machine on the flatcar is a Jackson (now Harsco Track Technologies) 6700 tamper. Great find Jim! Remove | Alert Edit | Reply | Reply With Quote | Top
HAC (165 posts)
Aug-03-01, 01:31 PM (EST) 7. "RE: Route Editor Texture Limit IS 64 per route map :(" Good lord! a Hi-Railer.. And I've been trying to make one all this time..(ok well, I want mine driveable)cheers
Harold Remove | Alert Edit | Reply | Reply With Quote | Top
JohnCS (147 posts)
Aug-04-01, 00:48 AM (EST) 8. "RE: Route Editor Texture Limit IS 64 per route map :(" You CAN have more than 64 terrain textures in a route map! Here are shots at two different locations within the same route at the same time:
and
The first pic has 42 textures, each applied to at least one square. The second pic is about 4 tiles away and has 50 textures, again applied to at least one square each. There are 6 textures common to both windows, the rest are unique resulting in 80 different textures.Using some method I haven't quite figured out yet, the route editor will page textures in and out as you aproach them, so as I move away in the editor from the first patch the textures start 'leaving the window', giving room for more.I should note however that when I saved the route after creating both 'patch farms', the first one disapeared from the route, though the second one saved. I had to go back and recreate the first one,then resave the route. This left me with both on subsequent reloads. Apparently if the editor pages out the textures for an area before you saved it 'forgets' about them. I could be missing the point, but I think this gives us a work-around. Remove | Alert Edit | Reply | Reply With Quote | Top
White_Dragon (79 posts)
Aug-04-01, 08:47 AM (EST) 9. "RE: Route Editor Texture Limit IS 64 per route map :(" Jim could you tell me how to input all the textures into my route. I can't seem to get them in.Also I have set the Height offset for my route in the geo editor as 2m. Can I change this even though I have already built some of my route. i am intending to have a major river in my rotue with a very large reservoir and want to raise the land so I can lower the land more then 2 metres.Also how do I actually add water? Remove | Alert Edit | Reply | Reply With Quote | Top
sniper297 (113 posts)
Aug-04-01, 11:14 AM (EST) 10. "RE: Route Editor Texture Limit IS 64 per route map :(" Jim, you're a nut. I'm really curious, after editing the tile scaling factor and pasting in a gazillion textures, have you actally tried to drive on what you created to check out what all that does to the framerate, or are you just creating still life?
I have 384 megs of ram, and even on a small route like the Settle & Carlisle I get those "stutters" that everyone is talking about. Game engine, fonts, sound, global etc. all add up to 252 megabytes so I can't imagine what the game is trying to load when it gets the hiccups. Remove | Alert Edit | Reply | Reply With Quote | Top
JMSteven_W98 (191 posts)
Aug-04-01, 10:23 PM (EST) 11. "RE: Frame rate with full route" The frame rate with a dual Intel P-4 system is 12 to 18 with a very full map - that means at least 20 computer AI trains and an average 1500 objects per "blue" tile. The USER-driven train is a 50 car freight monster with two D-9's at each end.When I'm not pushing technology limits like this, I typically see 60+ FPS in standard routes with snow and the fastest yet was 74 FPS.My gaming system is RamBus technology and AGP 8x. 4 Gigabytes of RAMBUS memory. The processors are 1.6 GHz P-4's and the motherboard is directly from Intel.The OS is Windows XP (since I'm a developer who worked on it anyway) so I can use Direct/X games with multiple processors. I have a RAID unit connected to a network server at home so disk transfer rates don't affect anything. Typically, I allocate 32 GB per system drive. Pure SCSI technology for slow stuff liks CD-ROM's, Zip Drive, Streaming tape and a video processor interface.I sent a CD ROM with the route 'pre-installed' to a friend in Boston who made the mistake of buying AMD hardware. His frame rate was 6 to 8.We both use Creative Labs GeForce Annihilator boards and have the video clock set to 500 MHz (default is 460).Fifteen years ago I decided that I would have at least eight or nine systems at home rather than one multipurpose machine.Sticking to pure IBM/Microsoft/Intel solutions has prevented system crashes. The diskette drives are from Sony since they invented the 3.5" hardware. Two creative labs SB Live Platinum 5:1 with 32 speakers and four sub woofers makes that part fun. Two Sony 21 Inch F-500 flat screen monitors (0.18 Dot Pitch and up to 2048x2048 square pixel resolution at 160 Hz refresh)(I have an "Unreal Tournament" game paused as I type this. Train Sim is ALSO running in it's own window and I can't notice any performance issues.)Jim Steven, MCSE
Sr Microsoft Windows Application Developer Remove | Alert Edit | Reply | Reply With Quote | Top
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