Strange behavior of trainz

peeet2005

Member
Hello!
I have been testing the new beta version of TRS19 for several days and the results are very strange.
The first is the change in the position of the electric traction in the event of a global track exchange. It completely moves the boom and wire, gates. Is it correct or is it a defect of these addons?
Trakcja.jpg



The second thing is strange squares appearing on textures. I thought that maybe the graphics card creates an image like that, but I tested it on two and the effects are identical. I checked on the 109641 version as well as on the earlier 105096. Below I present the views as they appear.
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Terrain obscures the tracks and clicking on the "Smooth spline height S" tool has no effect. In addition, it sometimes happens that holes are made under the tracks. You can see it in the photo. I also checked the built-in Sebrino route and replaced the textures under the tracks.
2020-11-10-080637.jpg

The effect can be clearly seen.
Where can these effects come from because the hands are already dropping :(
 
This is caused by the PBR-textures. This can be fixed by smoothing out the same textures over a wider area, or switching to an alternative regular textures, which I do most of the time.
 
Or go full PBR, which is what I do. The squares are caused by the height mapping of the PBR textures and the lack of it on standard textures. The simple permanent cure is to use one type of texture only and never mix standard and PBR textures under splines.
cheers
Graeme
 
His reference to the Sebino route is concerning. If there are issues with DLC routes customers should not be expected to fix.
 
His reference to the Sebino route is concerning. If there are issues with DLC routes customers should not be expected to fix.
Don't jump to conclusions. The OP said he changed the textures in Sebino Lake to check if the same effect would occur, which of course it does. I checked it myself and the original textures are fine.
Another tip with PBR textures and splines, is to always use PBR at the minimum scale around road and track splines to prevent bleed through. When replacing textures with the bulk asset replace tool, I've found it easier to make a picklist of the old textures in CM and then drag them to the bulk asset replace tool from there. This avoids having to spend ages trying to pick a texture which is inevitably hiding beneath the overlap of a PBR texture, even though it is visible above it. I can't fathom why people still build with high scale, low res standard textures in TRS19 when there are well over a thousand PBR textures to choose from.
cheers
Graeme
 
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