merge routes
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- GavNormandale
- Very Active Forum Member
- Posts: 1028
- Joined: Wed Oct 10, 2007 6:48 pm
- Location: Gateshead
merge routes
hi, when rial sim first appeared i asked about wheather routes could be merged or not, almost a year on and i havent heard much more on the subject. There are people shouting for improvements to dispatcher, AI, and alsorts of things which i agree could be an improvement to the sim but i feel the ability to merge routes is a very much needed improvement.
months ago i was asked by users local to me if id like to be part of a team recreating our local underground system, all was broken into sections which each builder would do thier bit, then put together later but if we are unable to merge then it would never work, so i think we need this ability so teams can work together to create routes.
i do remember a post by adam or derek saying they were going to look ibnto this, was in a thred on route building somewhere near bristol where 2 builders were building routes close together, wouldnt matter if they joined but if our project was to ever gohead then this ability would be essential,
cheers
Gav
months ago i was asked by users local to me if id like to be part of a team recreating our local underground system, all was broken into sections which each builder would do thier bit, then put together later but if we are unable to merge then it would never work, so i think we need this ability so teams can work together to create routes.
i do remember a post by adam or derek saying they were going to look ibnto this, was in a thred on route building somewhere near bristol where 2 builders were building routes close together, wouldnt matter if they joined but if our project was to ever gohead then this ability would be essential,
cheers
Gav
- class43HS125
- Well Established Forum Member
- Posts: 697
- Joined: Mon Dec 17, 2007 1:56 am
- Location: New Zealand
Re: merge routes
hi,
Just some logical thoughts on this one based on the stated idea of a "complete" route being chopped up from the outset with the intention of merging it all back together.
1. Find out the total area the rout will cover in RS terrain squares.
2. Decide on the Whole routes origin.
3. Divide the total area into theoretical (whatever you wish to call them) sections.
4. Give each person a copy of the base empty route.
5. Give each person the reference of their "Section" of terrain tiles using the RS grid reference
7. Predefine track line up points on the edge tiles of each "section" leaving a few meters gape at the edge, this gape being bridged in the master route. I think it would get lost at each update.
8. People do their own thing on their "Section".
To Merge the route......................
copy the tile files from each "Section" into the "Master" route. This could be predefined batch file copy/paste operations
Thinking out loud.......
Could work for a pre determanded complete route idea designed from the begining to be merged back together
but wouldnt work for two completely indipendantly created routes.
The list of various tile folders is around somewhere to ensure that all the nessecary bits are transfered.
Just food for thought. No I havent tried it
Ross
NZ
edit: Seem to remember that the idea of collective file access to a "master" route along with the nessecary file locking to prevent two people working on the same Tile was the basis of the thread you refere to. A goer if your in the same building.
Just some logical thoughts on this one based on the stated idea of a "complete" route being chopped up from the outset with the intention of merging it all back together.
1. Find out the total area the rout will cover in RS terrain squares.
2. Decide on the Whole routes origin.
3. Divide the total area into theoretical (whatever you wish to call them) sections.
4. Give each person a copy of the base empty route.
5. Give each person the reference of their "Section" of terrain tiles using the RS grid reference
7. Predefine track line up points on the edge tiles of each "section" leaving a few meters gape at the edge, this gape being bridged in the master route. I think it would get lost at each update.
8. People do their own thing on their "Section".
To Merge the route......................
copy the tile files from each "Section" into the "Master" route. This could be predefined batch file copy/paste operations
Thinking out loud.......
Could work for a pre determanded complete route idea designed from the begining to be merged back together
but wouldnt work for two completely indipendantly created routes.
The list of various tile folders is around somewhere to ensure that all the nessecary bits are transfered.
Just food for thought. No I havent tried it
Ross
NZ
edit: Seem to remember that the idea of collective file access to a "master" route along with the nessecary file locking to prevent two people working on the same Tile was the basis of the thread you refere to. A goer if your in the same building.
http://thefraserline.blogspot.com/
RW RB Challenge 1 Here and There and Back again! uktsfile 22834
RW RB Challenge 2 This Train Goes Round and Round uktsfile 25166
RW RB Challenge 3 The Windsor Branch, a challenge to far
RW RB Challenge 1 Here and There and Back again! uktsfile 22834
RW RB Challenge 2 This Train Goes Round and Round uktsfile 25166
RW RB Challenge 3 The Windsor Branch, a challenge to far
-
haddock1000
- Virtual Rail Engineer
- Posts: 2321
- Joined: Wed Oct 04, 2006 11:26 am
- Location: I haven't decided yet...
Re: merge routes
Hi, I am one of the many people doing routes near bristol. From the post which adam sent a few months back, i could remember that they used some program which merged all the tiles into one, and that they used it on the IOW route. now i haven't tried the mucking around yet, but ist should be totally possible to have 2 routes (whch will have to be on 2 different tiles) to merge, but there is one problem. The 2 routes must have the same start lat - lon position, for the main reason that the tiles are named relative to the ORIGINAL start lat - lon position, which I assume is grabbed straight out of theroute template bin file, which can be easily editied, without changing the default free roam scenario, which grabbed those same lat-lon co-ordinates when the route was first loaded, and saved them into it's own scenario file. TYherefore it is posible, but could confuse things a bit.
thanks
chaddockdk
thanks
chaddockdk
- AndiS
- Very Active Forum Member
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- Joined: Fri Sep 23, 2005 4:43 pm
- Location: Jester's cell in ivory tower
- Contact:
Re: merge routes
The thing to remember is that there is data only stored in the file for the relevant tile, and data that is stored globally.
Local to the file: Scenery items, ground texture, height of terrain, lofts, roads.
Global: Tracks, signals, all kinds of markers, scenarios.
Assuming that you leave the scenarios aside for now, I would go like this:
You appoint one keeper of the master copy.
On this master copy, you create the route with all the track.
Then, you split the area of the route by tiles. (You can show the tile boundaries in the editor, and you always see the tile coordinate at the bottom of the screen.) Everyone gets a list of tiles from the master copy (may be empty or not even present initially, e.g., if you did not paint any texture, I guess the file does not exist, but it is created on demand for sure).
E.g., for tile +5/-4, these files are:
Scenery\+000005-000004.bin
Networks\Loft Tiles+000005-000004.bin
Networks\Road Tiles+000005-000004.bin
Terrain\+000005-000004.bin
MipMap\+000005-000004.bin
(I did not double check the folder names with my KRS installation, but they will guide you to the right location.)
At regular intervals, these files are copied back to the master route, overwriting the data there.
It goes without saying that the keeper of the master touches nothing but the track.
Whenever someone wants a modification of the track in his area, he tells the holder of the master copy about it. If the current state of the tile data is played back to the master before this track modification is done, it will be easy to make the changes with precision (as in fitting the track to some newly placed scenery).
Since platform shapes and viaducts are lofts, they are placed with the offset tool, without modifying the global tracks.xml file. But you should double check in your case. (Copy tracks.bin, place a platform, copy the new tracks.bin, serz both, make a diff of the two files. They should be identical).
If two people who started modelling their own routes independently want to merge their routes, the situation is not as nice.
In this case, I would do this:
Model both sub-routes to perfection, especially regarding trackwork, signalling, markers. Don't forget that the marker names must be unique in the end result, so names like siding1 are a bad idea.
Leave some stretch unmodelled where the joint will be. (100m or a mile, depending how precise you approach the joint in the sub-routes).
When you are perfectly sure that all is done, then you try to merge the tracks.xml files. This can cause some cursing, no one tried it before, and there are lots of ID fields the content of which is kept as a trade secret by RSDL. So no one knows what happens if two pieces of track happen to have the same ID.
Once you managed to load the whole route into KRS and you see all the track, you lay the missing bit of track and place scenery around it.
As mentioned above, tiles which are present in both sub-routes would need to be merged, too. This will be easier, because there is not much to the IDs of the scenery. For merging the height and ground texture data of a tile from two sources, you would need to write a little program. You are more likely to redo the tile in the merged version of the route.
Carrying over changes to the track in the sub-routes after the merge will be a nightmare, just don't do it. Further development of scenery etc. can continue according to the scheme given above, after the merge.
P.S.: Oh, and I forgot to mention that you are shot if you do not start all sub-routes from the same origin. More precisely, you are not shot, but you need someone who writes a program that modifies all the coordinates of everything in your route, which will not happen in quite some time.
Local to the file: Scenery items, ground texture, height of terrain, lofts, roads.
