The Yooper

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ANOTHER IMPORTANT THING TO DO

If you transferred a route from any version of Trainz to T:ane, check in your Kuid listing for this;

SAP All Purpose Invisible Marker

[TABLE="width: 100%"]
[TR]
[TD="width: 1%"]Type:[/TD]
[TD="width: 99%"]Terrain Features[/TD]
[/TR]
[TR]
[TD]Downloaded: [/TD]
[TD]59674[/TD]
[/TR]
[TR]
[TD]File Size:[/TD]
[TD]14.15 kb[/TD]
[/TR]
[TR]
[TD]File Type:[/TD]
[TD].cdp[/TD]
[/TR]
[TR]
[TD]Created by:[/TD]
[TD]MSGSapper[/TD]
[/TR]
[TR]
[TD]Date:[/TD]
[TD]16th April 2013[/TD]
[/TR]
[TR]
[TD]Version:[/TD]
[TD]TS2009 SP4/TS2010[/TD]
[/TR]
[TR]
[TD]KUID:[/TD]
[TD]<KUID:439337:101362>[/TD]
[/TR]
[TR]
[TD="colspan: 3"]
FTP Location: (for FTP users)
/Restricted/trainz/TRAINZ2009/terrainfeatures/kuid_439337_101362.cdp


Description:
Unfortunately there is no way currently to mass delete an item in surveyor which you no longer want on your layout. You can only mass replace using the “Replace Assets” function. This very small low poly (24 triangles) invisible marker can be used in conjunction with the “Replace Assets” function in Surveyor mode to mass replace something you no longer want on your layout but can't seem to get rid of because there are too many of them to just manually delete one at a time. This method will work with any content item shown in the Objects Tab (Object mode only) in Surveyor. This method will not work with splines.

When that Unavailability to delete items because the standard for Trainz, I bunched up a lot of items (replaced); tree's, grass rocks and replaced them with that invisible asset, Maybe Millions of them in total on my route. I don't know; I couldn't see them and if I could I wasn't going to count them. The purpose of the asset was to make it invisible from view and do it with minimal overhead on your computer. If you have an old route you used this asset on and moved it into T:ane;

1. Save your route

2. Rebuild your database

3. Go get a cup of Coffee

4. Then open up T:ane

5. Rebuild your database.

6. Delete that Asset.

7. Rebuild your database.

8. Exit T:ane

9. Take a pee, get another cup of coffee, or smoke a cigarette.

10. Open T:ane

11. Make sure that asset it showing up as the only a missing dependency on your route, (if it's gone, you are done, if not, proceed to step 12 until it is. I had to do it tree times; for the trees, grass and rocks I assigned to this asset. There's just something going on in the background, stay with it)

12. Load up your route in surveyor and delete missing assets.

13. Then go to step 7.[/TD]
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The only reason why I stumbled into this, is I was looking for Invisible signals on the download station today. The keyword I was using in my searches was INVISIBLE in content manger and on the download station.

AND

I came across and asset installed as; F'ing can't delete Shxt anymore, got to make it Invisible. I was like WHAT?

Then I remember; renaming SAP All Purpose Invisible Marker, into the above.

So it was; Yeah I remember, and I stuck with it till it was all gone, got an immediate improvement in FPS, Whether or not there is anything there is irrelevant for the GPU, but the CPU is busier then Shxt mapping a whole bunch a nothing.

And the GPU then tells me...I don't know what the hell that CPU is doing, besides counting ghosts.

I just shrugged my shoulders and got another cup of coffee. Dumbasx CPU. LOL!
 
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Been Working on Signaling again; This is the pile of Spaghetti that was once in Ishpeming, MI Source State of Michigan; Archives of Michian



The Yard on the Bottom left; That's the Euclid Yard operated still to this by the Lake Superior & Ishpeming RR. It had a interchange there with Chicago & Northwestern RR. You can see the C&NW yard, Consist 30 is setting in it. That was the Excelsior Yard. You can see a continuation of the C&NW line where Consist 28 & 26 are sitting. That was an Interchange yard between the C&NW and the Duluth South Shore & Atlantic in Down Town Ishpeming. The DSS&A line came around the roundhouse were you see Consist 18 Sitting on the left side and they owned the Circle you see in the center. The Junction you see on the bottom of that Circle wast the Starting Point of the L'Anse Subdivision, Winthrop Junction.

This is a closer look at that area;



The Iron Ore was moving into the DSS&A in Ishpeming on the L'Anse and the Branch heading off to the Right, towards the National Mine & Palmer, MI. All maps are facing North BTW. And all Modern day improvements have been obliterated in favor of Historical Routing. The Various spurs you see were to service the Mining it that Area. All incoming Iron ore headed north up the Left side of the Circle.

Moving to the Top or North of the Circle;



On the Left you see the Main Interchange Yard between the DSS&L and the C&NW in Down Town Ishpeming, MI The Track Immediately to the Right were the Lake Superior & Ishpeming RR's. The Yard you see to the Right of that was the Duluth South Shore & Atlantic Yard where Load's were assembled to be taken to the Iron Ore Docks in Marquette, MI.

Zooming out now;



That bottom set of light's are the junctions around Ishpeming, MI, up and to the North is Neqaunee, MI and the Chicago & Northwestern Main Yards The Dem that I down loadedget me the Topo and relative positions but Maps help too;



That map is from 1912, The Iron Ore industry in Michigan was fluid. By that I mean, if a Mine was played out, they ripped out the tracks and moved everything to the next mine, The Railroads were constantly changing their lines to service the "New Player in Town". In this route I've take the approach to maximumize rail lines. ie. Any Mine that was in existence, was just recently abandoned, or getting by day to day so the lines still exist for service. I'm not even attempting to model the modern day. It would be a series of subdivisions around the holes they dug the ore out of and eventually filled with water and created lake frontage.
 
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The interchage in Michigamme, MI on the L'Anse Subdivision between the Chicago & North Western, Milwaukee Road and the Duluth South Shore & Atlantic. The interchange had 4 tracks each just over a mile long.

I just found our reading the Forum that one of my old Tranz Pals passed on Bob Cass. Bob was always on me to add Steam to this Simulation, so in Memorial to Bob, I'm taking my maps and blue prints of these lines and equipping the for Steam Power.



Meanwhile Between Three Lakes and Bargra all the Old Trainz Bridges I had used are being Torn out. In favor for the ones I specifically built for this route.



At the same same time landscaping and shaping the Terrain. I'm going to put the God Touch on this section, It's gonna look better then it really is. I've struggled with this area in my mind for years. The game still doesn't have the ability to do what I need. So I'm going Game God With it and going to make it work as I see fit with what I have to work with. The Track has been in for years on it's Mark. But, in this game you can't slope water, so I"m going Game God. This will be watching I Promise.



Game God, is a response, since water won't go up hills, I'm making hills come down water. Wait till you see how I do that. Here's a Preview.



See. with all that dirt and trees in the way, you can't see that Grade Unless you are in the cab, one of the steepest in the United States.



Here's a Unique video to watch, that leads to others; This area at one time was one of Uncle Sam's Guns, but sadly it's all mostly played out now.

https://www.youtube.com/watch?v=-1VsFy0eVJs
 
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North

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Probably about 40 Miles of water, plus a 1/2 dozen Lakes, 12 Hours. That high balling for me. Oh yeah, and a homemade damm Dam

 
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