"i dont use transdem so i don't think we should cater to those who do" pware back it again with the greatest takes as always
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
"i dont use transdem so i don't think we should cater to those who do" pware back it again with the greatest takes as always
With current hardware, 16 textures is as high as we can go
Not my words. I have no objection to anyone using TransDEM, HOG, GMax, MS Paint or any other 3rd party tools in their enjoyment of Trainz. Each to their own.
I am just amused at the number of people who, seemingly, did not read or perhaps did not understand Tony's post in this thread. For their benefit I will repost the line for a second time.
Only one person, thank you wreeder, gave a considered answer to my question of how this hardware limitation could be overcome. One other gave a generic suggestion along the lines of "this limitation could be overcome" but with no details.
So chris2001trainz2010, what is your suggestion that would give us more detailed terrain (something that has been on the "must have" list for years) with an unlimited number of textures per baseboard, and all with the currently available hardware. I await your expert opinion.
During the conversion process, I had some shark tooth hills appear on a couple of baseboards but I when I tried the process again, they disappeared. With the route being very old, meaning started in January 2004 and going through various Trainz versions over the years, I chocked that up to old route file corruption. With the Great Wall of HD appearing, what I ran into apparently is not a one-off thing and needs to be reported.
N3V QA came back with a response to my "Great Walls of HD" bug report. They had not seen that effect before and suggested that I wait for the coming beta update and try again, which I will happily do. The joys of beta testing are endless
I noticed a number of what I have come to call "The Great Walls of HD". Each occurs at a baseboard boundary (but not on every boundary). The curious thing is that they are visible from one direction only and disappear when you view them from the other side. They may be related to another known bug that produces small visible gaps on some of the baseboard boundaries.
Another "Great Wall" is also visible in the distance. Also shown in the foreground is one of the thin gap "artifacts" of the HD conversion process.
I personally do not believe that the 16 texture per baseboard limit is as serious as issue as some are posting. Remember this is 16 different textures per baseboard, NOT 16 different textures per route and as I have found using PBR textures instead of normal textures greatly improves the "look and feel" of a route.