Does Topology tools or Smooth Spline cause map corruption?

And ... What exactly are you planning to do with this modified route ?

You can't sell it, you can't give it away, you can not redistribute it, you can not upload it to the DLS, you can not host it on any other 3rd party site, nor host it on your own website.
 
Run my trains on it and enjoy the beautiful scenery!

You can't always put a dollar value on joy!

;)


PS - Who is to say I can't host screen-cast videos on YouTube of Trainz game play
for all your wonderful fellow Trainzers to someday soon observe?
 
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That sounds so absolutely thrilling ... All I do on my route is climb in the cab of the head end loco, and run a 1 mile long train down an 11 mile long, -1.75% grade, in CAB control, and put it in dynamic braking, and try not to have an uncontrollable runaway freight train ... or run a 1 mile long train uphill, with 4 locos on the head end, and 2 helpers shoving behind, and try not to have a stalled train. A real engineer carefully watches the ammeter, and speedometer, and rarely gets to enjoy the scenery ... Only railfans get their jollies off from watching trains go by ... In the Altoona Pa area, a couple retired goofballs, chase the same ol' trains, up and over the 36 mile rail line, following and filming it in each and every railfan location, from Altoona to Johnstown ... the engineers see the same guys, day after day, every couple miles along the line, and call them into the RR Police ... Only Nozzle Nuts enjoy a good fire ... To firemen, it is just another dangerous job

See: https://www.youtube.com/watch?v=HF4T8H-tFLo

Watch: Howard Stern's Reaction To Excited Train Guy ...
 
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If carz are disappearing at a spline point at a fixed road junction, this is due to the road being disconnected. Put in an extra spline point on the road just before the fixed intersection, delete the spline in between these two spline points, and reconnect the road.

Multiple undo operations have always been an issue and it's never, ever been good to do more than may three or four at a time. This is due to the memory buffer holding all this information, and the issue is compounded by the number of objects and the size of the routes. The good news is at least in TS12 this did not crash the program completely, however, spline objects, especially those attached to fixed objects, can get screwed with very badly. In TRS2004 through TS2010 it really was worse, there was that risk of losing everything with even a couple of undo operations. I got quite adept at doing things without resorting to the undo, or rarely using it and that has been the case even today.

The pits and peaks are related to texturing. If you look carefully, you will see that these follow along seams and sections. There is a finite limit to a given number of textures on a route, which today even in TS12 is far higher than it was in previous versions of Trainz. In TS12 the limit is 256 textures per baseboard. As textures are added, they will be added until they reach that limitation. When you've reached that limitation, other textures will fall off the stack to make room for the new ones. This can cause holes in the texture cover, which will cause holes in the mesh.

The color table in the game engine is made up of a specific number of usable colors by the user plus the greyscale textures used to represent height information. For user-generated textures, there is no true black, white or greys. These are reserved for heights with black representing the deepest, lowest point on a route or baseboard, and white representing the highest points. There's also a bug which is compounded by this, which has existed since the earliest UTC release back in 2001. When using the texture fill tool, the textures do not fill out completely to the edges, which causes black borders along the seams.

Starting with TRS2009, or thereabouts, the color-tables were changed to include the height information in the same table structure. This was an added advantage because it increased the total number of textures available to the user by freeing up memory space. This now causes the more obvious spikes in addition to the holes and chasms, which got worse as our routes have gotten larger and more complex. To add insult to injury, as we merge routes together, the color-tables need to be combined together as this then becomes a single route rather than two smaller, or large routes. In addition when this occurs, colors are dropped from the tables, and there are now holes and spikes. It's these black borders, remember black is the lowest point on the route or baseboard, becomes a hole or chasm. With the old black-border issue still there since UTC, we now have lines of chasms and sometimes spikes.

The problem, however, seems to have gone away finally in T:ANE, but is still apparent in TS12 perhaps due to the different underlying game engine and the increased amount of program memory available with the 64-bit program.

John

How do you know all that John?
Mick
 
How do you know all that John?
Mick

The stuff on the textures was in a post somewhere a few years ago and the stuff on the pits is experience and observation plus involvement with the TRS2009 beta and public beta. The road issues have always been there, and the recent T:ANE update showed many of the intersections, including the YARNish variants as having incorrect spline reference points and connecting to too many point- errors. In TS12 there were a few YARNish intersections which were broken and in there was the issue of YARN intersections not always working.

John
 
Cascade, about the real engineer....I hope somebody on board the train is always watching the track in front of the train as well as RR signals and switches ahead.

In the Amtrak Horizon Coach cars, I can run the train on AI and just ride along in the passenger's seat for the scenery.
 
Cascade, about the real engineer....I hope somebody on board the train is always watching the track in front of the train as well as RR signals and switches ahead.

That would also be the engineer, (always watching the track in front of the train as well as RR signals and switches ahead) and if he was lucky enough to not be a 1 man crew, he would also have a conductor calling out the signals ... not much time to admire the gorgeous scenery, for any busy loco crew, or this would happen:

https://www.youtube.com/watch?v=j9_g1NuoT6s

https://www.youtube.com/watch?v=wnOKIkhwPuA

https://www.youtube.com/watch?v=Zuv3uVrcoio

https://www.youtube.com/watch?v=KaUM0opLHA0

https://www.youtube.com/watch?v=wgckkeo-IvU

https://www.youtube.com/watch?v=XSYlYURQ1sw

https://www.youtube.com/watch?v=XSYlYURQ1sw

Trains are not all fun and games
 
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That would also be the engineer, and if he was lucky enough to not be a 1 man crew, he would also have a conductor calling out the signals ... not much time to watch the gorgeous scenery for any busy loco crew, or this would happen:
<snipped videos>
Trains are not all fun and games
To be fair, only the first two were really the fault of an engine crew... the first one is the fault of the other crew for not stopping before their absolute at the control point... which is why you see the signal drop to red just before the train gets there... The second could be either engine crew - it was on dark territory and I'm guessing a hand-thrown switch, so it could be the standing train crew for not setting the switch back to the main, or in theory the running train crew for not noticing the switch flag against them...

But yes, the point remains, if you're going for true realism as you say you are, Jon, you wouldn't be paying any attention to whether the mud under the water is the proper shade of brown, or if the car driving down the road just disappeared, or whether a bear just ate a deer or decided to be friends with it. You'd be watching the track ahead of you (as you yourself pointed out!) and the signals to make sure everything's going to according to plan. You'd also be making constant adjustments to the throttle and brakes to keep you speed up so you don't fall behind schedule or block other trains too long, while also not driving above the MAS or losing control... You'd be paying attention to every signal as soon as you could see it to make sure you don't pass a Danger, watching intently every road crossing to make sure a driver isn't distracted and drives onto the tracks in front of you, making sure the foamers trying to photograph you at every place possible don't trip and fall onto the tracks... And unlike Trainz, you've got a constant reminder from the Alerter if you don't adjust anything in a certain period of time to make sure you're still alive. There's no "set it, forget it, and watch the scenery roll by."

Trainz is what it is, a RAIL simulator, not a WORLD simulator. As I've said before, accuracy to a point is one thing, you don't want weird kinks in your tracks and such, but there comes a point when you start going to far and trying to do things the program wasn't designed to do, or start destroying someone else's hard work because it's not up to your exact perfection. To then come on and state every little issue you have expecting us to fix it for you, or sympathize with you when the people on your benches float, or your horses pass gas, is not going to get you anywhere. Sorry.

(By the way, here's the loco from the second video... There are no Rerail portals in real life...)
 
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