Attn PEV - Quickshadows suggestion/question

shaneturner12

Tutorial Creator
Is it possible for the program mentioned in the title to be able to update the config mesh-table tag when it creates the shadow mesh? It would save people a lot of time if they are using it in trawl mode, and have a lot of missing shadow meshes.

Shane

Mods - if this is in the wrong forum, please move it to the correct one.
 
Is it possible for the program mentioned in the title to be able to update the config mesh-table tag when it creates the shadow mesh? It would save people a lot of time if they are using it in trawl mode, and have a lot of missing shadow meshes.

Shane

Mods - if this is in the wrong forum, please move it to the correct one.

If you use AssetX to launch QuickShadows all this (and more) is possible.

I don't propose to make any further additions to QuickShadows. The trawl option was added before AssetX was written, so it now somewhat redundant, and not really recommended. I originally wrote QuickShadows as a quick fix for one asset at a time.
 
I now have another question for you PEV (and possibly andi06 as well)

Is it possible to automate scripts in Asset-X as I have several assets that require the same fix (update the config files after a PM2IM run) and for some reason Asset-X will only do them one at a time.

Shane
 
I now have another question for you PEV (and possibly andi06 as well)

Is it possible to automate scripts in Asset-X as I have several assets that require the same fix (update the config files after a PM2IM run) and for some reason Asset-X will only do them one at a time.

Shane

The next release of AssetX will handle multiple asset scripting. Andi has that working and is tidying up a few other things before publication.
 
I've written a whole bunch of scripts to automate most of the repairs and updates.
Two months ago I had never written a script. The scripting language used in Asset X is nothing short of fantastic and easy to learn and debug.
I'm currently waiting on Andi06 final so that I can harmonise with it and write up some notes on automated asset repair. I will then publish it to give you a flying start. The scripts I've written are not all that sophisticated but they sure work. I've checked/fixed/updated over 60,000 assets and am ensuring that they meet TS2010 full compliance.
 
I've written a whole bunch of scripts to automate most of the repairs and updates.
Two months ago I had never written a script. The scripting language used in Asset X is nothing short of fantastic and easy to learn and debug.
I'm currently waiting on Andi06 final so that I can harmonise with it and write up some notes on automated asset repair. I will then publish it to give you a flying start. The scripts I've written are not all that sophisticated but they sure work. I've checked/fixed/updated over 60,000 assets and am ensuring that they meet TS2010 full compliance.
Ian,

I knew you were fixing/updating a lot of content but I did not realise you had done so much. Hopefully your work will not go to waste and can/will be appreciated by many members of this wonderfully hobby of Trainz.

Craig
:):):)
 
Thankyou all that have posted for the info - hopefully it will make fixing assets a lot simpler - I've got just under 500 faulty assets, and quite a few with warnings.

Shane
 
I have also question regarding QuickShadows, it doesn't work for me on W7 64bit, all other PEV software does. When launched, it displays message: '1.00' is not a valid floating point value and after clicking OK Quickshadows opens in backround. When I try to make shadow from any mesh, it will make either non-functional mesh or no shadow mesh at all. I tried to install C++ redist SP1 (x86) as suggested and also tried to launch in all compatibility modes for both QuickShadows and TMI but no success. Thanks for any suggestion.
 
i wonder if its worth noting here that using quickshadow to make detailed shadows will no longer work in the new version of trainz?

Crud.

(10 Characters)

Additonal: Well, this could make content repairs challenging..........I wonder what other Content Creation changes are coming?
 
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Jagg

I've been using Quickshadows in WIN 7 64 bit ever since WIN 7 was released.

I have both Trainz and PEVSoft tools installed as well as Asset X outside of C:\Program Files folders with UAC off and each program set to Run as Administrator.

As to whether Quickshadows will provide acceptable shadows with latest TS12 build remains to be seen. I doubt if any one's tested it yet because other than beta testers no one else has had the opportunity to do so.

Quickshadows has the option to generate a low polygon block shadow, or a full shadow with animation and textures stripped out. There will be assets that have small polygon shadows or medium polygon shadows but I doubt that they will have high polygon shadows. Quickshadows will do much better than those creations in which the main mesh was copied.

Asset X can go one stage further and produce an invisible mesh in lieu of a shadow. An alternative for low performance computers is the Launcher Options Advanced Option shadows box. Tick this and you can turn off all shadows including bridges.

I'd be interested in any experiences to the contrary.
 
Some posts from other TRS related forum indicates that QuickShadows version 1.09 should work correctly for me. Would be anybody so kind to share this version with me?
 
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