Global: Tracks, signals, all kinds of markers, scenarios.
Assuming that you leave the scenarios aside for now, I would go like this:
You appoint one keeper of the master copy.
On this master copy, you create the route with all the track.
Then, you split the area of the route by tiles. (You can show the tile boundaries in the editor, and you always see the tile coordinate at the bottom of the screen.) Everyone gets a list of tiles from the master copy (may be empty or not even present initially, e.g., if you did not paint any texture, I guess the file does not exist, but it is created on demand for sure).
E.g., for tile +5/-4, these files are:
Scenery\+000005-000004.bin
Networks\Loft Tiles+000005-000004.bin
Networks\Road Tiles+000005-000004.bin
Terrain\+000005-000004.bin
MipMap\+000005-000004.bin
(I did not double check the folder names with my KRS installation, but they will guide you to the right location.)
At regular intervals, these files are copied back to the master route, overwriting the data there.
It goes without saying that the keeper of the master touches nothing but the track.
Whenever someone wants a modification of the track in his area, he tells the holder of the master copy about it. If the current state of the tile data is played back to the master before this track modification is done, it will be easy to make the changes with precision (as in fitting the track to some newly placed scenery).
Since platform shapes and viaducts are lofts, they are placed with the offset tool, without modifying the global tracks.xml file. But you should double check in your case. (Copy tracks.bin, place a platform, copy the new tracks.bin, serz both, make a diff of the two files. They should be identical).
If two people who started modelling their own routes independently want to merge their routes, the situation is not as nice.
In this case, I would do this:
Model both sub-routes to perfection, especially regarding trackwork, signalling, markers. Don't forget that the marker names must be unique in the end result, so names like siding1 are a bad idea.
Leave some stretch unmodelled where the joint will be. (100m or a mile, depending how precise you approach the joint in the sub-routes).
When you are perfectly sure that all is done, then you try to merge the tracks.xml files. This can cause some cursing, no one tried it before, and there are lots of ID fields the content of which is kept as a trade secret by RSDL. So no one knows what happens if two pieces of track happen to have the same ID.
Once you managed to load the whole route into KRS and you see all the track, you lay the missing bit of track and place scenery around it.
As mentioned above, tiles which are present in both sub-routes would need to be merged, too. This will be easier, because there is not much to the IDs of the scenery. For merging the height and ground texture data of a tile from two sources, you would need to write a little program. You are more likely to redo the tile in the merged version of the route.
Carrying over changes to the track in the sub-routes after the merge will be a nightmare, just don't do it. Further development of scenery etc. can continue according to the scheme given above, after the merge.
P.S.: Oh, and I forgot to mention that you are shot if you do not start all sub-routes from the same origin. More precisely, you are not shot, but you need someone who writes a program that modifies all the coordinates of everything in your route, which will not happen in quite some time.
Re: merge routes
Hiya,
Although routes in Rail Simulator can be developed by multiple people, RSDL definately do not advise attempting to develop seperate routes and merging them as an after thought. Merging can only successfully occur if intended from the outset.
Lets look at the files/folders of a Rail Simulator Route:
SO WHO CAN WORK ON WHAT?
TRACK,LOFTS, ROADS and SCENARIOS - For each of these elements of a route there is a folder containing all the tiles which record the placement of pieces and then a database that holds all extra information (Tracks.Bin / Lofts.bin / Roads.bin / Scenarios.bin). In the case of roads and lofts, this database is small. However for track & Scenarios, these databases contain key information such as the position of signals, speed signs, track properties etc making them very important files. Due to this, only one person can work on any of these four elements at any one time.
MIXMAP,SCENERY and TERRAIN - For each of these areas, there is merely a folder containing tiles which hold information related to the relevent data, for that element of the route. Now because there is no central database containing key information of the route as a whole, this means more than one user can provide files for these areas at the same time. So long as no two users provide the same files, there will be no lost or over-writing of work.
Therefore it is quite possible, to mark out all the tiles your choosen route is going to occupy by recording all the numbers seen in the bottom left corner of the screen, and then dividing these tiles up between several people. These individuals can then go to their allocated section and start placing scenery, adding DEM data and texturing the terrain. This enables the large task of populating a route to be covered in a very short space of time depending on the size of team you have available.
For example, if it takes 1 person 4 weeks to populate a 10mile route, it might only take 1 week if you have 4 people doing it.
PUTTING THIS INTO PRACTICE
The approach to take considering the above details would be as follows:
1. Create Series Marker showing path of route
2. Run down the route, adding DEM to the terrain and recording all tiles used
3. Lay track in relation to terrain (leaving fine tuning of terrain for later)
4. Lay roads in relation to track and terrain (to be used to assist scenery placement)
5. Allocate tile sections to rest of team
6. Team populates scenery / ground textures and fine tunes terrain around track and roads
7. While the above occurs - Members take turns to place loft objects in relation to their scenery
8. While the above occurs - Signals, Properties and track related objects are added to track
9. Scenarios are created and tested while scenery is tweaked and polished
At RSDL in order to stop a big mess occuring over who does what, we use what is known as 'Source Control Software'. What this does is hold a record of every file your route has, which in order to work on, you need to mark in the software that you want the file. This then tells everyone else that you have that file and alerts them not to make any changes to that file until it is handed back.
Hope that helps to answer the question.
Although routes in Rail Simulator can be developed by multiple people, RSDL definately do not advise attempting to develop seperate routes and merging them as an after thought. Merging can only successfully occur if intended from the outset.
Lets look at the files/folders of a Rail Simulator Route:
- MixMap - Terrain texturing data
- Networks
- Loft Tiles - Lofted object data
- Loft.bin - Database of loft network
- Road Tiles - Road placement data
- Roads.bin - Database of road network
- Track Tiles - Track placement data
- Tracks.bin - Database of track network
- Loft Tiles - Lofted object data
- Scenarios - Individual scenario data
- Scenarios.bin - Database of scenarios
- Scenery - Scenery placement data
- Terrain - Terrain height data
SO WHO CAN WORK ON WHAT?
TRACK,LOFTS, ROADS and SCENARIOS - For each of these elements of a route there is a folder containing all the tiles which record the placement of pieces and then a database that holds all extra information (Tracks.Bin / Lofts.bin / Roads.bin / Scenarios.bin). In the case of roads and lofts, this database is small. However for track & Scenarios, these databases contain key information such as the position of signals, speed signs, track properties etc making them very important files. Due to this, only one person can work on any of these four elements at any one time.
MIXMAP,SCENERY and TERRAIN - For each of these areas, there is merely a folder containing tiles which hold information related to the relevent data, for that element of the route. Now because there is no central database containing key information of the route as a whole, this means more than one user can provide files for these areas at the same time. So long as no two users provide the same files, there will be no lost or over-writing of work.
Therefore it is quite possible, to mark out all the tiles your choosen route is going to occupy by recording all the numbers seen in the bottom left corner of the screen, and then dividing these tiles up between several people. These individuals can then go to their allocated section and start placing scenery, adding DEM data and texturing the terrain. This enables the large task of populating a route to be covered in a very short space of time depending on the size of team you have available.
For example, if it takes 1 person 4 weeks to populate a 10mile route, it might only take 1 week if you have 4 people doing it.
PUTTING THIS INTO PRACTICE
The approach to take considering the above details would be as follows:
1. Create Series Marker showing path of route
2. Run down the route, adding DEM to the terrain and recording all tiles used
3. Lay track in relation to terrain (leaving fine tuning of terrain for later)
4. Lay roads in relation to track and terrain (to be used to assist scenery placement)
5. Allocate tile sections to rest of team
6. Team populates scenery / ground textures and fine tunes terrain around track and roads
7. While the above occurs - Members take turns to place loft objects in relation to their scenery
8. While the above occurs - Signals, Properties and track related objects are added to track
9. Scenarios are created and tested while scenery is tweaked and polished
At RSDL in order to stop a big mess occuring over who does what, we use what is known as 'Source Control Software'. What this does is hold a record of every file your route has, which in order to work on, you need to mark in the software that you want the file. This then tells everyone else that you have that file and alerts them not to make any changes to that file until it is handed back.
Hope that helps to answer the question.
- M1ckran
- Well Established Forum Member
- Posts: 762
- Joined: Mon Mar 17, 2008 2:40 am
- Location: Cheshire, England
Re: merge routes
Thanks for this article. It's very informative and helpful.
Worthy of Sticky Status in my opinion.
