TRS+ HD terrain.

RejectedSpike

New member
I tried installing a tunnel in the HD environment but could not do it. It was easy to do before all these updates that changed my copy of Trainz22 and Trainz+. Found one you tube tut that talked about creating dig holes, something I did not have to do with the old version so long as the tunnel followed the grid lines. What am I missing?

Best regards,
Rejected Spike
 
The HD terrain may make this more difficult due to the number of polygons on the terrain surfaces and this is where the completed tunnels you place in one piece are giving you trouble. The orientation of tunnels hasn't changed. Due to how the dig-hole object works, the fully completed tunnels with entrances, track and walls, have to be oriented on the cardinal points. N-S, E-W and nothing in between. The problem is, as in real life, tunnels don't all line up perfectly that way and we end up with anomalies, to put it nicely that need to be covered up. To get around that, the fully completed tunnels are created with those huge tunnel entrances.

The video you saw most likely discussed creating tunnels using dig-holes and not creating dig-holes themselves. Dig-holes objects are separate objects you can download from the DLS, or are built-in into TRS22. They are invisible objects with a small red or blue triangle on them or some other feature that's only visible in Surveyor. These objects poke through the mesh and thus "dig a hole" in the surface of the terrain.

To manually create a tunnel, you punch the holes through the terrain using a dig-hole object and then place spline walls and tracks to create the tunnel interior. The entrances of the tunnel are usually scenery type objects that are placed over the opening and any other holes not covered by the entrance are covered over with terrain splines, by squishing and smoothing terrain, and sometimes pure luck.
 
Some tunnels create their own digholes, but most require manually placing a dighole with a seperate dighole asset. This is a situation that has not changed with newer versions of Trainz.
 
Thank you for the information, which you have provided me in an unexpectedly short period of time. It is most helpful, a printed copy in my Trainz notebook. My exposure to Trainz goes back to version 2.0, ending with TRS2010, where I dropped out of the game due to reasons beyond my control. I used gmax and Blender to build models, sticking with Blender since. I returned to TRS2019 and now I'm at Trainz+. The HD format in Surveyor 2.0 threw me for a loop at first but I've caught on and apprciate the dramatic change in the contours created for mountians and valleys. I've learned the PBR texturing process, using Blender and GIMP. It does take a lot more effort to texture models but as I'm not an artist, my creation do look like toys. Trainz is my hobby and now that I'm retired, I have a lot more time for the game.

Best to all and never give up, never stop learning!

RejectedSpike.
 
Some tunnels create their own digholes, but most require manually placing a dighole with a seperate dighole asset. This is a situation that has not changed with newer versions of Trainz.
I never had to used Dig Hole in previous versions. Fortunately, there are still some tunnels that don't need it but you have to somehow disguise the messy entrances with boulders and trees. Hardly an improvement.
 
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