Object not removable

knitnweed

New member
While working on my dairy farm some grass like objects were added. I have tried deleting splines and objects, but nothing seems to have any effect on these things. I can't 'get object' to find out what it is either. Any suggestions on removing them, other than deleting the session completely?
 
It is possible that they are textures.

There are a few built in textures which have billboard tufts in addition to the normal painted textured surface.

Two types which I have found are shrub grnd kuid: -3:100310 (shown left) and grass grn grnd kuid: -3:6090

If what you have look anything like these, your problem item could well be a texture. Try going into the Paint flyout (F2) and see if you can pick up the item using the get texture button.

843a5922.jpg


I avoid these now because, as far as I am aware, you can’t delete a texture after a save. If I lay one by accident I quickly use the undo button before saving.

I did read somewhere that several over-paints of texture (was it 8?) will delete the first layer. Others have said that you can delete textures in the config.txt file of the Surveyor Route map.
 
They look like the lighter colored ones. I've tried painting over them with a texture, but they still popped up as soon as you got close.

I'm going to have to look at the paint tab again, don't remember seeing a get texture button.

Thanks for you help, looks like it's time to start over again, I wasn't that far along that it will be a disaster and I've learned something.
 
Using the wire frame was how I found those sounds that didn't sound so great after installing them. I was getting quite frustrated with them and couldn't figure out how to get rid of them, so all in all it was a real learning experience.

Thanks~
 
Thanks for letting us know knitweed. Those textures are called "chunky mesh" by the way...
 
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Thanks knitnweed. It's always nice to have some feedback when something gets sorted out.

Thanks also to Euphod. I'd heard of "chunky mesh" but never realised what it was until now.:o

There's always something to learn!
 
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Think you will find it's actually Clutter mesh, Chunky mesh was a method of constructing track, see the 2006 CCG. :)
 
There was an asset (I think it was a texture) that laid down clumps of brush that was undo-able, and the clumps remained un-deletable.

As to textures if you place down 10 textures, on top of one another ... how many textures still remain, hidden under the top texture ?
 
It was one of Dave Drakes textures with a clutter mesh, had to delete it from CM to get rid of it.
From the Wiki

Clutter Mesh
Ground textures can now reference a mesh and insert the mesh automatically as the ground is painted. Painting over a clutter-mesh ground texture effectively deletes clutter meshes and texture. The mesh it refers to is can be standard scenery object kind mesh. Clutter-meshes must have only one Max material assigned to it only. Polycounts must be very low.

I think it was said a while ago about 3 layers, may differ between versions I suppose?



And just to clarify

Chunky Mesh

Name of texture to apply to rail. The texture must be within a directory of the same name (ie. “textureName\textureName.texture.txt”). The chunky_mesh value will simply be the name of this directory (ie. “textureName”).
 
Clutter mesh

Thanks cascade and Malc for clarifying and providing more information about this unusual form of texture.

With regard to the "over-painting" of textures to clear an unwanted one, is there a definitive answer as to how many have to be put down before the first is obliterated? To me it seems impossible to know for sure because it cannot be seen.

Furthermore, it's not inconceivable that the radius might have an effect, as could the position of the cursor when the spray of texture is applied. The latter can be very variable in spray pattern depending on the point within each grid at which the paint is positioned, so some of the edges where textures blend could well get missed.

There is clearly more than just cans of worms buried in some of our baseboards!:D
 
The conventional wisdom used to be that ground textures remained a drain on resources up to 3 deep. I am pretty sure on that, but a niggle at the back of my mind says 4 deep. Either way, you have to be careful retexturing. Getting it wrong and 're-doing' it imposes an additional load.

All of my routes are created in HOG. After ground texturing is completed I delete the HOG textures from the route. Despite the fact that no HOG textures are visible at that stage there is ALWAYS a substantial improvement in performance after deleting the 'invisible' textures.

On the clutter mesh thing, after texturing over them the 'clutter' will often remain. Saving and re-loading the route though will kill the clutter...

Andy
 
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If you have an object or spline, probably texture also, that cannot be removed by normal means in Surveyor, there is a "walkaround" that I had to use:

1. Find the name of the offending object - or kuid number
2. Close Surveyor and open Content Manager - find the object in your route and delete it or disable. (You can always dowload again from DLS)
3. Open your route again in surveyor. The offending object will not be there.
4. Delete missing assets. Save the route again.

Whalla - gone. Rather labourious, but still.

pdw :)
 
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