Michael
Worthy of Sticky Status in my opinion.
Michael
Re: merge routes
Its on page 25 of the official RailSim FAQ....
- M1ckran
- Well Established Forum Member
- Posts: 762
- Joined: Mon Mar 17, 2008 2:40 am
- Location: Cheshire, England
Re: merge routes
Oops.
I'll have to remember to look there more often.
I'll have to remember to look there more often.
- GavNormandale
- Very Active Forum Member
- Posts: 1028
- Joined: Wed Oct 10, 2007 6:48 pm
- Location: Gateshead
Re: merge routes
thanks to all, glad to see it is possible, just needs some forward planing
cheers
Gav
cheers
Gav
-
haddock1000
- Virtual Rail Engineer
- Posts: 2321
- Joined: Wed Oct 04, 2006 11:26 am
- Location: I haven't decided yet...
Re: merge routes
I do agree. this needs to be a sticky.
OK. try this
create a route called 001
add some scenery etc..
do the same with a route called 002
Make sure that the scenery & terrain etc.. is in 2 different tiles
OK. the left one is 001, the right one is 002.
go into 001 and open up networks\tracks.xml (may need to serz the bin of the same name.)
do the same with 002
you need to find the bit between <ribbon> & </ribbon> in 002
e.g.
you need to make sure it has the phrase below in it (or similar)
copy this into the clipboard.
see ya in part 2!
thanks,
chaddockdk
OK. try this
create a route called 001
add some scenery etc..
do the same with a route called 002
Make sure that the scenery & terrain etc.. is in 2 different tiles
OK. the left one is 001, the right one is 002.
go into 001 and open up networks\tracks.xml (may need to serz the bin of the same name.)
do the same with 002
you need to find the bit between <ribbon> & </ribbon> in 002
e.g.
Code: Select all
<Ribbon>
<Network-cTrackRibbon d:id="94967672">
<_length d:type="sFloat32" d:alt_encoding="000000801A335240" d:precision="string">72.7985</_length>
<RibbonID>
<cGUID>
<UUID>
<e d:type="sUInt64">5102682028107953655</e>
<e d:type="sUInt64">2797729863148035229</e>
</UUID>
<DevString d:type="cDeltaString">f724f5f7-5e44-46d0-9ddc-70ce7c88d326</DevString>
</cGUID>
</RibbonID>
<Height>
<Network-iRibbon-cHeight d:id="93096528">
<_position d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</_position>
<_height d:type="sFloat32" d:alt_encoding="000000803D0AD73F" d:precision="string">0.3600</_height>
<_manual d:type="bool">0</_manual>
</Network-iRibbon-cHeight>
<Network-iRibbon-cHeight d:id="93096540">
<_position d:type="sFloat32" d:alt_encoding="000000801A335240" d:precision="string">72.7985</_position>
<_height d:type="sFloat32" d:alt_encoding="000000803D0AD73F" d:precision="string">0.3600</_height>
<_manual d:type="bool">0</_manual>
</Network-iRibbon-cHeight>
</Height>
<RouteVector>
<cRouteVector2>
<X>
<cRouteCoordinate>
<Distance d:type="sInt32">0</Distance>
</cRouteCoordinate>
</X>
<Z>
<cRouteCoordinate>
<Distance d:type="sInt32">-1</Distance>
</cRouteCoordinate>
</Z>
</cRouteVector2>
</RouteVector>
<RBottomLeft d:numElements="2" d:elementType="sFloat32" d:precision="string">163.0126 933.6345</RBottomLeft>
<RExtents d:numElements="2" d:elementType="sFloat32" d:precision="string">0.0000 72.7985</RExtents>
<FixedPatternRef>
<Network-cNetworkRibbon-sFixedPatternRef>
<FixedPattern>
<d:nil/>
</FixedPattern>
<FixedPatternRibbonIndex d:type="sInt32">-1</FixedPatternRibbonIndex>
</Network-cNetworkRibbon-sFixedPatternRef>
</FixedPatternRef>
<LockCounterWhenModified d:type="sUInt32">1</LockCounterWhenModified>
<Properties>
<Network-cPropertyContainer d:id="94967792">
<Property>
<Network-cTrackNetworkTrackRule d:id="94918048">
<_start d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</_start>
<_end d:type="sFloat32" d:alt_encoding="000000801A335240" d:precision="string">72.7985</_end>
<Property>
<Network-iTrackNetworkTrackRule-cPropertyValue>
<TrackRule>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">railnetwork\trackrules\1 default track rules.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</TrackRule>
</Network-iTrackNetworkTrackRule-cPropertyValue>
</Property>
</Network-cTrackNetworkTrackRule>
<Network-cSectionGenericProperties d:id="94967848">
<_start d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</_start>
<_end d:type="sFloat32" d:alt_encoding="000000801A335240" d:precision="string">72.7985</_end>
<BlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">railnetwork\track\bath_temp_track01.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<SecondaryBlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString"></Provider>
<Product d:type="cDeltaString"></Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString"></BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</SecondaryBlueprintID>
<ElectrificationBlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString"></Provider>
<Product d:type="cDeltaString"></Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString"></BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</ElectrificationBlueprintID>
<LoftScaleFactor d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</LoftScaleFactor>
</Network-cSectionGenericProperties>
<Network-cTrackMarkerProperty d:id="95172496">
<Entity>
<cOwnedEntity d:id="94895568">
<Component>
<Network-cTrackMarkerComponent d:id="93553736">
<LocalisedDisplayName>
<Localisation-cUserLocalisedString>
<English d:type="cDeltaString">TEST marker 2</English>
<French d:type="cDeltaString"></French>
<Italian d:type="cDeltaString"></Italian>
<German d:type="cDeltaString"></German>
<Spanish d:type="cDeltaString"></Spanish>
<Arabic d:type="cDeltaString"></Arabic>
<Basque d:type="cDeltaString"></Basque>
<Bulgarian d:type="cDeltaString"></Bulgarian>
<Catalan d:type="cDeltaString"></Catalan>
<Croatian d:type="cDeltaString"></Croatian>
<Czech d:type="cDeltaString"></Czech>
<Danish d:type="cDeltaString"></Danish>
<Dutch d:type="cDeltaString"></Dutch>
<Finnish d:type="cDeltaString"></Finnish>
<FrenchCA d:type="cDeltaString"></FrenchCA>
<Greek d:type="cDeltaString"></Greek>
<Hungarian d:type="cDeltaString"></Hungarian>
<Indonesian d:type="cDeltaString"></Indonesian>
<Japanese d:type="cDeltaString"></Japanese>
<Korean d:type="cDeltaString"></Korean>
<Norwegian d:type="cDeltaString"></Norwegian>
<Polish d:type="cDeltaString"></Polish>
<Portuguese d:type="cDeltaString"></Portuguese>
<PortugueseBR d:type="cDeltaString"></PortugueseBR>
<Romanian d:type="cDeltaString"></Romanian>
<Russian d:type="cDeltaString"></Russian>
<Serbian d:type="cDeltaString"></Serbian>
<SimpChinese d:type="cDeltaString"></SimpChinese>
<Slovak d:type="cDeltaString"></Slovak>
<Slovenian d:type="cDeltaString"></Slovenian>
<Swedish d:type="cDeltaString"></Swedish>
<Thai d:type="cDeltaString"></Thai>
<TradChinese d:type="cDeltaString"></TradChinese>
<Turkish d:type="cDeltaString"></Turkish>
<Other/>
</Localisation-cUserLocalisedString>
</LocalisedDisplayName>
<DisplayName d:type="cDeltaString">TEST marker 2</DisplayName>
<Distance d:type="sInt32">0</Distance>
<WaitTime d:type="sInt32">0</WaitTime>
</Network-cTrackMarkerComponent>
<cTrackMarkerSceneryRender d:id="470058184">
