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Thread: New Owner Questions

  1. #31

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    Quote Originally Posted by brucem56 View Post
    I trust you, I can only go by what the website says - that the purchase includes 4 M120 Connectable Modules by "itareus". So they aren't the Modules that I "think" come with it, they are the Modules that are "advertised" to come with it.
    The text on the website is wrong. I now know for sure.

    Edit:
    Tony confirmed to me he will update the text.
    /edit

    I just booted my TMR2017 and did this filter:
    Install = True
    Category = Route

    The list showed these routes:

    • <kuid2:523:19723122:17> Kickstarter County (by Auran) (*)
    • <kuid2:69871:2200:10> The Bidye Traction Railroad - Model Trainz (by Philskene)
    • <kuid2:69871:2263:8> The Shortz & Kerl Traction Railroad - Model Trainz (by Philskene)
    • <kuid2:69871:2269:5> Port Zyd & Fulazturn Railroad - Model Trainz (by Philskene)
    • <kuid2:82412:104611:9> Milwaukee Road Avery-Drexel (by Tume) (*)
    • <kuid2:103748:100007:4> Brazemore Yard (by Eso)
    • <kuid2:103748:100050:4> Bea-Dawe Model Railway (by Eso)
    • <kuid2:109664:100020:9> Franklin Avenue Industrial (by Abcdefaqoz)
    • <kuid2:243828:100015:4> Appen (by Itareus)
    • <kuid2:429398:100003:13> Japan - Model Trainz (by Acelaamtrak)
    • <kuid:645812:12005> M120 - module example 1 (1 baseboard, basic) (by me)
    • <kuid:645812:12006> M120 - module example 2 (2 baseboards) (by me)
    • <kuid:645812:12007> M120 - module example 3 (1 baseboard) (by me)
    • <kuid:645812:12008> M120 - module example 4 (2 baseboards) (by me)

    (*) I don't know if this is a 100% clean install or that it includes "payware routes from TANE" or something like that, but the list at least should not be longer then the above; it does not contain other downloaded routes.
    I added the authors between brackets at the end. Notice the 4 modules by me and 1 route by Itareus.

    Anyway (repeating myself),
    Still not your biggest issue; those things are very basic and found on the DLS anyway (plus a bunch of better modules can now be found there).
    Last edited by oknotsen; June 25th, 2018 at 03:12 PM. Reason: Update

  2. #32
    Join Date
    Jul 2013
    Location
    Boise, Idaho USA area
    Posts
    692

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    I have run into this asphalt problem, as well. It was easy for me to fix with images2tga, because I am very experienced in this by now. Somewhere along the way, texture.txt files became mandatory and obviously a lot of content was not updated to reflect this. This to me is a serious quality control issue for N3V. If you are going to change the way things work, then you better make sure the assets you are selling meet your own criteria. Otherwise you are, in effect, selling faulty merchandise and no advice on how to fix it changes that. Why does N3V not just go in there and create those texture.txt files for the asset on the DLS? I don't understand why they let their paying customers get confused and frustrated. It is NOT going to help sales!

    Added Note, I went through the list above. I do not have the M120's but I do see them on the DLS, so will get those. I did see Bae Dawe had Faulty Dependecies and it was a streetlight that I had to fix with the same method above, no texture.txt file, so the customer may have an issue with that as well...
    Last edited by Forester1; August 5th, 2018 at 06:23 PM. Reason: Added Note
    How come every time I see you you're in a bar?

  3. #33
    Join Date
    Nov 2006
    Location
    United States of America, Massachusetts, Haverhill
    Posts
    23,671

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    Quote Originally Posted by Forester1 View Post
    I have run into this asphalt problem, as well. It was easy for me to fix with images2tga, because I am very experienced in this by now. Somewhere along the way, texture.txt files became mandatory and obviously a lot of content was not updated to reflect this. This to me is a serious quality control issue for N3V. If you are going to change the way things work, then you better make sure the assets you are selling meet your own criteria. Otherwise you are, in effect, selling faulty merchandise and no advice on how to fix it changes that. Why does N3V not just go in there and create those texture.txt files for the asset on the DLS? I don't understand why they let their paying customers get confused and frustrated. It is NOT going to help sales!

    Added Note, I went through the list above. I do not have the M120's but I do see them on the DLS, so will get those. I did see Bae Dawe had Faulty Dependecies and it was a streetlight that I had to fix with the same method above, no texture.txt file, so the customer may have an issue with that as well...
    When an asset is exported from a 3d modeling program such as Blender, the textures are changed to the internal file.texture format. We can't see the contents because these are binary format when the asset is submitted in Content Manager. When the asset is decompressed when opened for editing, we get the two parts, the texture its self, usually a Targa (.tga) file plus it's texture definitions file, or the file.texture.txt.

    This works fine for user-created assets, however, when assets are further compacted as in built-in and old payware stuff Pre-TS12 HF4 that we can export, Content Manager doesn't fully decompress the assets and leaves only the .texture files instead and causes an error because these files can't be read natively outside of the program, and are only read by the graphics engine. Images2TGA is the only tool we have available to us that can read the .texture files and extract the graphics file and the .texture file from that package.

    With that said, N3V isn't responsible for this since technically we shouldn't be importing old built-ins and payware, but we do because we need the dependency. I know what will be said, but that's what we've been told and they are technically right here.

    What is an issue, however, is the change in suitable formats, or rather the enforcement of suitable formats for graphics. This has caused some angst among the users where the program looks for a .texture file instead of the texture.tga. For this the user needs to create a .texture.txt file with the graphics file in it and TILE=ST or something like it. (I can't remember off hand). This .texture is referenced in the config.txt file, and the asset submitted. (Or committed in TS12 terminology).

    But... this was thrown at us as a curve ball because what worked before is not working now, because the rule was enforced without mention. I have a problem with this as well because these changes should be noted in release notes along with the bug fixes instead of leaving stuff for us to find the hard way. Sure it may be documented somewhere and noted that the rules will change, but let us know when they've changed and refer to the documentation if there is any.
    John
    Trainz User Since: 12-2003
    Trainz User ID: 124863
    TS12 Build: 61388
    T:ANE Build: 90955

  4. #34
    Join Date
    Jul 2013
    Location
    Boise, Idaho USA area
    Posts
    692

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    Thanks for that information, John. I can see you started from the beginning on your timeline and you have a lot of valuable infrmation for people like me that are fairly new.
    How come every time I see you you're in a bar?

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