Tips and Tricks-Surveyor

Perhaps these tips could be put in the new Trainzwikibook being created.
http://forums.auran.com/trainz/showthread.php?t=22690

I will look into putting these tips in the wiki, but it will require the permission of all of the people who have posted tips. I would appreciate it if you could all post back here, or send me a PM to let me know that I can do it. If so, then I will put it in as soon as possible.

N.B. Please also note how you would like to be credited.
 
I will look into putting these tips in the wiki, but it will require the permission of all of the people who have posted tips. I would appreciate it if you could all post back here, or send me a PM to let me know that I can do it. If so, then I will put it in as soon as possible.

N.B. Please also note how you would like to be credited.

Feel free ...and 'escafeld' will do.
 
Ditto that (for the few meek tips I've posted here) and Gisa will suffice (mind you, I've learned these things from other forum members). :)

:wave:

Gisa ^^
 
There are some very nice UK pattern Telegraph Poles available but unfortunately they are all made with the Guy Wires "side to side" which makes it difficult to install them inbetween tracks or (as here) on a retaining wall.My Tip to solve this is A) Lay out an ordinary Pole Run so you know where to space the poles B) Raise your first pole to its correct height then use "Get Height" "Use Height" for all subsequent poles.C) Stretch the wires out.You'll see that the first and last poles have "fore and aft" Guy Wires.D) On the wall end the run opposite the corresponding pole on the demo run you made E)Start a new run of poles and manouever the first pole over the last pole of the previous run so that the 2 poles merge.The pole you have created will now have wires "fore and aft" F) Repeat this till you have a complete run of poles.Hope I explained this clearly lol...:p
telegraphpolesfl4.jpg
 
My 2 tips for the moment are these (not sure if the first will work in 06 or TC, but I suppose it could!):

BTW, these are not directly related to surveyor or what not but I think some of you will find these tips indispensible!

The first is this:

http://www.theabsolute.net/sware/#solplainbackup

It's a great freeware backup program that you can use to backup your files. It's very intuitive, very simple and yet very powerful. You can also set it to update only updated files...

MAKE SURE YOU BACKUP YOUR FILES REGULARLY! I have over 20 gigs of things I've downloaded over the past 3-4 years and with some of the changes I've done to the content I've downloaded (I.E. organizing, naming, fixing of errors) I couldn't begin to describe my frustration if I were to lose that somehow...and speaking from personal experience, I've lost a HD with data on it that was unretrievable (nothing Trainz related but still) so it DOES happen!

I hope I inspire some of you to backup your files soon! :D

My second tip is neat program called Vistamare trainzmap. Take a peek on the forums for more information if you'd like. You can use it for many things (although I just tend to use it to get a grasp of the *big picture* so to speak) and I find it very very handy when I am trying to plan a route that is already midway through construction! :hehe:

One of these days, I'll actually mention something about surveyor! :D

:wave:

Gisa ^^
 
Lars Industrail

I have found that if you put a iss before your Lars that it will slow the train down enought to let it load/unload.( that is a Invisible speed signal v2)By setting the iss to 4 mph/kmh. The iss can be gotten thur track spline,type in iss. Or on dls. For more infromaion on iss see Track Laying and Troubleshooting at http//trains.Ocatch.com/tutorial.html Very good tutorial. Hope's this help's those that had trains that wouldn't load/unload.


My 2 cents Danny5

ps Collins if you think this is worth using in Wiki book please put it in there.
 
This isn't so much a tip as a request to content creators about naming. I like to do my route building in TRS2006 in large measure because of the keyword search function that it contains, and I periodically try to go through CMP and add keywords that I will find useful in finding stuff. (Always use the back-up function from the file menu when you are done, as any crash of CMP or TRS2006 will otherwise wipe out all of your keywords that are not permanently part of the objects name or config file.)
For every object there is always at least one keyword available and that is the name of the object, but there may be more than one keyword depending upon how the username is structured. Let's say you have just created a new object to be uploaded to the DLS and it's username is "Old West Blacksmith Shop". In this case, because there are spaces between the words in the name you will get four keywords: Shop, West, Old and Blacksmith.

However, many creators don't like to use spaces for whatever reason, and so they might name the new object "OldWestBlacksmithShop" or "Old-West-Blacksmith-Shop". In this case only the exact name in the search box will bring up the object, not too useful if you cant remember the exact name. If you use underscores however like this "Old_West_Blacksmith_Shop" you will be able to search under each of the four individual names and get results.

Moral of the story: Please use spaces or underscores to allow for easier searching by keyword.

Of course you can always add your own afterwards.
 
My tips are for laying tracks.

When laying track, make sure have placed the track on a grade above the surface rather than just on the surface of the ground. This gives a more realistic look rather than having the track look like it's flat on the ground.

