Nicholas018
Grand Trunk WesternRR Fan
I would like to create a spline such as a type of road. I can't seem to find what I am looking for on DLS so how would I go about creating it?
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
why is it that a spline has to be a track ,when spine is in the listing in the content creator? why have spline in there if it has to be a track,it works fine with track ,but showing in the track section of surveyor.makes no seance at all .
Makes me reluctant to try the New Eraprogram ugh........!!! lol
why is it that a spline has to be a track ,when spine is in the listing in the content creator? why have spline in there if it has to be a track,it works fine with track ,but showing in the track section of surveyor.makes no seance at all .
That is a function of the length of the mesh you create, something that is done at the design stage.i have a question about repeats, When creating a bride or power poll,how do space out the polls or supports,mine seem to repeat way to close and to many.
No not really >Thats because you are using an incorrect config entry should be using
kind "track"
istrack 0
Which tells Trainz it's not a rail track but an ordinary spline so it will appear in the scenery spline tab.
The New Spline format has been with us since TS2010, the old spline is listed so old pre 2010 versions will still work, you can edit old stuff in CCP without upgrading to current version.
Two things. Using the same mesh for both high and low detail kind of defeats the purpose. May as well only call a high mesh and set the lod distance far enough away to render a low detail mesh moot....
kuid <kuid:723069:101401>
username "cliff Spline"
trainz-build 3.4
category-class "SS"
kind "track"
istrack 0
...
mesh-table
{
default
{
mesh "cliff1.im"
auto-create 1
}
}
track
{
mesh-length 2
track-lod-tree
{
lod-distance 250
high-detail
{
lod-distance 80
mesh "default"
}
low-detail
{
mesh "default"
lod-distance 160
}
}
}
....
Easier is in the hands of the creator, it's all in what you're used to. Of course both programs create 3d objects from a series of planes but it is how the planes are made that is the big difference. A simple cube can be made using six planes, five if the bottom will never be seen or from dozens to hundreds. You could use one single texture and map different parts to each plane or have a separate texture for each plane. As for polys, you should be worried. Every poly has to be rendered by your GPU, The more unnecessary polys you have the harder your GPU has to work for no gain. The more different textures you use, the more that has to be stored in memory and used.Sketchup is A LOT easier to use than Gmax, and I have used sketchup for longer. There is two ways I can convert it, through GMax or through RubyTMIX. As for polys, I am not too horribly worried. Sketchup is very similar to GMax in the way that planes for objects are not solid. Why would polys be much of a problem?