<DetailLevel d:type="sInt32">10</DetailLevel>
</cTrackMarkerSceneryRender>
<cPosOri d:id="94926800">
<RFarMatrix>
<cFarMatrix d:id="94926812">
<Height d:type="sFloat32" d:alt_encoding="000000803D0AD73F" d:precision="string">0.3600</Height>
<RXAxis d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000 0.0000 0.0000 0.0000</RXAxis>
<RYAxis d:numElements="4" d:elementType="sFloat32" d:precision="string">0.0000 1.0000 0.0000 0.0000</RYAxis>
<RZAxis d:numElements="4" d:elementType="sFloat32" d:precision="string">0.0000 0.0000 1.0000 0.0000</RZAxis>
<RFarPosition>
<cFarVector2 d:id="94926864">
<X>
<cFarCoordinate>
<RouteCoordinate>
<cRouteCoordinate>
<Distance d:type="sInt32">0</Distance>
</cRouteCoordinate>
</RouteCoordinate>
<TileCoordinate>
<cTileCoordinate>
<Distance d:type="sFloat32" d:alt_encoding="0000008067606440" d:precision="string">163.0126</Distance>
</cTileCoordinate>
</TileCoordinate>
</cFarCoordinate>
</X>
<Z>
<cFarCoordinate>
<RouteCoordinate>
<cRouteCoordinate>
<Distance d:type="sInt32">-1</Distance>
</cRouteCoordinate>
</RouteCoordinate>
<TileCoordinate>
<cTileCoordinate>
<Distance d:type="sFloat32" d:alt_encoding="000000404A5A8E40" d:precision="string">971.2863</Distance>
</cTileCoordinate>
</TileCoordinate>
</cFarCoordinate>
</Z>
</cFarVector2>
</RFarPosition>
</cFarMatrix>
</RFarMatrix>
</cPosOri>
</Component>
<BlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulatorCore</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">railnetwork\markers\destination marker.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<Name d:type="cDeltaString">Marker - destination</Name>
</cOwnedEntity>
</Entity>
<_start d:type="sFloat32" d:alt_encoding="00000020AD174240" d:precision="string">36.1850</_start>
<_end d:type="sFloat32" d:alt_encoding="000000002B8F4340" d:precision="string">39.1185</_end>
<First d:type="bool">1</First>
</Network-cTrackMarkerProperty>
<Network-cSignalProperty d:id="95114896">
<Entity>
<cOwnedEntity d:id="94975968">
<Component>
<Network-cSignalComponent d:id="94978416"/>
<cSceneryRender d:id="472055624">
<DetailLevel d:type="sInt32">10</DetailLevel>
</cSceneryRender>
<cPosOri d:id="94930904">
<RFarMatrix>
<cFarMatrix d:id="94930916">
<Height d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</Height>
<RXAxis d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000 0.0000 0.0000 0.0000</RXAxis>
<RYAxis d:numElements="4" d:elementType="sFloat32" d:precision="string">0.0000 1.0000 0.0000 0.0000</RYAxis>
<RZAxis d:numElements="4" d:elementType="sFloat32" d:precision="string">0.0000 0.0000 1.0000 0.0000</RZAxis>
<RFarPosition>
<cFarVector2 d:id="94930968">
<X>
<cFarCoordinate>
<RouteCoordinate>
<cRouteCoordinate>
<Distance d:type="sInt32">0</Distance>
</cRouteCoordinate>
</RouteCoordinate>
<TileCoordinate>
<cTileCoordinate>
<Distance d:type="sFloat32" d:alt_encoding="0000002045B26440" d:precision="string">165.5709</Distance>
</cTileCoordinate>
</TileCoordinate>
</cFarCoordinate>
</X>
<Z>
<cFarCoordinate>
<RouteCoordinate>
<cRouteCoordinate>
<Distance d:type="sInt32">-1</Distance>
</cRouteCoordinate>
</RouteCoordinate>
<TileCoordinate>
<cTileCoordinate>
<Distance d:type="sFloat32" d:alt_encoding="000000203DAC8E40" d:precision="string">981.5298</Distance>
</cTileCoordinate>
</TileCoordinate>
</cFarCoordinate>
</Z>
</cFarVector2>
</RFarPosition>
</cFarMatrix>
</RFarMatrix>
</cPosOri>
<cScriptComponent d:id="94978768">
<DebugDisplay d:type="bool">1</DebugDisplay>
<StateName d:type="cDeltaString"></StateName>
</cScriptComponent>
<cEntityContainer d:id="92874784"/>
</Component>
<BlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">railnetwork\signals\german\hp_mod_post\s modsig_hp_3t 3e.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<Name d:type="cDeltaString">S ModSig_HP_3T 3E</Name>
</cOwnedEntity>
</Entity>
<_offset d:type="sFloat32" d:alt_encoding="000000A0D6CB4740" d:precision="string">47.5925</_offset>
<PointDirectionType d:type="cDeltaString">e1Way</PointDirectionType>
<_direction>
<Network-cDirection>
<_dir d:type="cDeltaString">forwards</_dir>
</Network-cDirection>
</_direction>
<Index d:type="sInt32">0</Index>
</Network-cSignalProperty>
<Network-cSignalProperty d:id="93060504">
<Entity>
<cOwnedEntity d:type="ref">94975968</cOwnedEntity>
</Entity>
<_offset d:type="sFloat32" d:alt_encoding="00000020C1C34840" d:precision="string">49.5293</_offset>
<PointDirectionType d:type="cDeltaString">e1Way</PointDirectionType>
<_direction>
<Network-cDirection>
<_dir d:type="cDeltaString">forwards</_dir>
</Network-cDirection>
</_direction>
<Index d:type="sInt32">1</Index>
</Network-cSignalProperty>
<Network-cSignalProperty d:id="93456072">
<Entity>
<cOwnedEntity d:type="ref">94975968</cOwnedEntity>
</Entity>
<_offset d:type="sFloat32" d:alt_encoding="000000E0B5334A40" d:precision="string">52.4040</_offset>
<PointDirectionType d:type="cDeltaString">e1Way</PointDirectionType>
<_direction>
<Network-cDirection>
<_dir d:type="cDeltaString">forwards</_dir>
</Network-cDirection>
</_direction>
<Index d:type="sInt32">2</Index>
</Network-cSignalProperty>
<Network-cSignalProperty d:id="94868944">
<Entity>
<cOwnedEntity d:type="ref">94975968</cOwnedEntity>
</Entity>
<_offset d:type="sFloat32" d:alt_encoding="000000A056E54A40" d:precision="string">53.7917</_offset>
<PointDirectionType d:type="cDeltaString">e1Way</PointDirectionType>
<_direction>
<Network-cDirection>
<_dir d:type="cDeltaString">forwards</_dir>
</Network-cDirection>
</_direction>
<Index d:type="sInt32">3</Index>
</Network-cSignalProperty>
</Property>
</Network-cPropertyContainer>
</Properties>
<ExplicitDirection>
<Network-cDirection>
<_dir d:type="cDeltaString">either</_dir>
</Network-cDirection>
</ExplicitDirection>
</Network-cTrackRibbon>
</Ribbon>
copy this into the clipboard.
see ya in part 2!
thanks,
chaddockdk
Last edited by haddock1000 on Tue Sep 16, 2008 3:29 pm, edited 4 times in total.
Part of the Chaddock Engineering group - trying to make things easy!
-
haddock1000
- Virtual Rail Engineer
- Posts: 2321
- Joined: Wed Oct 04, 2006 11:26 am
- Location: I haven't decided yet...
Re: merge routes
PART 2.
paste this in front of the same section in the 002 xml file so that the middle looks something like this.
(the full code loks like this:

delete the lines " <ribbon> & </ribbon>
do the same as above, except with the nodes section.
Then repeat the process with the areamarkers section.
copy the file(s) in the track tiles folder in the 001 route and put them into the 002 route.
do the same for the scenery and the terrain file (be careful when copying the terrain file(s) there may be some uneccessary files that DON'T need copying, and if copied could overwrite the existing files and flatten your terrain!)

Ah. It has copied it except for the track files etc., but don't worry, i'm on it (if you know the answer though, don't hesitate to correct me!)
thanks,
chaddockdk
paste this in front of the same section in the 002 xml file so that the middle looks something like this.
