Unknown assets with TransDEM

SAR704

Member
Whenever I attempt to export a road loft with TransDEM, it always gives these slightly vague descriptions of which roads are available to export. All of them always appear as ghosts. IE not replaceable via the bulk asset replacement tool, due to being faulty.

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This is what shows in the game:

IMG02

Are there any downloadable assets that actually render in the game normally, so that I can actually replace them with whatever? Given that it takes a while to export the roads into the route, it can be rather useful having roads that are literally visible.

I'm lost as to what to do. Still fairly new to TRS in general.

Thanks.
 
Fixing White Splines...

I got this a while back from James Moody.

The following information comes via the lead developer for N3V Games. I had to use this last night and I know it works.

The dashed white lines aren't "a missing asset" - it's the asset that Trainz turns to when it can't find the asset it is supposed to draw there. These white lines are, in themselves, an asset. You can find this asset in CM. It's called "Missing spline", and it's by Rob. Open it for edit. Change the KUID from <kuid:523:1124> to <kuid2:523:1124:1>, and remove the whole privileges container (containing the line "permit-listing 0") Then install that asset as if it were a new asset - e.g. drag the folder from windows explorer back onto the CM interface. Once it's installed, revert the original one (you can't commit changes to it as it's a built-in asset). Result: The dashed white lines now show up in the menu, and can be selected just like any other track spline. You could lay some down if you wanted. More to the point, you can now use the 'replace items' tool to change them to any track spline you have installed...

I will add this. When you install the folder, use the install content option. This will save so much time. Also don't panic when the creator is shown as AURAN. I hope this helps someone.

Notes:

<kuid2:523:1124:1> ==== Update from <kuid2:523:1124:2> to <kuid2:523:1124:3> for T:ANE. All other procedures apply.

Need to change .texture file using PEV's Images2TGA.
 
Also, you can add more track choices to TransDem. Look up your favorite track in Content Manager. Write down the kuid and the track name.
The next time you're exporting a route, use the dialog that asks you if you're exporting track, roads, water or auxiliary splines. Set it to track and add your new track to the dialog choices.
You can do the same for the other types of splines.
 
Thanks for the replies. For 1609mm (broad) gauge, I need track that is around 90lb in weight. 80lb and 94lb rails were common here, before broad gauge freight became nonexistent. But the catch is that the ballast needs to be relatively narrow, due to the embankments that are here.

My other question is. Now that I've vaguely figured out how to get roads into the route using TransDEM, is there a way to rapidly remove them? I have figured that manually placing them in G gle Earth might be a better idea. This is due to all the sections which are straight IRL being all mangled and curved, after being exported into the TRS22.

I am doing my best to maintain interest in the route in question, after doing leapfrog style stuff for a bit.

Also, I wish that the small circles that denote spline points in the middle of nowhere could be bigger and/or more visible. They are almost completely impossible to identify when I press F9, and the terrain goes completely white.
 
Thanks for the replies. For 1609mm (broad) gauge, I need track that is around 90lb in weight. 80lb and 94lb rails were common here, before broad gauge freight became nonexistent. But the catch is that the ballast needs to be relatively narrow, due to the embankments that are here.

My other question is. Now that I've vaguely figured out how to get roads into the route using TransDEM, is there a way to rapidly remove them? I have figured that manually placing them in G gle Earth might be a better idea. This is due to all the sections which are straight IRL being all mangled and curved, after being exported into the TRS22.

I am doing my best to maintain interest in the route in question, after doing leapfrog style stuff for a bit.

Also, I wish that the small circles that denote spline points in the middle of nowhere could be bigger and/or more visible. They are almost completely impossible to identify when I press F9, and the terrain goes completely white.
Use Classic Surveyor for "large" spline points. Pressing F9 a second time should show you the underlying mesh. I don't know why N3V went for no textures.

We've requested larger spline points, but I don't remember what was said about that.
 
Use Classic Surveyor for "large" spline points. Pressing F9 a second time should show you the underlying mesh. I don't know why N3V went for no textures.

We've requested larger spline points, but I don't remember what was said about that.

Might have to pass a bill through parliament to get a multi-million dollar company to act on these user requests.

Haven't used S2.0 very much. I just noticed that the points are virtually nonexistent in S2. I had a look. A tiny black rectangular item appeared for about a second. Then it disappeared. Are the spline points an animated 3d object that can be substituted somehow? Making them a rectangular pink might help, with a thick perimeter. Due to the fact this colour is rarely used for objects, and can be distinguished to a degree, unlike the brilliant concept of white on white.

It's mainly a computer talent, re detecting the latter. Not a human one.
 
Might have to pass a bill through parliament to get a multi-million dollar company to act on these user requests.

Haven't used S2.0 very much. I just noticed that the points are virtually nonexistent in S2. I had a look. A tiny black rectangular item appeared for about a second. Then it disappeared. Are the spline points an animated 3d object that can be substituted somehow? Making them a rectangular pink might help, with a thick perimeter. Due to the fact this colour is rarely used for objects, and can be distinguished to a degree, unlike the brilliant concept of white on white.

It's mainly a computer talent, re detecting the latter. Not a human one.
Yup. Some things seem to be that way.

Yeah, the genius white on white and so many things the size of an ant's head makes using S2.0 a bit painful. Larger and a different color spline points would be really helpful, indeed.
 
Well how does one persuade 'N3V' to change this? Any small deterrent can affect their profit margins by the tiniest bit.

But then, large companies don't care about customers. So why bother bother fixing it? Maybe if enough complaints were sent. Railworks (TSxxx(x)) has the same issue with the loft highlight. Very thin and almost impossible to make out. But apparently many players love it for some bizarre reason.
 
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