Texture & Grid Problem in Tane

jrfolco

Route Builder
Below are screenshots of two of my routes that I imported into Tane. Something has happened to the ground texture, and there are missing grids on both routes. I use Pofig's trees on all of my routes, and so no trees are shown. This problem occurred in V1 & V1.1. The built in routes don't have this problem.

With the exception of Pofig's trees and the Layout fascia black curtain, which is faulty, there are no missing dependencies on either route. The texture is a combination of four different ground textures that I've used for years.

I have several terrain generated maps with no texture (grid only) or content, and they are fine. Does anyone have an idea of what's causing this phenomenon?

Thanks

Joe


Murrysville & Western



Gorre & Daphetid
 
OK, I found the texture problem. There are two textures I'm using that are faulty, although they don't show up as faulty in content management. When you click on either one in Surveyor "Paint", they turn a sky blue. I replaced these assets with similar textures and that solved the faulty texture problem.

The two textures are Grass A2 (Kuid:-25:574), and Oz Dirt Darker (Kuid:-25:680). Note: These textures may only be problematic on my computer. If anyone wishes to check them out, please post on this thread.

As far as the numerous "Dig hole" problem is concerned, they are also showing up on other member's routes that have been imported into CE, but no one seems to have an answer yet, unless I missed it somewhere.

Below is a screenshot of the Gorre & Daphetid with the texture problem corrected. The Layout Fascia Black Curtain that normally covers the real dig holes, is faulty and doesn't show up. I downloaded it from Jointed Rail's website, and I expect that they'll correct it in the near future.



Joe

 
Joe,

Only V6 Speedtrees work in TANE so the V5 ones like Pofigs wont show.

I think the ""Dighole"" problem is related to textures, try clicking the 'get texture' button on these areas and see what you get.

Chris
 
Joe,

Only V6 Speedtrees work in TANE so the V5 ones like Pofigs wont show.

I think the ""Dighole"" problem is related to textures, try clicking the 'get texture' button on these areas and see what you get.

Chris

Hi Chris

I'm aware that Pofig's trees need to be recompiled to V6 in order to work. I mentioned it in case someone wondered where the trees went.

However, you solved the problem with the digholes, but not the way that you suggested. I clicked on the "get texture" button, but it would not show the missing texture. Then I noticed that the holes were only located in the vicinity of the track, so I clicked on "Bowrock4", which is the texture I always use around track and yards, applied it to the missing grids, and the holes were covered.

I tried using "Replace Assets" to replace the Bowrock4 texture with another texture, and then attempt to go back to Bowrock4 to see if that would work, but when I clicked on "replace assets", Tane crashed to the desktop. I'll play around with it tomorrow, to see if I can work it out.

Thanks Chris. I really appreciate your help.

Joe
 
That happens to me to, trying to replace an asset (texture) with another. I also have the same texture problem you have in your screenshot after importing a TS12 made route but I can not be ar$ed to replace all these textures manually. Too many instances of these to replace. Wish the "replace asset with this asset" would work but it crashes me out of the game back to desktop like it does with you.

One thing I noticed are shorter loading times, the above route I am having texture problems with took a loooong time in TS12 to load, in T:ANE 1.1 probably only takes a quarter of the time.

Cheers

VinnyBarb
 
That happens to me to, trying to replace an asset (texture) with another. I also have the same texture problem you have in your screenshot after importing a TS12 made route but I can not be ar$ed to replace all these textures manually. Too many instances of these to replace. Wish the "replace asset with this asset" would work but it crashes me out of the game back to desktop like it does with you.

One thing I noticed are shorter loading times, the above route I am having texture problems with took a loooong time in TS12 to load, in T:ANE 1.1 probably only takes a quarter of the time.

Cheers

VinnyBarb

Hi VinnyBarb

I created a one baseboard route in Tane and loaded all of the environmental textures from the Gorre & Daphetid into it. By doing this, I was able to find the two textures that were causing the problems , as shown in the first two photos in this thread. It took me about 20 minutes to cover up the dig holes, so I have something to run for the time being, however, the G&D is one of my smallest routes, and to use this process for my larger routes is definitely out of the question.

I also discovered that the "Replace Assets" command works in routes created in Tane, but not in routes imported from TS2010 and TS12. I'm sure that N3V is aware of this, and will correct it by May 15.

My intention is to eventually get all of the routes on my site working in Tane, and then import them back into 10 and 12, where I can check them out and re-upload them to my hosting server. This isn't going to happen until after May 15, but I think that N3V made the right move with the current release. They're probably getting a lot of valuable information from this forum.

Joe
 
Hi Joe,

I read the part where you can't replace assets on an imported route from a previous version. I wonder if you were to create a blank, single baseboard, route in TANE then merge one of your older routes you might be able to replace assets. You can then delete the blank baseboard and save your route with whatever name you chose.

I know it's workaround and not a fix, and hopefully N3V will see this as an indication as to what the problem might be.

