Trainz Texture Glitch

AdvancedApproach

Well-known member
How is it I have the fill at 5m length and one one side it fills exactly to where the border ends but on the other side it extends an additional 5m out? Yes I have the baseboards at 5m fill increments.
 
Another sample.
Bx4kZ3g.jpeg
 
How is it I have the fill at 5m length and one one side it fills exactly to where the border ends but on the other side it extends an additional 5m out? Yes I have the baseboards at 5m fill increments.
From memory that has always been the case with Surveyor Classic back to the earliest versions of Trainz.

In Surveyor 2.0 you can draw out a Marquee Area and fill it exactly with the selected texture up to the Marquee Selection Area boundaries (with some fading towards the edges). So it is not an issue in Surveyor 2.0
 
From memory that has always been the case with Surveyor Classic back to the earliest versions of Trainz.

In Surveyor 2.0 you can draw out a Marquee Area and fill it exactly with the selected texture up to the Marquee Selection Area boundaries (with some fading towards the edges). So it is not an issue in Surveyor 2.0
That wasn't the case in TANE. I never had that kind of problem.
 
Even the ground terrain elevations are subject to this peril for me.
I just tested the 5m grid and had no problems raising/lowering terrain with a radius of 5m.

I created a new route, used the Marquee Tool to convert the baseboard to 5m Grid, selected the Brush tool with the Ground Height target and Height Up action. Then I set the brush radius to 5m and started terraforming.
 
I just tested the 5m grid and had no problems raising/lowering terrain with a radius of 5m.

I created a new route, used the Marquee Tool to convert the baseboard to 5m Grid, selected the Brush tool with the Ground Height target and Height Up action. Then I set the brush radius to 5m and started terraforming.
I'm not having the same luck.
 
Remove the grass and then try texturing. You can paint the grid by selecting the grid and keeping the texture size at its smallest. This will replace the grass in those areas where you want to with the older grid. Make sure you do this in Surveyor Classic.
 
Case in point:
New 10m grid baseboard. Brush radius set to 5m, Height set to 5m, Brush Action set to Set Height.

10m-Grid-5m-Terrain.png


Baseboard converted to 5m Grid resolution. Brush radius set to 5m, Height set to 5m, Brush Action set to Set Height. Original 10m terrain (above) shown on the left.

5m-Grid-5m-Terrain.png
 
Looks fine to me.

FYI. Texturing a route that uses a 10-meter grid then switching to a 5-meter grid will cause the textures to lose their coordinates. I did this in the early days on a route and ended up with an awful mess as the textures squared up with the grid instead of blended over the surface as intended.
 
The problem is I imported these from T:ANE. Which means they were pre-PBR era baseboards. I must say that very well could be the cause of my troubles.
 
The problem is I imported these from T:ANE. Which means they were pre-PBR era baseboards. I must say that very well could be the cause of my troubles.
That's not an issue. The original non-PBR baseboards become PBR when an older route is imported. The issue could very well be that the textures are now rendered with dithering to soften the edges and make blending easier. This is definitely more helpful when ballasting track when the track runs at angles and other places so that grass, for example, doesn't suddenly become gravel.

While I understand that you want the sharp edge and separation between the ballast and the grass edge. In real life, it really isn't like that. Nothing is perfect in our imperfect world. It may appear neat and clean but if you were to get up close, you'd see the crab grass and weeds working their way into the ballast and some ballast being kicked off the roadbed and on to the grass.

The only way to avoid making this appear obvious is to cover the edges with debris, plants and bushes just like in real life. It's places such as this where the old grass splines and static grass clumps work to hide the imperfections in our world.
 
N3V has a unique issue. I solved mine by converting my PBR grass to a non-PBR grass. It is a personal decision where the operation of the "railroad" is more important than the appearance of artificial grass. I use the FFR series of grasses which are, thankfully, flat.

I bet the skilled "trainzers" who have created extensive multi-train activities pay little attention to the grass. Just managing a hoard of operating trains absorbs their attention.
 
That's not an issue. The original non-PBR baseboards become PBR when an older route is imported. The issue could very well be that the textures are now rendered with dithering to soften the edges and make blending easier. This is definitely more helpful when ballasting track when the track runs at angles and other places so that grass, for example, doesn't suddenly become gravel.

While I understand that you want the sharp edge and separation between the ballast and the grass edge. In real life, it really isn't like that. Nothing is perfect in our imperfect world. It may appear neat and clean but if you were to get up close, you'd see the crab grass and weeds working their way into the ballast and some ballast being kicked off the roadbed and on to the grass.

The only way to avoid making this appear obvious is to cover the edges with debris, plants and bushes just like in real life. It's places such as this where the old grass splines and static grass clumps work to hide the imperfections in our world.
You're missing the point. I want the the textures to be filled in at the same increments. One side shouldn't be filling at a 5m interval while the other side is 10m. Watch the YouTube video again. You'll see what I'm talking about. The grey lines are the 5m marks. The thick yellow lines represent 10m. On one side the texture fills within the selected area. On the other side it extends an additional 5m. When building N/S the textures do not fill in E/W the same. The overflow is apparent there. You'll see what I'm talking about. Just re-watch the video. As for the sharp edges, I'm not concerned about that at all. The grass actually overlaps so that's not a problem.
 
If you want that kind of precision, I recommend using a spline. There are plenty of ballast splines that you put down like a road. I even made my own by using the YARN roads. I disabled traffic and put my own textures on them. They are great for thick surfaces such as cobbled roads, dirt or other textures on them. Being thick, the track can be buried in them without the rails sticking up above the surface. You can do this with thin roads too or download one of the many ballast splines from the DLS.

In other words, there are more than one way to beat a dead horse and this is an easy one.

One other thought...

The grid is there for a reference for placing fixed objects and I doubt it was ever meant as something to be used for painting between lines. The grid texture we have today is far different than the one found in UTC through TS12 and T:ANE. The grid is a texture and PBR one at that.
 
Back
Top