YARN junction glitch/corruption

These are the 3 I fixed, since 2 of them are Built in Assets and the Authors are no longer active I want to send the fixes directly to the Company so the can put them on the download station.

 
See all is good, nice clean attachments.....no gaps....done. The one on the right is on the download station, and is defective too, so I fixed it too.

 
I was in the process or replacing Yarn with Yarnish, and quit a few years back. I didn't fix Yarn Intersections, Just Yarnish. The problem goes all the way back to Maddy25 who created the Yarn System.

 
I'm not fixing the Yarn system, because I'm replacing it. And here's another reason too, this is the Yarn 4 lane bridge in Tane.

 
By not fixing yarn intersections, it makes them easier to spot, although not like that Bridge. Maybe I'll just paint them all bright red, that's an Idea, think I will...lol.

 
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I fixed the bridges and roads. The repair was simple. Open the asset for edit and run PEV's Images2TGA on the .texture files. Save the images and submit the asset.

John
 
They will except the fixes, because it's Broken. IT's NOT SOMETHING YOU CAN FIX WITH PEV'S IMAGES2TGA.

The config files are corrupt and have Been since TS2004, when Yarn was created.

It's more like this times 3,




username "YARNish T-Intersection L2 -3Si +3Sh, 09sp4"
trainz-build 3.1
category-era "1950s;1960s;1970s;1980s;1990s;2000s;2010s"
kind "mocrossing"
category-region "US"
author "Madeline Usher"
light 1
nightmode "lamp"
height-range -50,50
script "intersection.gs"
class "YARNIntersection"
description "This is a crude hack to bring this yarn asset up to build 3.1 and eliminate the '2dm hop' between splines and fixed assets.
It remains the sole property of madeline usher and is subject to her original license terms.


This a T-intersection of the following roads:
- through-road = two-lane, no sidewalk, shoulder
- T-road = two-lane, no sidewalk, shoulder


It includes several optional elements that can be changed using the 'Edit Properties' tool from Surveyor's 'Objects' tab:
- double-arrow sign [adds 80 polygons]
- stop sign [adds 66 polygons]
- 3-way stop signs [adds 282 polygons]
- traffic lights [adds 1090 polygons]
- street lights [adds 440 polygons]


A kazillion roads have already been created for Trainz but, nevertheless, none of them seem to meet everyone's needs. So I've created Yet Another Road Network -- a set of models mostly suited for modeling U.S. roads. These probably won't meet everyone's needs either, but hopefully some people will find them useful. :p
See the included naming-conventions.txt file for information about the attributes encoded in the asset's name.


Revision History:
- v2: Changed to a new invisible road spline that works with Trainz Classics.
Uses new YARN Library.


Wawasoo Version:

Fixed attachment points which were corrupt from original Model




[polygons: 78 (plus 2 at night); textures: 0.25 MB (plus 0.08 MB at night)]"
category-class "ZX"


mesh-table
{
default
{
mesh "t-intersection_1.im"
auto-create 1

effects
{
arrowsign
{
kind "attachment"
att "a.arrowsign"
default-mesh <kuid2:124017:15081:1>
}

stop31
{
kind "attachment"
att "a.stop01"
default-mesh <kuid2:124017:15083:1>
}

stop32
{
kind "attachment"
att "a.stop02"
default-mesh <kuid2:124017:15083:1>
}

stop33
{
kind "attachment"
att "a.stop03"
default-mesh <kuid2:124017:15083:1>
}

signal01
{
kind "attachment"
att "a.signal_a"
default-mesh <kuid2:124017:26013:1>
}

signal02
{
kind "attachment"
att "a.signal_b"
default-mesh <kuid2:124017:26014:1>
}

signal03
{
kind "attachment"
att "a.signal_c"
default-mesh <kuid2:124017:26014:1>
}

light01
{
kind "attachment"
att "a.light01"
default-mesh <kuid:36713:40100>
}

light02
{
kind "attachment"
att "a.light02"
default-mesh <kuid:36713:40100>
}
}
}

lightplane01
{
mesh "night-base.im"
auto-create 1
}

default-night
{
mesh "night/night-white.im"
night-mesh-base "lightplane01"
}

lightplane02
{
mesh "night-base.im"
auto-create 0
}

yellow-night
{
mesh "night/night-yellow.im"
night-mesh-base "lightplane02"
}

new_atch
{
mesh "attach_mesh.im"
}
}


attached-track
{
road0
{
track <kuid2:506208:100093:1>
useadjoiningtracktype 0

vertices
{
0 "a.road0a_x"
1 "a.road0b_x"
2 "a.road0e_x"
3 "a.road0f_x"
}
}

road1
{
track <kuid2:506208:100093:1>
useadjoiningtracktype 0

vertices
{
0 "a.road1a_x"
1 "a.road1b_x"
2 "a.road0d_x"
3 "a.road0e_x"
}
}
}


extensions
{
detail-part-groups "3;2;1"
night-mesh-groups "0"
}


thumbnails
{
0
{
image "$screenshot_240-180$.jpg"
width 240
height 180
}
}


obsolete-table
{
0 <kuid:506208:100115>
}
username-de "YARNish T-Intersection L2 -3Si +3Sh, 09sp4"
username-fr "YARNish T-Intersection L2 -3Si +3Sh, 09sp4"
kuid <kuid2:506208:100115:2>