(the full code loks like this:
Code: Select all
<Ribbon>
<Network-cTrackRibbon d:id="94967672">
<_length d:type="sFloat32" d:alt_encoding="000000801A335240" d:precision="string">72.7985</_length>
<RibbonID>
<cGUID>
<UUID>
<e d:type="sUInt64">5102682028107953655</e>
<e d:type="sUInt64">2797729863148035229</e>
</UUID>
<DevString d:type="cDeltaString">f724f5f7-5e44-46d0-9ddc-70ce7c88d326</DevString>
</cGUID>
</RibbonID>
<Height>
<Network-iRibbon-cHeight d:id="93096528">
<_position d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</_position>
<_height d:type="sFloat32" d:alt_encoding="000000803D0AD73F" d:precision="string">0.3600</_height>
<_manual d:type="bool">0</_manual>
</Network-iRibbon-cHeight>
<Network-iRibbon-cHeight d:id="93096540">
<_position d:type="sFloat32" d:alt_encoding="000000801A335240" d:precision="string">72.7985</_position>
<_height d:type="sFloat32" d:alt_encoding="000000803D0AD73F" d:precision="string">0.3600</_height>
<_manual d:type="bool">0</_manual>
</Network-iRibbon-cHeight>
</Height>
<RouteVector>
<cRouteVector2>
<X>
<cRouteCoordinate>
<Distance d:type="sInt32">0</Distance>
</cRouteCoordinate>
</X>
<Z>
<cRouteCoordinate>
<Distance d:type="sInt32">-1</Distance>
</cRouteCoordinate>
</Z>
</cRouteVector2>
</RouteVector>
<RBottomLeft d:numElements="2" d:elementType="sFloat32" d:precision="string">163.0126 933.6345</RBottomLeft>
<RExtents d:numElements="2" d:elementType="sFloat32" d:precision="string">0.0000 72.7985</RExtents>
<FixedPatternRef>
<Network-cNetworkRibbon-sFixedPatternRef>
<FixedPattern>
<d:nil/>
</FixedPattern>
<FixedPatternRibbonIndex d:type="sInt32">-1</FixedPatternRibbonIndex>
</Network-cNetworkRibbon-sFixedPatternRef>
</FixedPatternRef>
<LockCounterWhenModified d:type="sUInt32">1</LockCounterWhenModified>
<Properties>
<Network-cPropertyContainer d:id="94967792">
<Property>
<Network-cTrackNetworkTrackRule d:id="94918048">
<_start d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</_start>
<_end d:type="sFloat32" d:alt_encoding="000000801A335240" d:precision="string">72.7985</_end>
<Property>
<Network-iTrackNetworkTrackRule-cPropertyValue>
<TrackRule>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">railnetwork\trackrules\1 default track rules.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</TrackRule>
</Network-iTrackNetworkTrackRule-cPropertyValue>
</Property>
</Network-cTrackNetworkTrackRule>
<Network-cSectionGenericProperties d:id="94967848">
<_start d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</_start>
<_end d:type="sFloat32" d:alt_encoding="000000801A335240" d:precision="string">72.7985</_end>
<BlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">railnetwork\track\bath_temp_track01.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<SecondaryBlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString"></Provider>
<Product d:type="cDeltaString"></Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString"></BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</SecondaryBlueprintID>
<ElectrificationBlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString"></Provider>
<Product d:type="cDeltaString"></Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString"></BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</ElectrificationBlueprintID>
<LoftScaleFactor d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</LoftScaleFactor>
</Network-cSectionGenericProperties>
<Network-cTrackMarkerProperty d:id="95172496">
<Entity>
<cOwnedEntity d:id="94895568">
<Component>
<Network-cTrackMarkerComponent d:id="93553736">
<LocalisedDisplayName>
<Localisation-cUserLocalisedString>
<English d:type="cDeltaString">TEST marker 2</English>
<French d:type="cDeltaString"></French>
<Italian d:type="cDeltaString"></Italian>
<German d:type="cDeltaString"></German>
<Spanish d:type="cDeltaString"></Spanish>
<Arabic d:type="cDeltaString"></Arabic>
<Basque d:type="cDeltaString"></Basque>
<Bulgarian d:type="cDeltaString"></Bulgarian>
<Catalan d:type="cDeltaString"></Catalan>
<Croatian d:type="cDeltaString"></Croatian>
<Czech d:type="cDeltaString"></Czech>
<Danish d:type="cDeltaString"></Danish>
<Dutch d:type="cDeltaString"></Dutch>
<Finnish d:type="cDeltaString"></Finnish>
<FrenchCA d:type="cDeltaString"></FrenchCA>
<Greek d:type="cDeltaString"></Greek>
<Hungarian d:type="cDeltaString"></Hungarian>
<Indonesian d:type="cDeltaString"></Indonesian>
<Japanese d:type="cDeltaString"></Japanese>
<Korean d:type="cDeltaString"></Korean>
<Norwegian d:type="cDeltaString"></Norwegian>
<Polish d:type="cDeltaString"></Polish>
<Portuguese d:type="cDeltaString"></Portuguese>
<PortugueseBR d:type="cDeltaString"></PortugueseBR>
<Romanian d:type="cDeltaString"></Romanian>
<Russian d:type="cDeltaString"></Russian>
<Serbian d:type="cDeltaString"></Serbian>
<SimpChinese d:type="cDeltaString"></SimpChinese>
<Slovak d:type="cDeltaString"></Slovak>
<Slovenian d:type="cDeltaString"></Slovenian>
<Swedish d:type="cDeltaString"></Swedish>
<Thai d:type="cDeltaString"></Thai>
<TradChinese d:type="cDeltaString"></TradChinese>
<Turkish d:type="cDeltaString"></Turkish>
<Other/>
</Localisation-cUserLocalisedString>
</LocalisedDisplayName>
<DisplayName d:type="cDeltaString">TEST marker 2</DisplayName>
<Distance d:type="sInt32">0</Distance>
<WaitTime d:type="sInt32">0</WaitTime>
</Network-cTrackMarkerComponent>
<cTrackMarkerSceneryRender d:id="470058184">
<DetailLevel d:type="sInt32">10</DetailLevel>
</cTrackMarkerSceneryRender>
<cPosOri d:id="94926800">
<RFarMatrix>
<cFarMatrix d:id="94926812">
<Height d:type="sFloat32" d:alt_encoding="000000803D0AD73F" d:precision="string">0.3600</Height>
<RXAxis d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000 0.0000 0.0000 0.0000</RXAxis>
<RYAxis d:numElements="4" d:elementType="sFloat32" d:precision="string">0.0000 1.0000 0.0000 0.0000</RYAxis>
<RZAxis d:numElements="4" d:elementType="sFloat32" d:precision="string">0.0000 0.0000 1.0000 0.0000</RZAxis>
<RFarPosition>
<cFarVector2 d:id="94926864">
<X>
<cFarCoordinate>
<RouteCoordinate>
<cRouteCoordinate>
<Distance d:type="sInt32">0</Distance>
</cRouteCoordinate>
</RouteCoordinate>
<TileCoordinate>
<cTileCoordinate>
<Distance d:type="sFloat32" d:alt_encoding="0000008067606440" d:precision="string">163.0126</Distance>
</cTileCoordinate>
</TileCoordinate>
</cFarCoordinate>
</X>
<Z>
<cFarCoordinate>
<RouteCoordinate>
<cRouteCoordinate>
<Distance d:type="sInt32">-1</Distance>
</cRouteCoordinate>
</RouteCoordinate>
<TileCoordinate>
<cTileCoordinate>
<Distance d:type="sFloat32" d:alt_encoding="000000404A5A8E40" d:precision="string">971.2863</Distance>
</cTileCoordinate>
</TileCoordinate>
</cFarCoordinate>
</Z>
</cFarVector2>
</RFarPosition>
</cFarMatrix>
</RFarMatrix>
</cPosOri>
</Component>
<BlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulatorCore</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">railnetwork\markers\destination marker.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<Name d:type="cDeltaString">Marker - destination</Name>
</cOwnedEntity>
</Entity>
<_start d:type="sFloat32" d:alt_encoding="00000020AD174240" d:precision="string">36.1850</_start>
<_end d:type="sFloat32" d:alt_encoding="000000002B8F4340" d:precision="string">39.1185</_end>
<First d:type="bool">1</First>
</Network-cTrackMarkerProperty>
<Network-cSignalProperty d:id="95114896">
<Entity>
<cOwnedEntity d:id="94975968">
<Component>
<Network-cSignalComponent d:id="94978416"/>
<cSceneryRender d:id="472055624">
