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  1. It doesn't matter where you save from. If you...

    It doesn't matter where you save from. If you save, all of your changes will be saved.




    All of your changes are saved, including changes to consist locations. Sometimes this is exactly what...
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    Nope. The original Trainz edition (circa 2001)...

    Nope. The original Trainz edition (circa 2001) supported multiple modules open in their own sub-windows, but not swapping back and forth between the modes on a single route. My theory was that we...
  3. Probably not. Did you try switching the camera to...

    Probably not. Did you try switching the camera to roaming mode?

    chris
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    It could well be. Does Trainz respond when you...

    It could well be. Does Trainz respond when you use the in-game menus to take a screenshot? Can you see the screenshots listed in-game?

    chris
  5. Thread: Is it safe?

    by WindWalkr
    Replies
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    If you've checked in the Trainz settings and the...

    If you've checked in the Trainz settings and the path matches what you're expecting, then you should be fine. I'd perhaps suggest relocating the "unwanted" folder first, then confirm that the game...
  6. Correct. You can think of these functions as...

    Correct.

    You can think of these functions as automatically sniffing the object when it becomes loaded, and unsniffing it immediately prior to unloading. It's not possible to post a message to an...
  7. Yep, that's the only way. Trainz has no way of...

    Yep, that's the only way. Trainz has no way of knowing in advance whether the object exists. The whole point of the GameObjectID system is that trainz doesn't need to have the object, or any related...
  8. Where are you seeing this message? thx, ...

    Where are you seeing this message?

    thx,

    chris
  9. Sticky: As Tony mentioned above, we're not. Nope.

    As Tony mentioned above, we're not.




    Nope.
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    This obviously depends heavily on how the script...

    This obviously depends heavily on how the script in question behaves and isn't something that we have direct control over. We will notify the scripts of the module changes, and the scripts will need...
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    No; the actual time to switch is under a second...

    No; the actual time to switch is under a second in normal conditions and there is no effect on frame rates beyond that.




    We're still working out the fine details, but it's hopefully already...
  12. Turn off auto-create on the meshes, and they...

    Turn off auto-create on the meshes, and they won't be counted against the total.

    chris
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    There have been a few forum threads covering this...

    There have been a few forum threads covering this topic, eg.

    * https://forums.auran.com/trainz/showthread.php?150552-Trainz-2019-on-MOJAVE
    * Mac Users - IMPORTANT - Mojave Mac OS 10.14.4 not...
  14. You're defining the final LOD level as...

    You're defining the final LOD level as non-existant, which isn't actually accurate. In reality, the final LOD level is always present, but you have the option to assign no meshes to that LOD level.
    ...
  15. You can't specify that a mesh is present but then...

    You can't specify that a mesh is present but then forget to provide the mesh file.

    You can omit the mesh altogether. There is no rule about how many meshes need to be present at a given LOD level....
  16. This is fairly accurate. More accurate would...

    This is fairly accurate.

    More accurate would be to say that LM.txt is best suited for larger moving or animated objects, especially where the animations are gameplay-relevant or notably visible at...
  17. My take on this is that if you've got a good set...

    My take on this is that if you've got a good set of LOD meshes, you shouldn't generally need to supply a manual cut-off distance. The mesh detail will be low enough that performance shouldn't be a...
  18. In both cases here, you seem to have one extra...

    In both cases here, you seem to have one extra number. These are transition distances: with two transitions, there are three LOD levels.

    If you have only one mesh and you want to turn it off at...
  19. There's no meaningful cap. The higher it goes,...

    There's no meaningful cap. The higher it goes, the lower your performance (all else being equal) but poly count is hardly the only thing which can clobber performance.

    It's true that I have no...
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    SailorDan's comments are on point. "Scene...

    SailorDan's comments are on point.

    "Scene Budget" is a poor term for this concept. Effect layers consume a certain amount of data per unit ground area. Exactly how much data is consumed depends on...
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    Probably not. But we have no immediate plans to...

    Probably not. But we have no immediate plans to remove it. And even if/when we do remove it for new content, it's unlikely to disappear from legacy support. I wouldn't worry about it.




    Sounds...
  22. This isn't really anything to do with CM,...

    This isn't really anything to do with CM, unfortunately. There's a fundamental requirement in the game that each KUID maps to a single asset. Our entire content model is based around this...
  23. Thanks. Concrete examples are useful as otherwise...

    Thanks. Concrete examples are useful as otherwise we're just discussing hypotheticals. I'll get these looked at to see what the story is for these specific items.




    For sure, but expecting us...
  24. I agree, items that are on the DLS at the time...

    I agree, items that are on the DLS at the time the package is built should never be marked payware. That suggests that the item was not on the DLS at the time the package was built. It may have been...
  25. We're more than happy for people to use the DLS;...

    We're more than happy for people to use the DLS; that's why we host it. Regarding the problem at hand:

    * Yes, you'll probably want to kick the payware packages to the kerb. If you have no...
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