Caldervale Mod in Conjunction with JBilton

Screenshots of MSTS and assorted related tools in action!

Moderator: Moderators

User avatar
coxy64
Been on the forums for a while
Posts: 124
Joined: Wed Feb 06, 2002 12:00 am
Location: Ipswich

Post by coxy64 »

Thanks for that offer Tony!

Some modeled Buffer Stops to place in the Route Editor would be nice, as I have used the ones from LBE which will have to go before it is rereleased.

Two other points if anyone can help ?

1. Is there anyway to beat the 1400 objects on a Tile in the Route Editor without the crash when saving, as looking at some of the original Tiles the Author has managed to cram 1700 Objects on.

2. I am having problems with the Route Indicator Signals, cant seem to get them to show their aspects.

Anyway below are some Very Early Leeds Pictures.

Gary.....................
















User avatar
mikey2001
Very Active Forum Member
Posts: 2429
Joined: Sun Feb 16, 2003 2:21 pm
Location: Manchester, UK

Post by mikey2001 »

Very nice, I like the WIP shots of Leeds, keep up the good work! :D
http://www.freewebs.com/euroline
http://www.freewebs.com/greatthames

Members of AltRail - the alternative rail network
40088
Been on the forums for a while
Posts: 160
Joined: Fri Dec 17, 2004 8:49 pm
Location: Huddersfield England

Post by 40088 »

Looks brilliant :o

keep up the good work :wink:

Can i ask you how you changed the track texture because i hate the stantard texture :-?
User avatar
Redbaron
Established Forum Member
Posts: 365
Joined: Sat Dec 11, 2004 11:54 am
Location: Sheffield

Post by Redbaron »

Wow, it looks really good, please keep going, I will definitely get the CD. Leeds in particular looks really good - I've long since thought Leeds should be modelled for MSTS.
Angus
User avatar
calvert
Very Active Forum Member
Posts: 1338
Joined: Tue Aug 31, 2004 9:09 am
Location: Leeds, West Yorkshire, England
Contact:

Post by calvert »

40088 wrote: Can i ask you how you changed the track texture because i hate the stantard texture :-?
 Click to view more informationScottraX 2 Replacement Track Textures [1805241 bytes] - ScottraX_2.zip
File ID: 9877 Date: 11 Aug 2004 - 2435 Downloads


Try that!
Also, try adding this, makes the track look much nicer!

 Click to view more informationSmoother Tracks [1045969 bytes] - smoother.zip
File ID: 9848 Date: 05 Aug 2004 - 3161 Downloads
Building the Grassington Branch in UKFS
Any info is greatfully recived.
http://www.kwvr-photos.fotopic.net <---please visit!
40088
Been on the forums for a while
Posts: 160
Joined: Fri Dec 17, 2004 8:49 pm
Location: Huddersfield England

Post by 40088 »

cheers mate that scottrax looks a lot better :lol:

Thanks :D
xfo10
Getting the hang of things now
Posts: 85
Joined: Fri Nov 07, 2003 11:46 pm

Post by xfo10 »

WOW That route is amazing, Leeds feels like Leeds, depite the wrong roof, I really can't wait for this one!

Mark, I dont think that those who mentioned the track and platform layouts were critising in a 'oh its all shi** because of, but more making suggestions on things that aren't correct with the real world, as I know when I do things, as far as possible, I like them to be accurate, so it was probably more 'feedback' than critisicm.

I am amazed at the details, the small two platform stations are made to look amazing!
User avatar
dforrest
Very Active Forum Member
Posts: 6187
Joined: Wed Jun 05, 2002 12:00 am
Location: St. Vincent and the Grenadines (and in an earlier life, Hull)

Post by dforrest »

Is "Mod" in the thread title "Modified" or "Modern"?
David
User avatar
lumpchase
Very Active Forum Member
Posts: 1800
Joined: Thu Dec 12, 2002 12:40 am
Location: on his soapbox and losing!

Post by lumpchase »

Modified
I may disagree with everything you say, but will defend unto death your right to say it - Voltaire

Its weird how you give up on something until you don't have the freedom to use it as you wish - Lloydy ;-)
User avatar
dforrest
Very Active Forum Member
Posts: 6187
Joined: Wed Jun 05, 2002 12:00 am
Location: St. Vincent and the Grenadines (and in an earlier life, Hull)

Post by dforrest »

Good!
David
User avatar
lumpchase
Very Active Forum Member
Posts: 1800
Joined: Thu Dec 12, 2002 12:40 am
Location: on his soapbox and losing!

