Grid Texture

rjw1975

Trainz 2006 User
If I have a grass texture on my route and I go over it with the grid texture is it the same as if I was erasing the grass texture? I`ve been working on a route for a year but being new to this the stuff I`m doing now is better than the stuff from a year ago. I`ve read that if you put textures over top of each other all the ones underneath are still there and might bog things down a bit and if I find this happens in certain areas of my route I want to redo the textures since sometimes in my process to find the right one I`d end up with 5 or 6 in one spot.
 
The original texture does stay on the route. The grid texture does not erase anything but puts a 'grid like' texture down on top of what was already there...and yes it can impact on performance. You can replace the teexture using the replace asset tool in 2009 and later or get rid of it altogether by deleting the texture in Content Manager then opening the route and chosing to 'Delete missing assets'

Andy
 
Andy is correct. Using the asset replacement tool is the way to go.

Things have changed concerning ground textures in TS09 and TS10. Here are some of the changes:

Before TS09
256 different ground textures per route.
Textures are converted to format used by game engine in real time as they load.
Ground textures recommended to be 128 x 128 or smaller.

TS09 and TS10
256 different ground textures per baseboard. No limit per route.
Textures are converted when committed using Content Manager. No delay when loading in real time.
Textures sizes up to 2048 x 2048.

William
 
Unfortunately right now I`m working with 2006. Will the "delete missing assets" work if I just disable the texture in cm or does it have to be deleted? I`m not going to bother changing anything unless certain areas of my route are a bit jerky in driver.
 
If you are using TRS2006 then search for 'Erazor' by Hiballer. That will take your selected area right back to the original grid. This program will not work with TS2009 or TS2010

Each vertex stores the information for 5 layers of texture, when you add another the first one drops off the list. The texture count is based on the number of these layers which explains why it is so easy to run out of textures. This layer system allows textures to be blended.

Peter
 
Thanks, I`ll look for it tomorrow.I`ve recently learned about the rotate texture tool,so that helps with keeping the texturing layers down a bit.
On a side note Isn`t there a way to block users who distribute spam on the forum, I mean really who doesn`t have grass on their route? :hehe:
 
The only thing I can find on the dls or in cmp is "texture erazor mesh 10r" Kuid:44700:11992. The description says it`s a mesh texture designed to work with erazor as a texture removing target or removeable contouring aid. I don`t know if this is the one you were talking about since it says it works with erazor.
 
You will need that texture as welll as the tool itself. Erazor works by looking for that texture and removing any textures covered by it. If you had done a search on the forum for Erazor you would have found this link.

http://beech-forest-railway.com/util...ra_v1_2_11.zip

When people help you on the forum they assume that the person helped will have searched beforehand.

The texture has another use. Apply it at minimum SCALE and no rotation and it shows you where the vertex points are without going all the way back to the base grid.

Peter
 
I decided to try a couple things and this is what I`ve discovered. I went to surveyor/new route and put 5 different textures one on top of the previous making sure that the new texture covered more area to ensure it completely covered the previous texture, then saved it ,went to cmp, checked the dependencies and config file and all 5 textures were listed. I then went back into surveyor and put the grid texture over the other 5 making sure it completely coveredthe last one I put down, repeated the same steps to check dependencies and this time only 2 textures were listed, the grid and the last one I put down before the grid. I did this process twice just to make sure, so it would appear as though the grid texture erases all the previous textures except the last one laid down.
 
Sounds like an interesting result. I think I would try filling the whole baseboard with each texture, and the grid texture before I reached any conclusions. If that method reproduces what you have done, then I would be inclined to reach the same conclusion you have.
 
What version are you using to do this?

In TS2010 the basic surveyor grid is tagged as 'secret' for some reason and is not available from the menu. A cloned version does nothing except cover the previous textures.

Peter
 
I`m doing this in trs2006. I played around with it some more this morning, this time covering the entire grid. I put down 5 different textures each totally covering the grid, checked the dependencies list and all 5 were there. Then I added 3 more layers on top of that just to see how many it would save or how many would be deleted,checked the dependencies list and saw unexpected results. Only 5 layers but it deleted layers 2,3,and 4 not 1,2,3 as I expected. Then I went over the whole thing with the grid texture, this time it deleted all the layers except 1,7,8. I then noticed that I didnt have the grid texture size set to small so I went over it again with it set at small and this deleted layer 7 leaving me with layers 1,8, and the grid. I also ste up another new route to check on something ,placed 1 building on it so I could save it , and check the list. The grid texture is always on the dependencies list even if you haven`t painted with it. I also discovered that if you paint a spot with the grid and try the get texture tool it won`t get it. I`ll try the 8 layer thing again making sure the grid size is small to see if it does the same thing with the 7th layer. I don`t know if it counted the 2 different grid size layers as 1 or 2 layers.
 
I just spent the last 1.5 hours playing around with this only to discover one thing, deleting textures is pretty easy with only a bit of inconvenience. I repeated what I did earlier but put 10 layers in each one bigger than the last using both the normal method and the select area/fill area tool. For select area/fill I did it 2 ways, first I just selected an area and filled it over and over with different textures then I did it selecting a bigger area for each texture. Each time doing this when I checked the dependencies all 10 were listed. When I went back to the route there was a strip on the edge that didn`t get filled so I went get texture and covered the missed area,all other textures were deleted from the list. After a few more attempts to figure out what was going on I`ve discovered that deleting textures is as easy as this. Whether you use select/fill area on just freehand ,cover the area you want deleted with a texture of your choice, save and exit, load the route again and get texture on the one you just put down to cover the others and paint a bit a the edge of the area. This deletes all the textures underneath leaving only the top one. If you do this with grid texture it just deletes all the others. It doesn`t seem to make much sense but it works.
 
So, I just discovered that after you save/exit and go back into the route the texture you use on the deleted area doesn`t have to match the one you begin using as long as the new texture touches the area you covered before saving. So, it appears that the secret is the save/exit and replace with a new texture. If you want to redo an area just go over it with grid, since its already there anyway, and save/exit, reload and retexture as you want. If you don`t save/exit it doesn`t work like this ,it just keeps piling it on top of the other textures.
 
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