<DetailLevel d:type="sInt32">10</DetailLevel>
</cSceneryRender>
<cPosOri d:id="94930904">
<RFarMatrix>
<cFarMatrix d:id="94930916">
<Height d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</Height>
<RXAxis d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000 0.0000 0.0000 0.0000</RXAxis>
<RYAxis d:numElements="4" d:elementType="sFloat32" d:precision="string">0.0000 1.0000 0.0000 0.0000</RYAxis>
<RZAxis d:numElements="4" d:elementType="sFloat32" d:precision="string">0.0000 0.0000 1.0000 0.0000</RZAxis>
<RFarPosition>
<cFarVector2 d:id="94930968">
<X>
<cFarCoordinate>
<RouteCoordinate>
<cRouteCoordinate>
<Distance d:type="sInt32">0</Distance>
</cRouteCoordinate>
</RouteCoordinate>
<TileCoordinate>
<cTileCoordinate>
<Distance d:type="sFloat32" d:alt_encoding="0000002045B26440" d:precision="string">165.5709</Distance>
</cTileCoordinate>
</TileCoordinate>
</cFarCoordinate>
</X>
<Z>
<cFarCoordinate>
<RouteCoordinate>
<cRouteCoordinate>
<Distance d:type="sInt32">-1</Distance>
</cRouteCoordinate>
</RouteCoordinate>
<TileCoordinate>
<cTileCoordinate>
<Distance d:type="sFloat32" d:alt_encoding="000000203DAC8E40" d:precision="string">981.5298</Distance>
</cTileCoordinate>
</TileCoordinate>
</cFarCoordinate>
</Z>
</cFarVector2>
</RFarPosition>
</cFarMatrix>
</RFarMatrix>
</cPosOri>
<cScriptComponent d:id="94978768">
<DebugDisplay d:type="bool">1</DebugDisplay>
<StateName d:type="cDeltaString"></StateName>
</cScriptComponent>
<cEntityContainer d:id="92874784"/>
</Component>
<BlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">railnetwork\signals\german\hp_mod_post\s modsig_hp_3t 3e.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<Name d:type="cDeltaString">S ModSig_HP_3T 3E</Name>
</cOwnedEntity>
</Entity>
<_offset d:type="sFloat32" d:alt_encoding="000000A0D6CB4740" d:precision="string">47.5925</_offset>
<PointDirectionType d:type="cDeltaString">e1Way</PointDirectionType>
<_direction>
<Network-cDirection>
<_dir d:type="cDeltaString">forwards</_dir>
</Network-cDirection>
</_direction>
<Index d:type="sInt32">0</Index>
</Network-cSignalProperty>
<Network-cSignalProperty d:id="93060504">
<Entity>
<cOwnedEntity d:type="ref">94975968</cOwnedEntity>
</Entity>
<_offset d:type="sFloat32" d:alt_encoding="00000020C1C34840" d:precision="string">49.5293</_offset>
<PointDirectionType d:type="cDeltaString">e1Way</PointDirectionType>
<_direction>
<Network-cDirection>
<_dir d:type="cDeltaString">forwards</_dir>
</Network-cDirection>
</_direction>
<Index d:type="sInt32">1</Index>
</Network-cSignalProperty>
<Network-cSignalProperty d:id="93456072">
<Entity>
<cOwnedEntity d:type="ref">94975968</cOwnedEntity>
</Entity>
<_offset d:type="sFloat32" d:alt_encoding="000000E0B5334A40" d:precision="string">52.4040</_offset>
<PointDirectionType d:type="cDeltaString">e1Way</PointDirectionType>
<_direction>
<Network-cDirection>
<_dir d:type="cDeltaString">forwards</_dir>
</Network-cDirection>
</_direction>
<Index d:type="sInt32">2</Index>
</Network-cSignalProperty>
<Network-cSignalProperty d:id="94868944">
<Entity>
<cOwnedEntity d:type="ref">94975968</cOwnedEntity>
</Entity>
<_offset d:type="sFloat32" d:alt_encoding="000000A056E54A40" d:precision="string">53.7917</_offset>
<PointDirectionType d:type="cDeltaString">e1Way</PointDirectionType>
<_direction>
<Network-cDirection>
<_dir d:type="cDeltaString">forwards</_dir>
</Network-cDirection>
</_direction>
<Index d:type="sInt32">3</Index>
</Network-cSignalProperty>
</Property>
</Network-cPropertyContainer>
</Properties>
<ExplicitDirection>
<Network-cDirection>
<_dir d:type="cDeltaString">either</_dir>
</Network-cDirection>
</ExplicitDirection>
</Network-cTrackRibbon>
</Ribbon>
<Ribbon>
<Network-cTrackRibbon d:id="92993928">
<_length d:type="sFloat32" d:alt_encoding="00000080F8F95440" d:precision="string">83.9058</_length>
<RibbonID>
<cGUID>
<UUID>
<e d:type="sUInt64">5253747756157511778</e>
<e d:type="sUInt64">6772042792715796925</e>
</UUID>
<DevString d:type="cDeltaString">a9462862-0fbf-48e9-bdc1-91470a21fb5d</DevString>
</cGUID>
</RibbonID>
<Height>
<Network-iRibbon-cHeight d:id="470157424">
<_position d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</_position>
<_height d:type="sFloat32" d:alt_encoding="000000803D0AD73F" d:precision="string">0.3600</_height>
<_manual d:type="bool">0</_manual>
</Network-iRibbon-cHeight>
<Network-iRibbon-cHeight d:id="470157436">
<_position d:type="sFloat32" d:alt_encoding="00000080F8F95440" d:precision="string">83.9058</_position>
<_height d:type="sFloat32" d:alt_encoding="000000803D0AD73F" d:precision="string">0.3600</_height>
<_manual d:type="bool">0</_manual>
</Network-iRibbon-cHeight>
</Height>
<RouteVector>
<cRouteVector2>
<X>
<cRouteCoordinate>
<Distance d:type="sInt32">0</Distance>
</cRouteCoordinate>
</X>
<Z>
<cRouteCoordinate>
<Distance d:type="sInt32">0</Distance>
</cRouteCoordinate>
</Z>
</cRouteVector2>
</RouteVector>
<RBottomLeft d:numElements="2" d:elementType="sFloat32" d:precision="string">16.6004 12.5438</RBottomLeft>
<RExtents d:numElements="2" d:elementType="sFloat32" d:precision="string">0.0000 83.9058</RExtents>
<FixedPatternRef>
<Network-cNetworkRibbon-sFixedPatternRef>
<FixedPattern>
<d:nil/>
</FixedPattern>
<FixedPatternRibbonIndex d:type="sInt32">-1</FixedPatternRibbonIndex>
</Network-cNetworkRibbon-sFixedPatternRef>
</FixedPatternRef>
<LockCounterWhenModified d:type="sUInt32">1</LockCounterWhenModified>
<Properties>
<Network-cPropertyContainer d:id="92994048">
<Property>
<Network-cTrackNetworkTrackRule d:id="92996256">
<_start d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</_start>
<_end d:type="sFloat32" d:alt_encoding="00000080F8F95440" d:precision="string">83.9058</_end>
<Property>
<Network-iTrackNetworkTrackRule-cPropertyValue>
<TrackRule>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">railnetwork\trackrules\1 default track rules.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</TrackRule>
</Network-iTrackNetworkTrackRule-cPropertyValue>
</Property>
</Network-cTrackNetworkTrackRule>
<Network-cSectionGenericProperties d:id="92994224">
<_start d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</_start>
<_end d:type="sFloat32" d:alt_encoding="00000080F8F95440" d:precision="string">83.9058</_end>
<BlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">railnetwork\track\bath_temp_track01.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<SecondaryBlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString"></Provider>
<Product d:type="cDeltaString"></Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString"></BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</SecondaryBlueprintID>
<ElectrificationBlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString"></Provider>
<Product d:type="cDeltaString"></Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString"></BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</ElectrificationBlueprintID>
<LoftScaleFactor d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</LoftScaleFactor>
</Network-cSectionGenericProperties>
<Network-cTrackMarkerProperty d:id="472025288">
<Entity>
<cOwnedEntity d:id="471997128">
<Component>
<Network-cTrackMarkerComponent d:id="472043768">
<LocalisedDisplayName>
<Localisation-cUserLocalisedString>
<English d:type="cDeltaString">testmarker1</English>
<French d:type="cDeltaString"></French>
<Italian d:type="cDeltaString"></Italian>
<German d:type="cDeltaString"></German>
<Spanish d:type="cDeltaString"></Spanish>