Post by lumpchase »

But is it modern as well
I may disagree with everything you say, but will defend unto death your right to say it - Voltaire

Its weird how you give up on something until you don't have the freedom to use it as you wish - Lloydy ;-)
meonia
Well Established Forum Member
Posts: 741
Joined: Fri Aug 02, 2002 8:51 pm

Post by meonia »

Coxy64 wrote
1. Is there anyway to beat the 1400 objects on a Tile in the Route Editor without the crash when saving, as looking at some of the original Tiles the Author has managed to cram 1700 Objects on.
I have saved this text from a few years ago. Never tried it though.

For those of you who have missed the thread on train-sim.com, Paul Fowler has posted an article on how to add extra items to world tiles, way above the normally accepted maxima.

His theory is that the only restriction to the number of objects is an artificial limit in the Save module of RE. MSTS itself runs fine with large numbers of objects in the world file, and RE loads OK, only will not save.

The process is therefore when you get to a position where RE is likely to raise a Send/Dont send message when you go to save the route, before you Save, minimize RE and open the .W tile in Wordpad, and cut out the shape entries and paste them into a temporary file. Save the .W tile again, go back to RE and save the route.

It is then possible to edit the .W tile again and add back in those shapes you have removed temporarily.

Shapes should be kept under their existing

Tr_Watermark ( 4 )

entries, but do not matter what order they are in. The watermark levels indicate the detail levels within MSTS, i.e. the higher the number the sooner they disappear from the scene if you change the detail sliders.

Using this process, he has had 5000 objects on a tile - Do not do this at home in front of the children - Usual disclaimers apply etc etc.

Duplicate UID numbers for shapes do not appear to matter.

The reason I became interested in this was that I was asked if I could add something to Route-Riter which would handle some of the file merging etc. May happen eventually, but I thought I would pass this on for those who like 'Photo-Realistic' routes and have computers which can handle the load.
Mike.
User avatar
longbow
Very Active Forum Member
Posts: 3608
Joined: Mon Mar 18, 2002 12:00 am
Location: Noosa, Australia
Contact:

Post by longbow »

If you are building custom structures, a better way to reduce tile count is to consolidate multiple objects into a single model, and to make extensive use of LODs to help frame rates.
User avatar
lumpchase
Very Active Forum Member
Posts: 1800
Joined: Thu Dec 12, 2002 12:40 am
Location: on his soapbox and losing!

Post by lumpchase »

An example of this would be in building an entire station in TSM and placing that as one scenery item instead of 5 platform blocks, fencing, shelter(s), signs, lamp posts and so on.

For an example of how this has worked to good effect look at the station shapes for London2Brighton.
I may disagree with everything you say, but will defend unto death your right to say it - Voltaire

Its weird how you give up on something until you don't have the freedom to use it as you wish - Lloydy ;-)
NeutronIC
Atomic Systems Team
Atomic Systems Team
Posts: 11085
Joined: Fri Oct 05, 2001 12:00 am
Location: E11, London, England
Contact:

Post by NeutronIC »

Duplicate UID numbers for shapes do not appear to matter.
I'd beg to differ with this comment - highworth has got some 1800 object tiles and when I ran TSUtil over it (part of Route Riter these days) it found enormous numbers of duplicated id's as Martin did this trick as well.

What's wrong with it?

Well, look at the structure of the file(s) - you'll see they specifically use those ID's numerous times in various places so a level crossing object in the tdb might refer to its visual placement in the world file (or vice versa, I forget) - the problem is that if you duplicate id's and the first instance no longer points to the right kind of object you're in for potential crashing going on.

Given the limitations I think it is probably the only way forwards - but I would emplore anyone using the technique to also follow it up at the end with a tidy-up session using TSUtil and manually going back and cleansing up all the ID's - TS Util lists all the dupes and tells you what to change them to in order to fix it, so it's quite easy, just a long job if there are lots of them.

Matt.
Locked

Return to “[MSTS1] Screenshots”