KRStool up

Use the simple World Editor tool and other advanced developer tools to create your own world, whether it's fictional or based on a real world location. You'll find help and advice here.

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npcleary
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Re: KRStool up

Post by npcleary »

Geoff

I too had difficulty with the tree planting. I eventually tracked it down to the height settings in the relevant text files and once I tweaked these it worked fine.

Nick
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boleyd
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Re: KRStool up

Post by boleyd »

I noticed that there is an Overwrite option for trees. I assume that this is just what it says, i.e. any selected area will have its BIN files rewritten with the current selection. So, I made an error in the elevation (y) settings and ended up with trees all over, including roads and tracks. I thought that perhaps the Overwrite might erase any trees. So I set the probability factor to zero for all trees, ran the program, but no change to the "rain-forest" I had created. Before I spend some time looking for some typo, etc. is this a way to erase trees or is there any/better way?

Another question - will it be possible to increase the resolution of the area view in the future?

THANKS!! :)
Dick near Pittsburgh, Pa.
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jkxx74
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Re: KRStool up

Post by jkxx74 »

Dick,

it is not possible to selectively remove objects with the current KRStool although that's something that will be possible in KRStoolII (work in progress). The new version also has a scrollable/zoomable land view to make terrain surveying much easier.

For now, if you are dissatisfied with the trees, the easiest way to remove them is through the RS world editor. Using the object select tool select a large tree-filled area and wait for RS to highlight all the trees within it (they turn red). Then just hit delete and they'll near-instantly go away.

Good luck,

***
The program seems to run a bit erratically, however, and whilst serz does its job for every route selected, when it has finished this does not always show up tiles in the tile selector window. When tiles do show up, they can be selected and a I tried the example autogen trees but nothing seemed to happen although the text in the bottom left corner of the screen indicated it was processing but I waited and the message did not change.

Unless you can recognise anything obvious with this then I think it is just a matter of me spending a little time to see how it works. I am interested in trying out a variety of assets to see if different 'classes' of terrain can be autogenerated, a bit like the autogen system that will be a feature of MSTS2.
Geoff, again, there'll be no flashing serz windows in KRStool II and it has full caching that takes care of refreshing the updated tiles. These are indeed deficiencies with the current version. You can, in theory, autogenerate any object KRS recognizes as scenery. Here I've been successful at doing this with all sorts of buildings as well as mixing buildings and vegetation in the same script file.

-jkxx
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