<Arabic d:type="cDeltaString"></Arabic>
<Basque d:type="cDeltaString"></Basque>
<Bulgarian d:type="cDeltaString"></Bulgarian>
<Catalan d:type="cDeltaString"></Catalan>
<Croatian d:type="cDeltaString"></Croatian>
<Czech d:type="cDeltaString"></Czech>
<Danish d:type="cDeltaString"></Danish>
<Dutch d:type="cDeltaString"></Dutch>
<Finnish d:type="cDeltaString"></Finnish>
<FrenchCA d:type="cDeltaString"></FrenchCA>
<Greek d:type="cDeltaString"></Greek>
<Hungarian d:type="cDeltaString"></Hungarian>
<Indonesian d:type="cDeltaString"></Indonesian>
<Japanese d:type="cDeltaString"></Japanese>
<Korean d:type="cDeltaString"></Korean>
<Norwegian d:type="cDeltaString"></Norwegian>
<Polish d:type="cDeltaString"></Polish>
<Portuguese d:type="cDeltaString"></Portuguese>
<PortugueseBR d:type="cDeltaString"></PortugueseBR>
<Romanian d:type="cDeltaString"></Romanian>
<Russian d:type="cDeltaString"></Russian>
<Serbian d:type="cDeltaString"></Serbian>
<SimpChinese d:type="cDeltaString"></SimpChinese>
<Slovak d:type="cDeltaString"></Slovak>
<Slovenian d:type="cDeltaString"></Slovenian>
<Swedish d:type="cDeltaString"></Swedish>
<Thai d:type="cDeltaString"></Thai>
<TradChinese d:type="cDeltaString"></TradChinese>
<Turkish d:type="cDeltaString"></Turkish>
<Other/>
</Localisation-cUserLocalisedString>
</LocalisedDisplayName>
<DisplayName d:type="cDeltaString">testmarker1</DisplayName>
<Distance d:type="sInt32">0</Distance>
<WaitTime d:type="sInt32">0</WaitTime>
</Network-cTrackMarkerComponent>
<cTrackMarkerSceneryRender d:id="470058184">
<DetailLevel d:type="sInt32">10</DetailLevel>
</cTrackMarkerSceneryRender>
<cPosOri d:id="471973000">
<RFarMatrix>
<cFarMatrix d:id="471973012">
<Height d:type="sFloat32" d:alt_encoding="000000803D0AD73F" d:precision="string">0.3600</Height>
<RXAxis d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000 0.0000 0.0000 0.0000</RXAxis>
<RYAxis d:numElements="4" d:elementType="sFloat32" d:precision="string">0.0000 1.0000 0.0000 0.0000</RYAxis>
<RZAxis d:numElements="4" d:elementType="sFloat32" d:precision="string">0.0000 0.0000 1.0000 0.0000</RZAxis>
<RFarPosition>
<cFarVector2 d:id="471973064">
<X>
<cFarCoordinate>
<RouteCoordinate>
<cRouteCoordinate>
<Distance d:type="sInt32">0</Distance>
</cRouteCoordinate>
</RouteCoordinate>
<TileCoordinate>
<cTileCoordinate>
<Distance d:type="sFloat32" d:alt_encoding="000000C0B6993040" d:precision="string">16.6004</Distance>
</cTileCoordinate>
</TileCoordinate>
</cFarCoordinate>
</X>
<Z>
<cFarCoordinate>
<RouteCoordinate>
<cRouteCoordinate>
<Distance d:type="sInt32">0</Distance>
</cRouteCoordinate>
</RouteCoordinate>
<TileCoordinate>
<cTileCoordinate>
<Distance d:type="sFloat32" d:alt_encoding="00000040CF094640" d:precision="string">44.0766</Distance>
</cTileCoordinate>
</TileCoordinate>
</cFarCoordinate>
</Z>
</cFarVector2>
</RFarPosition>
</cFarMatrix>
</RFarMatrix>
</cPosOri>
</Component>
<BlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulatorCore</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">railnetwork\markers\destination marker.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<Name d:type="cDeltaString">Marker - destination</Name>
</cOwnedEntity>
</Entity>
<_start d:type="sFloat32" d:alt_encoding="0000004029C33840" d:precision="string">24.7623</_start>
<_end d:type="sFloat32" d:alt_encoding="000000C0D1264340" d:precision="string">38.3033</_end>
<First d:type="bool">1</First>
</Network-cTrackMarkerProperty>
<Network-cSignalProperty d:id="472003488">
<Entity>
<cOwnedEntity d:id="92770600">
<Component>
<Network-cSignalComponent d:id="92725376"/>
<cSceneryRender d:id="92875144">
<DetailLevel d:type="sInt32">10</DetailLevel>
</cSceneryRender>
<cPosOri d:id="470125720">
<RFarMatrix>
<cFarMatrix d:id="470125732">
<Height d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</Height>
<RXAxis d:numElements="4" d:elementType="sFloat32" d:precision="string">-0.9989 0.0000 0.0459 0.0000</RXAxis>
<RYAxis d:numElements="4" d:elementType="sFloat32" d:precision="string">0.0000 1.0000 0.0000 0.0000</RYAxis>
<RZAxis d:numElements="4" d:elementType="sFloat32" d:precision="string">-0.0459 0.0000 -0.9989 0.0000</RZAxis>
<RFarPosition>
<cFarVector2 d:id="470125784">
<X>
<cFarCoordinate>
<RouteCoordinate>
<cRouteCoordinate>
<Distance d:type="sInt32">0</Distance>
</cRouteCoordinate>
</RouteCoordinate>
<TileCoordinate>
<cTileCoordinate>
<Distance d:type="sFloat32" d:alt_encoding="0000006041843340" d:precision="string">19.5166</Distance>
</cTileCoordinate>
</TileCoordinate>
</cFarCoordinate>
</X>
<Z>
<cFarCoordinate>
<RouteCoordinate>
<cRouteCoordinate>
<Distance d:type="sInt32">0</Distance>
</cRouteCoordinate>
</RouteCoordinate>
<TileCoordinate>
<cTileCoordinate>
<Distance d:type="sFloat32" d:alt_encoding="000000203A6C4540" d:precision="string">42.8455</Distance>
</cTileCoordinate>
</TileCoordinate>
</cFarCoordinate>
</Z>
</cFarVector2>
</RFarPosition>
</cFarMatrix>
</RFarMatrix>
</cPosOri>
<cScriptComponent d:id="421036936">
<DebugDisplay d:type="bool">1</DebugDisplay>
<StateName d:type="cDeltaString"></StateName>
</cScriptComponent>
<cEntityContainer d:id="95281576"/>
</Component>
<BlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">railnetwork\signals\uk semaphore\lattice_posts\b lattice sig_h.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<Name d:type="cDeltaString">B Lattice Sig_h</Name>
</cOwnedEntity>
</Entity>
<_offset d:type="sFloat32" d:alt_encoding="000000405DE33B40" d:precision="string">27.8881</_offset>
<PointDirectionType d:type="cDeltaString">e1Way</PointDirectionType>
<_direction>
<Network-cDirection>
<_dir d:type="cDeltaString">backwards</_dir>
</Network-cDirection>
</_direction>
<Index d:type="sInt32">0</Index>
</Network-cSignalProperty>
</Property>
</Network-cPropertyContainer>
</Properties>
<ExplicitDirection>
<Network-cDirection>
<_dir d:type="cDeltaString">either</_dir>
</Network-cDirection>
</ExplicitDirection>
</Network-cTrackRibbon>
</Ribbon>
delete the lines " <ribbon> & </ribbon>
do the same as above, except with the nodes section.
Then repeat the process with the areamarkers section.
copy the file(s) in the track tiles folder in the 001 route and put them into the 002 route.
do the same for the scenery and the terrain file (be careful when copying the terrain file(s) there may be some uneccessary files that DON'T need copying, and if copied could overwrite the existing files and flatten your terrain!)
Ah. It has copied it except for the track files etc., but don't worry, i'm on it (if you know the answer though, don't hesitate to correct me!)
thanks,
chaddockdk
Last edited by haddock1000 on Tue Sep 16, 2008 3:32 pm, edited 2 times in total.
Part of the Chaddock Engineering group - trying to make things easy!
- AndiS
- Very Active Forum Member
- Posts: 6207
- Joined: Fri Sep 23, 2005 4:43 pm
- Location: Jester's cell in ivory tower
- Contact:
Re: merge routes
The only reason I can think of is that you might have focussed on the Ribbons only and the Nodes are missing. However, a would expect to see loose section of tracks in such a case.
More specifically, tracks.xml has this structure:
This means, that tracks.xml contains 3 things: Track ribbons (the track sections), track node (the "dressed" switches and diamonds), and area markers.
The only other thought is that there might be something to consider about the IDs which we do not know yet. But I cannot think of a concise theory, so let's file that under diffuse fear.
