Selecting really small objects in RE...

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jreece
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Selecting really small objects in RE...

Post by jreece »

Can anyone give me some pointers here?

Last night I was testing a set of speedpost signs I made. The main speed shapes are placed separately from any direction arrow shape(s) that may be needed. Problem is, the arrow sign seems to be too small to be re-selected once placed. No matter what angle or side I try to select it from, I just can't grab hold of it :x.

The bounding box is floating in the air and the shape's pivot point is some 2.5 metres or so underneath the object (at ground level, so that it floats in just the right place above the speed sign). Anyone have any ideas of a way to get it selected?

I've tried extending the bounding box beyond the shape down to the ground and up above it but it still can't be selected :(

Screenshot of the offending (and lonely) direction arrow:

Click the image to zoom in
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paulz6
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Post by paulz6 »

Have you tried clicking on the shapes primary part?
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DarwinS
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Post by DarwinS »

Three thoughts, don't know if any of them will help.

(1) Make the part larger by making a transparent rectangle say 1m high and 1m high part of the shape - should make it easier to click.

(2) Having put the object in RE, then type the location coordinates x, y, z into the .w file. (You can also line it up with the tracks Q direction at the same time). As it will be joined to a larger sign you can get the coordinate from the larger sign (if you center your object to the centre of the larger sign then you can just copy the coordinates.)

(3) Always make this sign as part of a larger sign!
Regards

Darwin
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paulz6
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Post by paulz6 »

I got about as far as realising my speedposts needed to be rotated 180 degrees for the speed limit text!
I was looking at using multiple speed post sets, so there would be an individual speed post object for a normal, left or right junction speed restriction. A combination of posts could be used for more complex scenarios. (I don't think it's possible to have two speed limits on one shape.)
This is an area were the newer train simulators will probably be more sophisticated.
jreece
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Joined: Sat Jan 21, 2006 3:22 pm
Location: Lancaster, UK

Post by jreece »

Thanks for the tips. In the end, I hacked it out of the world file myself. I'll probably make it bigger by adding a supporting pole beneath it. Even though it'll overlap the pole for the main sign it should give me something more to grab in RE :) Failing that, I'll add an invisible 'fin' above it.

I'm using a 'dummy' shape tied to the speed limit marker itself (a small magenta cube that gets buried underground) and placing separate, ordinary shapes at the appropriate point alongside the track. I seem to get more flexibility that way. I want to keep the directional arrows separate from the round part so that I wouldn't have to have 4 variations on certain signs (for example '20', '20 ->', '20 <-' and '20 <->' ).

I'm just exploring really... Learning what I can do within the limits of MSTS. My little project for last night was a cluster of Network Rail workmen (in Hi-Vis orange clothing), set up as a hazard so that they move to the trackside as you approach. Pity I can't seem to change the trigger distance though. They won't move until the train is unrealistically close :-?
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paulz6
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Post by paulz6 »

Perhaps take a step back and consider things from a performance point of view. I'm not an expert on 3D rendering, but I understand it is about keeping the object triangle count to a minimum, and using 3D hardware tricks (such as transparent texturing) to reduce the number of circular faces which require 14 triangles to construct.
A single object would have only one cylinder post, whereas overlaying another object would require two expensive cylinder posts.
An optimal detailed speed post (consider a 20<- sign) would comprise of the following:-
A cylindrical speed post with the top and bottom removed. (8 sides = 16 triangles - smoothing a square tube doesn't look good in this case). The top uses a transparent rectangle to render a circle (2 triangles rather than 14).
The speed sign itself (both speed limit and direction indicator) could be made using two sides of a rectangle with transparent texturing (its thin enough not to have sides I would think - 4 triangles as apposed to 56 triangles!)
Three brackets using cuboids (face attached to sign deleted, common face plane deleted and replaced with transparent rectangle texture - 26 triangles rather than 30 triangles).
Total triangle count = 48 triangles (could have been 116 if I've done the maths right!)
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paulz6
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Post by paulz6 »

The real question is, is transparent texturing worth the development effort in getting it right?
Does anybody use inline assembly code in their games anymore?
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