Newbie Intro and Question

To follow on from the Texture issue, is there away to adjust the height of a texture without affecting the height of an asset that the texture surrounds, such as track or platforms? I have bulk changed some track but now the new track appears to be too low to show any of the ballast. I lowered the ground texture and the ballast shoudler appear, which was greated, but some of the track splines and platfomrs also dropped in height so ended up all all uneven. What I want to do is to lock the assests heights so that only the ground is lowwred.

Is this possible?
There's no way of locking assets. This has been asked for before and there's a thread here forums created a few days ago. The 3d component is affected not only by the Z-height scaled by the texture scale in Surveyor, but also by the creator who made the texture in the first place. You will find that some textures are better than others and you can bulk replace them with something more suitable.
 
Wow John, that has surprised me. I would have thought it was a pretty standard feature of texture modeling, but I had just not found out how :-(. Oh well, will just have to be carefull with my ground lowering to get the ballast to show. without effecting neighbouring assets.

But still not quite sure why though in some cases the track and assets change z value when the ground is rasied or lowered but for for others it just maintgains it Z value, even assets the same KUID are effect differenlty? I found on one route the platform on one side lowewred but the other side did not as the example shows. If I select one of these "fixed" individual asset I change its Z value and it moves, but not with the ground.

Example of ground level and fixed assets

So what is casusing the asset to be "locked"
 
...

But still not quite sure why though in some cases the track and assets change z value when the ground is rasied or lowered but for for others it just maintgains it Z value, even assets the same KUID are effect differenlty? I found on one route the platform on one side lowewred but the other side did not as the example shows. If I select one of these "fixed" individual asset I change its Z value and it moves, but not with the ground.

Example of ground level and fixed assets

So what is casusing the asset to be "locked"
Details please. What kuids are we talking about?
 
If the spline point is not fixed (yellow circle), it will move with the ground. Same with assets, if the ground beneath the centre axis moves, the asset will also move.
 
Martinvk There was no specific kuid I was refering to, what I was trying to say is that the same asset but being affectd in differne way. In this case it was the Platform Tarmac Surface 3m kuid2:283805:37005:1. On one side it appeared fix in z value and other it droped down when the ground was lowered. As can be seen in my screen shot. So what I an trying to understand is why or what lock the asset z value. Especially as John (Jcitron) say you cannot lock asset in place. So there must be some mechanic that does as a by product asset placment. For refeence I am using Surveyor 2.0 in TRS22.

Stagecoach, As for yellow circles, I assume you mean in the ones that spin round in Surveyor Classic. It looks like assets with white cirlces drop with ground level and Yellow ones are fixed.
 
Martinvk There was no specific kuid I was refering to, what I was trying to say is that the same asset but being affectd in differne way. In this case it was the Platform Tarmac Surface 3m kuid2:283805:37005:1. On one side it appeared fix in z value and other it droped down when the ground was lowered. As can be seen in my screen shot. So what I an trying to understand is why or what lock the asset z value. Especially as John (Jcitron) say you cannot lock asset in place. So there must be some mechanic that does as a by product asset placment. For refeence I am using Surveyor 2.0 in TRS22.

Stagecoach, As for yellow circles, I assume you mean in the ones that spin round in Surveyor Classic. It looks like assets with white cirlces drop with ground level and Yellow ones are fixed.
That's correct, anything found in the Scenery tab in Classic Surveyor for example, will float around as the ground is adjusted. Splines can be locked to a fixed height, as Stagecoach says, by clicking on the spline circles. In Surveyor 2.0, clicking on the small spline points with the adjustment tool will do the same thing by turning those yellow indicating that they are locked.
 
Thanks John and Stagecoach, I think I have got all the to work now :-) Slowly getting the hang of textures and assets.

I am back on to playing arround with Portals and creating consist to travel through a route. So as part of this, I also might have look at Mission Code, Timetables and Routes, but it looks a big topic.

One thing I was wondering about, is there a way to use a "fiddle yard" where an AI uses an empty road in the yard when leaving the scenic section? So, say I have a 5 road looping yard with the roads long enough for two consists. Can you program a consists shedule such that it auto selects an empty road and then sits there waiting for its next path, or can you only allocate a fiddle yard storage road via Trackmarks and explisitly state which road the consist has to go into?
 
Name the TM's for each track like "Yard (1), Yard (2)" and so on. Yard is the search location and (*) the number of TM;s to be checked in that location. Use the "Drive to trackmark list" driver command and select random. It will check each TM to see if it is available.
 
Thanks Stagecoach, that is spot on!! Did the job, once I realise that the ( ) around the TM number was critrical to it working:rolleyes:. Also I found it needed to use AutoDriveToTrackmark (kuid2:61392:1064:14) or DriveToTrackmarkList (kuid2:61392:7004:23) to offer the random element. These are great as you get the choice "Drive Through all trackmarks", "Drive to 1st available" and Drive to random available". The nice bit is once all the yard roads were full, the nex train out of the Portal just sat there waiting for an available road.

So can I now ask if there is a way to randomley select any one of these trains in the yard and apply a new Driver Command Schedule to enter the scenic section? I can see how you can apply Driver Comamnds to a consist already on the track via Driver Setup or assigned to ones comming out of a portal, but when a train reaches the end of its Driver Comamnd Schedule it reverts to Manual Control. So how can you apply a new schedule to these Manual Drive consists?

Thanks
 
Name the TM's for each track like "Yard (1), Yard (2)" and so on. Yard is the search location and (*) the number of TM;s to be checked in that location. Use the "Drive to trackmark list" driver command and select random. It will check each TM to see if it is available.
seeing that you are talking about Trackmarks....

How do I use wait for trackmark kuid2:400260.423249:1

The way I think it should be used is .... use the command in loco2 for it to wait for the trackmark to be triggered by loco1.??
 
I'm guessing you mean Wait for Trigger. When you place the Trigger mark on the track, you can edit its properties to include any loco or a specific loco.
The loco that you put the Wait for Trigger command on will wait for the trigger to be reached by whatever loco you specified in properties.
Perhaps others can explain it better.
 
I'm guessing you mean Wait for Trigger. When you place the Trigger mark on the track, you can edit its properties to include any loco or a specific loco.
The loco that you put the Wait for Trigger command on will wait for the trigger to be reached by whatever loco you specified in properties.
Perhaps others can explain it better.
NO!
 
Oddly, <kuid2:400260:423249:1> Wait for trackmark is what he said. It contains no description, but the asset-filename is actually "autodrive to trackmark". It is build 2.7. It has two scripts, xwait0command.gs and xwait0schedulecommand.gs. So I must assume it is as the asset-filename says, "autdodrive to trackmark" once some command or schedule is issued.
 
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