John
 
Hi Joe,

I read the part where you can't replace assets on an imported route from a previous version. I wonder if you were to create a blank, single baseboard, route in TANE then merge one of your older routes you might be able to replace assets. You can then delete the blank baseboard and save your route with whatever name you chose.

I know it's workaround and not a fix, and hopefully N3V will see this as an indication as to what the problem might be.

John

Hi John

What happened to the "Merge Routes" command? Did it go the way of the "Gamma" slider?

Joe
 
Hi John

What happened to the "Merge Routes" command? Did it go the way of the "Gamma" slider?

Joe

I don't know. I haven't downloaded 1.1 yet. It might be missing from the menu at this point and still needs to be implemented...

John
 
Yep, presently in T:ANE CE 1.1 you can not merge anything as there is NO merge function implemented yet. Otherwise it would be a cinch to start creating a new route, but as said, no merge function yet, so no new larger route can be created. One baseboard is all one get to do this but it is enough to create and save some consists to run on other routes one might get into T:ANE when using the "drive only" option of the build in routes.

I should also say, instead of UNINSTALLING T:ANE 1 as the install directions for T:ANE 1.1 said, I simply added three xxx in front of the c: Drive user/userdata folder, renamed the TANE.exe of T:ANE 1 to xxxTANE.exe, relinked its user/userdata folder to that with the install path of T:ANE 1 and now have 2 operating T:ANE installs on my PC, V1 and V1.1 on 2 different partitions. I did this for comparisons only.

Also, one can not export a CDP out of T:ANE 1 to load into T:ANE 1.1, if I do so, the ending on the CDP has 2 extra characters shown, like xxx.cdp*# or something like it. When dropping this as is into CM, even deleting these 2 extra characters to make the file name xxx.cdp, it comes up as "unknown" and can not be installed.

However, there is a workaround, one simply opens that troublesome route for "EDITING in EXPLORER" in T:ANE 1, copying that open folder onto the Desktop or wherever and dropping that so opened folder into T:ANE 1.1, where this will now install. Opening a "missing dependency" window in CM will show you all missing dependencies, which one can d/load from the DLS, faulty or not.

More often than not, such imported route will open up in T:ANE 1.1, I did so with my 400 plus baseboard monster route which I created first in TRS04, installed it later in TRS06 and finally into TS12 31688. I think this is the secret of importing older routes, loading this into TS12 first, then making a CDP (in TS12) of the ROUTE ONLY (check the item icon on the left in TS12 CM) as if exporting a session only you will get an "unknown kuid" error of your imported route in T:ANE 1.1.

Then as said above, check its missing dependencies, highlight them all and d/load these from the DLS. After that, if your imported route shows up in Surveyor, you WILL still get some missing or faulty dependencies, get missing textures, missing stations and tracks, broken tracks, bridges and tunnels etc. as the above pictures of the OP show but once as said, the "replace this with that asset" in CM is working, you can rebuild your older imported route to its former glory with quite a few newer and better ground textures, buildings, splines and trees etc., once these become available in the next few weeks/months/years.

I think I read somewhere else, only bridges and tunnels for TS12 V3.7 (or is it 3.8) should be used for T:ANE as most tunnels and some bridges in my imported monster route were missing. Again, these should be easily replaced with new ones, once the "replace asset with this asset" is implemented.

I also get a lot of older trees shown in my installed monster route, most of these are not too bad looking in T:ANE 1.1.

I hope this helps some of you.

Cheers

VinnyBarb
 
Hi Joe --

I've imported my model Trainz routes into T:ANE 1.1, including the Bidye Traction layout.

They all display the "feature" you show in your original post -- many transparent tiles that show the floor underneath.

As far as I can tell there is no difference between the structures and the textures used on the transparent tiles and the non-transparent tiles.

I'm both baffled and frustrated by this development, particularly as the Bidye did not display this in the original T:ANE v1.

Phil
 
Hi Joe --

I've imported my model Trainz routes into T:ANE 1.1, including the Bidye Traction layout.

They all display the "feature" you show in your original post -- many transparent tiles that show the floor underneath.

As far as I can tell there is no difference between the structures and the textures used on the transparent tiles and the non-transparent tiles.

I'm both baffled and frustrated by this development, particularly as the Bidye did not display this in the original T:ANE v1.

Phil

Hi Phil

I didn't have any missing grids in Tane V1. It wasn't until I installed V1.1 that they cropped up. As I stated previously, I noticed that the missing grids were all under the track and yards where I've always used a texture called Bowrock4. I opened Bowrock4 in Paint, set the circle slightly larger than a grid, swiped over one of the missing grids, and the texture was restored. It took me about 20 minutes to do the whole G&D route.

Another problem that I've encountered, in any of my imported routes, is trying to save the changes. When I click on save, I get the Microsoft spinning circle which doesn't go away. I end up having to shut down Tane in Task Manager, but it does save the changes. I created a one baseboard map in Tane and it will save changes and replace assets without a problem.

I'm sure that N3V is aware of these problems, and will have them corrected by May 15. In the meantime, I'm not going to lose any sleep over it.

Joe
 
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