More specifically, tracks.xml has this structure:
Code: Select all
<cRecordSet ...>
<Record>
<Network-cTrackNetwork d:id="...">
<NetworkID>
<RibbonContainer>
<Network-cRibbonContainerUnstreamed d:id="...">
<Ribbon>
<Network-cTrackRibbon d:id="">
</Network-cTrackRibbon>
<Network-cTrackRibbon d:id="">
</Network-cTrackRibbon>
</Ribbon>
<Node>
<Network-cTrackNode d:id="...">
</Network-cTrackNode>
<Network-cTrackNode d:id="...">
</Network-cTrackNode>
</Node>
</Network-cRibbonContainerUnstreamed>
</RibbonContainer>
<AreaMarkers>
<Network-sAreaMarker d:id="...">
</Network-sAreaMarker>
<Network-sAreaMarker d:id="...">
</Network-sAreaMarker>
</AreaMarkers>
</Network-cTrackNetwork>
</Record>
</cRecordSet>The only other thought is that there might be something to consider about the IDs which we do not know yet. But I cannot think of a concise theory, so let's file that under diffuse fear.
-
haddock1000
- Virtual Rail Engineer
- Posts: 2321
- Joined: Wed Oct 04, 2006 11:26 am
- Location: I haven't decided yet...
Re: merge routes
just for your info, i've tried copying the track nodes section (there are no area markers, so that section is basically blank) and the track has not appeared, but the partly merged route has been co-operating a bit more (before it was stuttering and crashing to the desktop)and so that has been an improvment. I have also refined the attempted part-successful tutorial to include some other things to help.
Oh yeah! the signals and the actual on-track markers are also included in the ribbon section. And i'll also add this section of code:
it shows my log when running the route & I'm suspicious about the 'Expression: mTrackRules.size()>=(sInt32)selectionIndex' part, as I've never seen that before.
thanks,
chaddockdk
Oh yeah! the signals and the actual on-track markers are also included in the ribbon section. And i'll also add this section of code:
Code: Select all
[Content 16:19:54] Trace C:\Dev\RailSim\Code\DLLs\GameManager\cOptions.cpp : 881 = Detected as Athlon 64 Clawhammer
[Content 16:19:54] Trace C:\Dev\RailSim\Code\DLLs\GameManager\cOptions.cpp : 882 = Rated 6.250000
[Content 16:19:54] Trace C:\Dev\RailSim\Code\DLLs\GameManager\cOptions.cpp : 905 = RAM: 1Gig - 1.99Gig
[Content 16:19:54] Trace C:\Dev\RailSim\Code\DLLs\GameManager\cOptions.cpp : 946 = GFX: Ati ATI Radeon 9800 SE Rating: 3.000000
[Content 16:19:54] Trace C:\Dev\RailSim\Code\DLLs\GameManager\cOptions.cpp : 952 = GPU RAM: 268435456 bytes
[Content 16:19:54] Trace C:\Dev\RailSim\Code\DLLs\GameManager\cOptions.cpp : 960 = Using 256M profile
[RunTimeError 16:22:23] Could not initialise blueprint
[RunTimeError 16:22:23]
[RunTimeError 16:22:23] ASSERT(0);
[RunTimeError 16:22:23]
[RunTimeError 16:22:23] cBlueprintSet::LoadCacheFile()
[RunTimeError 16:22:23]
[RunTimeError 16:22:23] C:\Dev\RailSim\Code\DLLs\DataManagement\cBlueprintSet.cpp : 567
[RunTimeError 16:22:23] Could not initialise blueprint
[RunTimeError 16:22:23]
[RunTimeError 16:22:23] ASSERT(0);
[RunTimeError 16:22:23]
[RunTimeError 16:22:23] cBlueprintSet::LoadCacheFile()
[RunTimeError 16:22:23]
[RunTimeError 16:22:23] C:\Dev\RailSim\Code\DLLs\DataManagement\cBlueprintSet.cpp : 567
[RunTimeError 16:22:23] Could not initialise blueprint
[RunTimeError 16:22:23]
[RunTimeError 16:22:23] ASSERT(0);
[RunTimeError 16:22:23]
[RunTimeError 16:22:23] cBlueprintSet::LoadCacheFile()
[RunTimeError 16:22:23]
[RunTimeError 16:22:23] C:\Dev\RailSim\Code\DLLs\DataManagement\cBlueprintSet.cpp : 567
[Content 16:22:24] Trace C:\Dev\RailSim\Code\Libs\Heracles\Engine\Draw\DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainSkyDome.fx
[Content 16:22:29] Trace C:\Dev\RailSim\Code\DLLs\ScriptManager\cScriptComponent.cpp : 220 = Missing script name in Script Blueprint for External Camera
[Content 16:22:29] Trace C:\Dev\RailSim\Code\DLLs\ScriptManager\cScriptComponent.cpp : 220 = Missing script name in Script Blueprint for Yard Camera
[Content 16:22:29] Trace C:\Dev\RailSim\Code\DLLs\ScriptManager\cScriptComponent.cpp : 220 = Missing script name in Script Blueprint for Derailment Camera
[Content 16:22:29] Trace C:\Dev\RailSim\Code\Libs\Heracles\Engine\Draw\DxCommon\cHcEffectDx.cpp : 134 = Creating effect LoftTexDiffTrans.fx
[Content 16:22:29] Trace C:\Dev\RailSim\Code\Libs\Heracles\Engine\Draw\DxCommon\cHcEffectDx.cpp : 134 = Creating effect LoftTexDiff.fx
[Content 16:22:30] Trace C:\Dev\RailSim\Code\Libs\Heracles\Engine\Draw\DxCommon\cHcEffectDx.cpp : 134 = Creating effect StencilShadow.fx
[Content 16:22:31] Trace C:\Dev\RailSim\Code\Libs\Heracles\Engine\Draw\DxCommon\cHcEffectDx.cpp : 134 = Creating effect TrainLightMapWithDiffuse.fx
[Content 16:22:31] Trace C:\Dev\RailSim\Code\Libs\Heracles\Engine\Draw\DxCommon\cHcEffectDx.cpp : 134 = Creating effect soar.fx
[RunTimeError 16:23:14] Verify failed:
[RunTimeError 16:23:14]
[RunTimeError 16:23:14] C:\Dev\RailSim\Code\Libs\kWin\cSlider.cpp : 326
[RunTimeError 16:23:14]
[RunTimeError 16:23:14] Expression: value.x >= mValueRange.left && value.x <= mValueRange.right && value.y >= mValueRange.top && value.y <= mValueRange.bottom
[RunTimeError 16:23:14]
[RunTimeError 16:23:14]
[RunTimeError 16:23:14] Verify failed:
[RunTimeError 16:23:14]
[RunTimeError 16:23:14] C:\Dev\RailSim\Code\DLLs\WindowsManager\cDialogNetworkOptions.cpp : 520
[RunTimeError 16:23:14]
[RunTimeError 16:23:14] Expression: mTrackRules.size()>=(sInt32)selectionIndex
[RunTimeError 16:23:14]
[RunTimeError 16:23:14]
[RunTimeError 16:23:14] Verify failed:
[RunTimeError 16:23:14]
[RunTimeError 16:23:14] C:\Dev\RailSim\Code\DLLs\WindowsManager\cDialogNetworkOptions.cpp : 520
[RunTimeError 16:23:14]
[RunTimeError 16:23:14] Expression: mTrackRules.size()>=(sInt32)selectionIndex
[RunTimeError 16:23:14]
[RunTimeError 16:23:14]
[RunTimeError 16:23:14] Verify failed:
[RunTimeError 16:23:14]
[RunTimeError 16:23:14] C:\Dev\RailSim\Code\DLLs\WindowsManager\cDialogNetworkOptions.cpp : 520
[RunTimeError 16:23:14]
[RunTimeError 16:23:14] Expression: mTrackRules.size()>=(sInt32)selectionIndex
[RunTimeError 16:23:14]
[RunTimeError 16:23:14]
[RunTimeError 16:23:14] Verify failed:
[RunTimeError 16:23:14]
[RunTimeError 16:23:14] C:\Dev\RailSim\Code\DLLs\WindowsManager\cDialogNetworkOptions.cpp : 520
[RunTimeError 16:23:14]
[RunTimeError 16:23:14] Expression: mTrackRules.size()>=(sInt32)selectionIndex
[RunTimeError 16:23:14]
[RunTimeError 16:23:14]
thanks,
chaddockdk
Part of the Chaddock Engineering group - trying to make things easy!