To simulate this, I place my track where I want it at the appropriate height. I then cut a small trench on either side of the tracks at -4 or -6 meters. This gives a profile on either side so that there's that raised look. In some cases, I'll even go the opposite and raise the ground 1 or 2 meters up above the surface.

When the ground is profiled, I will then use two or three textures for the road bed. I first spread out a dark charcoal. Asphalt 2 by JJS is really great. I set the texture size to be large and rotate the textures as I go along with a wide brush to quickly cover the whole embankment. I allow the coal-like texture to spill over the embankment and into the gutter. It's okay if there are grid-spots showing at this point.

Once the coal is laid down, I then use one of the ballast textures. New ballast is one of them. I set the radius to just a little bit wider then the track with the texture size set on medium to small. I then splash the gray ballast quickly over the tracks. Some areas might end up with more than others, but when done it looks pretty good.

With the ballast and underlying ash/coal in place, I then use different grass textures, with the larger of the British Textures (The one that looks like moss with red flowers in it), being used on the embankment and allowed to blend into the coal. I use this to blend in and fill in the grid-spots left from the dark coal. This gives the look of a grassy embankment with the darker earth underneath. The deepest part of the embankment has the darkest colors, and I'll sometimes add some sand texture in there like there was a run off from a rain storm. Afterall, the reason for the raised embankment is to prevent the rail line from flooding.

When it comes to road crossings, cut the track, get a crossing of your choice, move it into place, and then connect the track again. After that I connect the roads and ensure they're banked with dirt so they don't look like they float all over. Sometimes if you're not sure if the crossing is connected correctly, place a signal after it and a piece of rolling stock before the crossing. If the signal turns green then your track is connected properly to the crossing. If it stays red, well then you need to check your track connections.

I hope you find these tips useful.

John
 
Renaming drivers. Someone else had mentioned this, but I can't remember who. Anyway I rename some of my drivers so I know whether they are portal drivers. I put a -P after their names when they are assigned to portals. So there's Moira - P and Moira on my route. When there's a problem witha "Moira" I know which one is causing the problem and I don't have to guess.

I've done the same thing too with closed-route drivers such as those that handle the tram route in my city. I know that these particular drivers are assigned only to the trams so I don't have to keep checking on them when they post an alert. The tram-stops are only trackmarks, and when the trams stop at each trackmark, the alerter posts a message. It gets pretty annoying to check only to find out it's only the tram drivers posting messages. So now if I see Kenny - T, I know it's only a tram and I can ignore the message in the queue instead of looking for "Kenny" the GP40-driver having trouble when he's fine, and the other Kenny driving a tram that just past a trackmark normally.

Hope these tips are useful.

John
 
I've looked at this site, but nothing to interest me. I say for turnouts, take the graph tool in the upper right hand corner and use that as a ruler, for spurs, use 8 to 10 squares.For mainline use 12 to 14
 
Rotating textures automatically

This is documented in the manual, but I didn't spot it, and maybe others haven't either. If you hold down either of the square bracket keys while applying textures, the direction indicator revolves continuously, giving random direction to your textures, avoiding the patterned appearance. I wish I'd spotted it two years ago!
By all means put this in the Wiki Tips.
Mick Berg.
 
Livestock

When you make Bridges note that grass does not grow under a bridge so use a dark colour such as "Dock Surface" or Ballast if its trackside.When you are making Fields note that a field is rarely ploughed right up to the fence.Try to orientate you fields so you can paint a rough grass texture to follow the line of the fence and paint the rest of the field your required colour.Always include a "Farm Gate" or "Open Farm Gate" in your field and paint a Mud texture round it , suggestive of Tractors or animals going through it.
My tip to add to the latter part of Lewisners quote. Remember that most livestock are herd animals and that cows for instance tend to gather in a corner rather than spread themselves about. Remember also to make the area where they're standing darker than the rest of the field (some of what they stand in might also be mud :confused: ). Also horses are generally not left alone in a paddock and when they are they tend to get bored and trot in a circle so take this into consideration. (A footpath spline might do the trick!) Also on the subject of footpaths, all the one's I've trod tend to be wider than they actually are so lay a footpath over a mud texture. Suggestive of well trod walkers, horse riders and m/c trail bikes etc.
 
Tip: In TRS2006 add a common name in front of your item in CMP i.e. Lars in front of all Lars cars so in Surveyor they are easier to find.
 
If you like trains doing crazy stuff like flying, swooping...you should use invisible track and place it very high. Or try placing invisible track up high and then not connecting it...makes it look funny.:hehe:
 
Hey guys!
I have one, probably simple and stupid question, but I just have to ask :)
Is there any chance to modify roads so the cars drive in only one way?
 
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