kuid-table
{
invis_road <kuid2:506208:100093:1>
yarn-lib <kuid2:506208:100098:1>
sign_arrow <kuid2:124017:15081:1>
sign_stop3 <kuid2:124017:15083:1>
signal_red <kuid2:124017:26013:1>
signal_green <kuid2:124017:26014:1>
light_old <kuid:36713:40100>
}
 
Then that fixes the Config code for that particular asset.

Then you can try PEV'S IMAGES2TGA. on the texture.txt files. But when I tried that I got in red "Modified, Faulty" and even if you get past that, which I did.

IF you rebuild your database, because it's a built in asset it will replace your fixed version with the built in corrupt asset that came with the game.

And you can repeat the above process till hell freezes over. Or you could just step outside in a stiff breeze and piss in the wind.

I don't care...
 
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So what I did was go back into TS12, clone each of the offending assets.

Then go back to the original Yarnish Asset I installed in 2011 from my backups. Copy that code into the Clone.

Then I fixed the Clones. Saved them to a CPP.

Imported them into Tane.

Then I opened up the corrupt assets, deleted the contents of the asset, copied in my corrected clone files, changed the KUID back to the origional Author's not mine from the clone.

And fixed my shxt all at once everywhere.

Went out and rebuilt my database (Which takes 20 seconds BTW), T:ane could not detect them as different from the built ins and left them be as is. FIXED.
 
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I would have just uploaded the fixes, but then you would all have to replace each Yarnish junction on every route everywhere. Because you can't blanket replace these type of assets in Surveyor. The only way to get that effect is for the original author to update it under HIS/HER Username giving it a higher KUID.

Since the creators are inactive, I can't upload my work, NV3 has to contact me specifically and I will give them my fixes, and you all owe me a Beer. It's Friday.

If you want me to upload my Clones I will, but that means you have to replace every intersection on every route.

Nope, it's easier for everybody if NV3 contacts me for the correction. Put's up the correction as an update under the original authors Kuid, so everybody doesn't have to go through the above which I did.

It was that way or replace about a 1,000 intersections on my route, one at a time with my fixed clones.
 
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But let me stress this, this is NOT a T:ane problem, it steams back 11 years to Maddy25 and her Yarn Road Network, that Treadway copied into Yarnish. It's been corrupt since it was Created.
 
thanks Wawa for all the efforts to make it work.
I have seen same throuought the different trainz releases but in TANE not because of TANE i lost most interesections, T intersections, roads,bridges part of bridges blank and simply left with only inv splines marking the bombed area.
A lot of work to clean up and simply place new.
You have to contact N3V Chris and explain him the story would be nice to get Yarn and yarnish family assets finally up to date and working.
thanks again

Roy

ps i sent you a Singha beer from Thailand if that is ok slightly frozen but feels like honey in the tropics.
 
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Well, Roy I'm back and glad to help you out. I know you are connected and have a lot involved in those intersections functioning properly on all your wonderful routes. You have them post me and I'll be sure that they get these fixes to them to post on the Download Station for everybody's benefit. You for one I know, knows what I'm talking about here. IF not I put Shane there, so between the two of you get the message to where it needs to go.

So, I've been back for two day's what else is bothering you guys on content???

Don't say speedtrees, I don't know a thing about them....LOL!
 
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Wawa,

I put yellow push pin points on all intersections need to be redone for the XXX time. most frustrating job has been yarn and yarnish it was as you mentioned never really fixed and it bugged me enormously.
i not do anything on them now and wait for see what Chris Bergmann will say if they take your work and fix the stuff from those old assets.
Keep up the good work you do and push N3V to listen to you/us.

Roy:wave:
 
Wawa,

I put yellow push pin points on all intersections need to be redone for the XXX time. most frustrating job has been yarn and yarnish it was as you mentioned never really fixed and it bugged me enormously.
i not do anything on them now and wait for see what Chris Bergmann will say if they take your work and fix the stuff from those old assets.
Keep up the good work you do and push N3V to listen to you/us.

Roy:wave:

Mine are all fixed Roy and work as intended, I'm just trying to help you "vested" guys out. I don't like politics, that requires diplomacy , that's why I've not been involved. OF all the things I am, a Diplomat is not one.

That comes from 45 years of being my own boss, I'm just not a good listener. I was always in the lead since I was 14. If not in fact in my mind where I lived most my life.

They'll do it.....hell I'm going to give it to them. And they are going to say to me, "No we don't want anything, that will stop people from bitching on our Forums about T:ane"

Jesus Christ, I'm and Idiot, but I'm not stupid....LOL!
 
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