Turffx problem

samplaire

Member
I have some problems with the turfffx. One is it is unnecessary complicated in terms of using, there should be presets or at least it should be possible to make them not to be forced to tweak everytime you open a new map. But this is a minor problem comparing yto the one I'd like to describe. When I paint my desired places with a grass it goes quite smoothly (ok, it is too more or less in my opinion - when I want avoiud painting tracks it is sometimes impossible). But after some hours of work when I did a test drive I found that the framerate suddenly drops to see that in an area where I didn't paint EVERYTHING is covered with the grass! Additionaly I've spotted that a part of area outside the map is also covered (at 0m I believe) with the grass and it is impossible to erase it as it is outside the route! The self-painted area starts (I think) at the beginning of a section. It looks like a bug to me.

In the area I've painted it everything is as I wanted it to be but the 'outside grass effect' is also presen! Everything is clear in the movie:

https://youtu.be/fUS_XRRwR-A (the movie is not yet hd, it will be in some minutes - this is YT to do it)

I have more problems with the turffx like creating a third kind of grass - I get red warnings saying that something is too big but the same settings in previous 2 grasses did good effects... I don't get it....
 
But after some hours of work when I did a test drive I found that the framerate suddenly drops to see that in an area where I didn't paint EVERYTHING is covered with the grass! Additionaly I've spotted that a part of area outside the map is also covered (at 0m I believe) with the grass and it is impossible to erase it as it is outside the route!
This is a known bug in the effect properties settings that might be the cause of your problem.

The data binding density setting of 'zero' is meant to give you a default density (the 'Default' value) wherever you paint that layer in the route, without consuming any binding data space. Instead, it paints the whole route with the layer, including edges that you can never delete, and baseboards that you haven't yet added to the route. With typical layer settings you don't notice this until much later when you look at these areas in closeup. The only solution I am aware of is to delete the turfFX layer.

There are likely other problems with turfFX that could create the effect you see, but that sounds like what's happened here. Examine all your layers and see if one of them has a density setting of 'zero'.
 
Trying to fix this leads the problem to rise. Yes, 'zero' was in the place you mentioned... Though the feature looks great it is useless now because sooner or later you face it meaning hours of tweaking go to trash... @Tony - thank you for the movie. And once more, having presets for the effect woul be great! Of course when it works as expected...
 
I'm still amazed how presets in Final are not in. Talk about wasted feature. Making the user jump through so many hoops. Paying an employee to make a video of 10min+ each for different grass type, when a preset in-game of sample grass for GLOBAL setting (all routes) been 10x easier and more productive. Plus save man hours on one 10min video instead of multiples. One day. Man can dream.

I did it 2nd monitor, copy and type each...single....one....
 
I'm still amazed how presets in Final are not in. Talk about wasted feature. Making the user jump through so many hoops. Paying an employee to make a video of 10min+ each for different grass type, when a preset in-game of sample grass for GLOBAL setting (all routes) been 10x easier and more productive. Plus save man hours on one 10min video instead of multiples. One day. Man can dream.

I did it 2nd monitor, copy and type each...single....one....

They never had plans for presets, which we asked for in the beta. In fact that was one of the big things we brought up. What's so difficult with creating samples or presets that can be tweaked? It would save a lot of frustration with the users, and combine that with some real non-programmer names, and the addition is a real seller, but nope instead it was geek stuff all the way.

Sorry Tony, this is still my beef with the TurfFX. Like Interlocking towers, we need a degree in Computer Science to use it. Many of us, my self included believe in KISS.
 
I think I'll be sticking with good old fashioned JVC or RMM tufts of grass at periodic intervals. TurfX should (IMHO) have been incorporated the same way DTG do with their procedural terrain texture so it applies as you paint, any items which need to be clear of the clutter such as roads or track beds are given a wash of non-procedural texture. Additional clutter could have been done using the decal type system, or as was the case with MSTS the forest object function where you could pull and stretch multiple overlapping boxes to get the desired effect. Much simpler, quicker and easier to work with - as noted above, K.I.S.S.
 
With the full respect to Jankvis work and his influence to Trainz it now doesn't look good... Ok, I created 4 kinds of grass and stick away from ZERO which enabled me to paint the grass where I want. BUT now suddenly portions of the painted grass disappear! I mean certain areas become grass less all of a sudden... This is very frustrating...
 
In my opinion, those older grass splines, tufts and 2D bushes look simply dreadful and spoil any route scenery created for TRS19.
Watch the videos, experiment and learn how to apply the new TurfFx and Clutter features. They are exceptionally capable when used carefully and much better when you create your own.
Doubt that I would much interested in any presets, except for more distantly-viewed terrain.
 
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