Ugly tracks

sniper297

Coconut God
One friend don't like Trainz because of the splined junctions, and I have to agree - of the Big 3, Trainz does pretty much everything better except the tracks and switches. So I started looking at the fixed track sections, in particular the 8d turnouts. Two problems with those;

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That double arrow is not realistic, and altho the mesh is set for visible only in surveyor it's visible in driver even if I hit CTRL H. Second item;

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The fixed switches aren't visible in the map, near as I can tell there's no way to set them in the map view.

I did try cloning one and changing the lever and double arrows to a different type of switchstand, didn't work out well since the base ended up in the middle of the track. Anyone found a fix for this, or are we still faking it with addon frogs?
 
Jim,
Try out Andi06's junctions on the DLS. A bit of a pain at first with having to lay invisible track under them but easy once you get the hang of it. Easy to swap out textures, comes with most of the more popular ones, and switch stands.

Dave......
 
On the DLS there are also some animated points based on Andi06's script from Fred24, Pencil42 and a couple of 2ft ones by myself. There are also some on other sites which are mentioned in the Forum somewhere.

The built-in Auran ones were never properly coded and have limitations. Andi06 and Pencil42 have produced code for proper points and Andi has produced an alpha set which may still be available somewhere (they were available via the now defunct TrainzDev forum). They lacked point levers and the coding was not complete but looked good. Unfortunately Andi ran into the usual trouble over Auran changes and lack of information and as far as I know this project has ground to a halt (hopefully only temporarily). Perhaps if Andi sees this he may care to comment or correct the above.
 
The only caveat with the fixed junctions, or any scenery object like the JK Junction is that it cannot be tilted, and thus must lie on level ground.

That said, I love those JK (Andi06) junctions. It did take a bit of practice in laying out the invisible track (wire), but once you've done a few of them, it's a snap, and really a lot of fun.

You can add whatever track / sleeper ballast texture you want. There is a detailed tutorial available on DLS (or is it on Andi06's web site?). Haven't yet done that part, but the tutorial is straight forward and easy to follow.

Don't know why those junction arrows show up even when help is turned off. They shouldn't come up except when a train is on top of them, and then they only appear for a second or two. Sometimes I even have trouble "finding" the junction to switch it because you have to get the mouse right over it before the arrows show up.

As for the map view; I rarely use it. I never used it to switch junctions. Usually I use Ctl-F to find the junction I am looking for. I have named all of my junctions so I know where they're at.

FW
 
Actually I agree with you - this is the one area where Auran should be busting a gut to create realistic looking points and crossings that work properly in the game. Why they've left it to 3rd party creators and are still content to use spline junctions in TS10 is a mystery to me. :eek:

Paul
 
I would say that it's because Auran is a small company, and doesn't have the resources to build a whole new code base for TS, which is really what it needs.
I say go open source and let us develop a new game!

FW
 
The only caveat with the fixed junctions, or any scenery object like the JK Junction is that it cannot be tilted, and thus must lie on level ground.

I'm pretty sure most (if not all) of the newer fixed track switches can be rotated to match the terrain elevation - I know Andi's new set and my set can. Unfortunately it's a manual operation, not automagic, but it can be done.

Don't know why those junction arrows show up even when help is turned off.

They are modeled into the switch, since the Trainz junction code that controls the disappearing arrows isn't functional for fixed track junctions. That's also why we can't add different switchstands to the fixed track junctions.

[FONT=Verdana, Arial]By the way, hupfgeign has a nice set of animated switches for 2009 / 2010 (and matching high detailed track) on the DLS, as well.

Curtis
[/FONT]
 
Actually I agree with you - this is the one area where Auran should be busting a gut to create realistic looking points and crossings that work properly in the game. Why they've left it to 3rd party creators and are still content to use spline junctions in TS10 is a mystery to me. :eek:

Paul
Auran lets everything up to 3rd part creators, I doubt Auran has created hardly any assets, aside from Paintshed Templates & Speed Trees...all the rest was freely given to them by 3rd party creators. The shear beauty of it...3rd party creators do all the work, for them.
 
WUBBA WUBBA WUBBA!

Just so you know, I'm not ignoring youse guys, I read all that, found the tutorials, and got about halfway thru the first one when my brain exploded. As soon as I get all the circuit breakers reset and can stop saying "WUBBA WUBBA WUBBA!" every two and a half minutes, I think I'll take a shot at the splined switches with the overlay attachments.

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Looks to me like the trick there is finding a track height and froggy height that more or less match, if the top of the rusty part is just covering the rails the effect should be close enough for disco. Movable points are a different animal of course, might just have to live without those. WUBBA WUBBA WUBBA! Sorry, there I go again. :hehe:
 
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