The Yupper......

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Well I've never done it before.

and on one of the other threads someone gave me a link to upload on the website under my profile, so I did. I sent up these 4 bendorsey reskined bridges and my homemade JVC reskined rocks all under the "YR" for Yooper Route. Hopefully they make it.


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If it works I'll get all my reskinned stackers and loaders of Maddy25 uploaded too.
 
Another reskin play on this time on the YARNish bridges.

They are not all old, or not all new. Some roads get done and some don't. So, I'm wack at these YARNish assets till I get some variety. All under the "YR" label. Mostly so I can find the darn things. TS12 does not have a content filter in surveyor.


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One of the Biggest setbacks for me in TS12?

Yarn roads systems were added to the built in content. That's good. But I had already modified the Yarn Library so that when I added an intersection all the stop signs or lights or street lights, including light color were set in the route layer as I layed placed them and saved the route. With the Yarn library being now built in...guess what that did. Yea, erased all my route seting for intersections. That might not be a big deal if you had 50, or maybe even 100 intersections....but It don't work with 5000. I'm not going to go set up a session layer and reprogram all those intersections....nope. Not gonna happen.

I'm going to have to rewrite the yarn liabrary...the way I had it and come out with cloned intersections with the "YR" settings.

Unless somebody can think of an easier way. Here's Marquette for example...what 100, 200 or 300 intersections?


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What you could possibly do is open the library up for edit in 12 then paste the contents of your modified one into it but keep the build number and kuid the same. Then start tinkering from there!

TS12 does not have a content filter in surveyor.

Yes it does. It is the funnel looking button on the top left.


Myself and a few friends are putting away at this same DEM but still have a ways to go to catch up.

Good work! :wave:
 
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And so it does that helps

Content filter that is....

I think the problem I'd have is in a rebuild data situation, It would restore the built in version of the intersections. I've tried it with assets before, and the rebuild, well rebuilds it, but it won't touch a clone.
 
Hey Wawasoo, have you ever considered just placing the signs/lights/etc. as seperate objects? Some times the old-fashioned way of doing stuff works out better. ;) The YARN settings are saved to the session I believe, whereas seperately-placed objects can be saved to the route, just like buildings and trees. ;)

Regards.
 
Spinning rectangles.

I found when pasting a ton of trees along the trackside a small rectangle with maybe 10 small trees, 2 Medium, 1 larger, grass, and a YR rocks set in a 3x2 rectangle. Spun using "[" and clicked into place you can accomplish 35 miles of bidirectional trackside in one night...70 miles total.


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Do youselves a favor today..

Key up author "Samplaire" and catagorey "buildings" download the buildings you will be happy.
 
Oh Yea...and FWIW.

If you are going to use this in hill sides spin the trees only first. Then come back over it and spin the trees, grass and in my case rock. If you don't do it twice on the slopes you will have grass and rocks in the mid-air.

And on the second pass over don't break through the origional tree line on the slope. Doing so you can smoke in a woods.

To finish take the largest trees and spin them behind the steps 1 & 2.
 
Let me start you Quoting Mezzoprezzo

Good afternoon everyone.

“Real” water or textures?

Both have their place. Both have advantages and disadvantages.

Textures work well, but beware of perspective distortion when viewing detailed textures from different angles.

Dinorius_Redundicus amply demonstrated, with some good illustrations in another recent thread, what can happen when some of these are not perfectly aligned, or have been incorrectly rotated.

Here’s an area from one of my routes using plain grey as water (no rotation problems there!) and capitalising on those spikey intrusions you get when textures overlap – I decided to use them as reflections.

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“Real” water - the good bits:
  • Looks correct at any angle.
  • Works really well with textures laid on the river/sea bed beneath the water surface layer.
  • Carefully sculpted river/sea beds can dramatically improve the water appearance. The reflective properties will look different depending on the underwater contour shapes which seem to cast shadows like hills, but below the surface, giving a nice variation in tone and colour.
  • You can vary the surface conditions.
  • The surface will reflect the sky which you have selected
  • The tonal quality of the water colour changes as the day progresses
These are very powerful tools in the quest for realism and can significantly transform the image.


Here are few shots incorporating some of those techniques. The viewpoints are identical. Nothing has been changed, other than sky and time of day to illustrate the dramatic changes which can be achieved with the reflective ability of “real” water.

Hopefully you can see the clock for time of day. I've deliberately reduced the images to keep within the rules. I've also removed good weather fog, which I nearly always set, to show the full effect in these examples.

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This second pair of shots better shows the reflective properties of the water, picking up both the colour and shapes of the cloud patterns.

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The above shots had water set to the calmest level. The reflections are even more pronounced when there is some wave motion.



The bad bits:

I've never liked the “jitters” seen at the water’s edge when it meets a shallow shoreline. However, this flickering always looks worse in Surveyor than it does in Driver, where it generally doesn't show.

Slightly steepening the slope of the terrain into the water usually fixes it, or using a bit of texture which matches the water and gives a smooth transition between the two can work quite well.

Here’s an example of a cow standing at the water’s edge. His (sorry .. her!) feet are in the textured bit, but I’ve still got the advantage of the real water in the rest of the river with all of its benefits.

Some good weather fog has been turned back on together with some wave motion for the last few shots.



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The angular shoreline edging caused by the constraints of the 10m or 5m grid squares are another minor irritation. This is relatively easily to minimise by adjusting the topography, but you can’t eradicate it completely.


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You can cover it by planting some vegetation (fresh water only!)

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With regard to water tiles being resource hungry, I can't say I've noticed this to be a problem. In my routes the major reason tends to be asset overload in certain parts (guilty as charged!) where I've had to do some serious culling.

As an experiment I’ve just just deleted the water tiles across 50 baseboards on one of my Italian coastal routes where I’ve extended as many as four baseboards offshore from the coastline to get a good and distant sea horizon. All were also textured, using just two texture kuid’s which can’t be deleted.

I can’t see any difference in performance. Not scientifically proven, but no worries from a user point of view. The lag still occurs in one of my densely populated coastal towns which is yet to be thinned out (spline walls and flower pots around every house etc. from my early days) but water does not seem to be the culprit.
 
Let me say I like real Trainz water the best too.

But for now you can't tip it, pull it up hill or down hill. So what it the one charistic of water we can work with in Trainz...to get water up or down a hill.

A spline.

The best spline would be translucent....so a minimum you could see it's depth.
 
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