Ft Smith to Heavener - graphics anomolies

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Re: Ft Smith to Heavener - graphics anomolies

Unread postby oldman777 » Fri Dec 11, 2015 6:07 pm

Checked route via RWTools and if I understand correctly, it seems okay.

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Re: Ft Smith to Heavener - graphics anomolies

Unread postby buzz456 » Fri Dec 11, 2015 9:03 pm

What I need to know is what vehicles are used on that route. If you can tellme that I can probably fix them since they are probably Kuju or RSDL stuff.
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Re: Ft Smith to Heavener - graphics anomolies

Unread postby tomgiorgini » Fri Dec 11, 2015 9:20 pm

buzz i checked the first three or four scenarios in isle of wight and they were using the hatchback and the van from rsdl.i recently had to reaply your fix for some reason,played some scenario and the glitches were back, did your fix and every thing was good again.haven't tried anything lately.would a file verify cause the need to reaply .thanks tom
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Re: Ft Smith to Heavener - graphics anomolies

Unread postby buzz456 » Fri Dec 11, 2015 9:29 pm

tomgiorgini wrote:buzz i checked the first three or four scenarios in isle of wight and they were using the hatchback and the van from rsdl.i recently had to reaply your fix for some reason,played some scenario and the glitches were back, did your fix and every thing was good again.haven't tried anything lately.would a file verify cause the need to reaply .thanks tom

I would suspect so.
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Re: Ft Smith to Heavener - graphics anomolies

Unread postby oldman777 » Fri Dec 11, 2015 9:57 pm

buzz456 wrote:What I need to know is what vehicles are used on that route. If you can tellme that I can probably fix them since they are probably Kuju or RSDL stuff.

Buzz sorry, but I'm not able to do it.
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Re: Ft Smith to Heavener - graphics anomolies

Unread postby jalsina » Fri Dec 11, 2015 11:45 pm

buzz456 wrote:What I need to know is what vehicles are used on that route. If you can tell me that I can probably fix them since they are probably Kuju or RSDL stuff.

If we are talking about large polygons moving along traffic roads, then I am sure you can fix those random polygons in traffic roads. It is exactly the same issue I experienced for Ohio Steel 2. It was fixed with a set of vehicles for which you provided a link (to replace the kuju ones).
Here is the thread where the solution was provided:
http://railworksamerica.com/forum/viewtopic.php?f=6&t=14756&p=167529&hilit=Ohio+steel#p167529
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Re: Ft Smith to Heavener - graphics anomolies

Unread postby oldman777 » Sat Dec 12, 2015 4:19 am

jalsina wrote:Here is the thread where the solution was provided:
http://railworksamerica.com/forum/viewtopic.php?f=6&t=14756&p=167529&hilit=Ohio+steel#p167529
I hope I am on the line about this, because I have not followed this thread before !*don-know!*

I did the same and it is only half-fixes issue:
viewtopic.php?f=29&t=14592&start=30#p173988

I tried one more thing and completely remove the Isle of Wight route is now. Island Line folder none at all.
After that, the Ft Smith to Heavener route once again works fine without graphics artifacts.
The Ft Smith to Heavener route uses only one folder: RSDL\Foliage01

<iBlueprintLibrary-cBlueprintSetID d:id="98072192">
<Provider d:type="cDeltaString">RSDL</Provider>
<Product d:type="cDeltaString">Foliage01</Product>
</iBlueprintLibrary-cBlueprintSetID>

It is not clear how the presence of a RSDL\IslandLine folder affects the Ft Smith to Heavener route?
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Re: Ft Smith to Heavener - graphics anomolies

Unread postby Bananarama » Sat Dec 12, 2015 2:02 pm

oldman777 wrote:It is not clear how the presence of a RSDL\IslandLine folder affects the Ft Smith to Heavener route?

Because the IL contains a corrupt vehicle model.
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Re: Ft Smith to Heavener - graphics anomolies

Unread postby Pinchos » Sun Dec 13, 2015 1:20 pm

Hi all !

My first post here, I'm excited and nervous. Sorry if my english is not very correct !!**sorry**!!

Well... At FerroSim we talk about of this issue with 'Scaleroads' and we think that the problem is in the anti-copy files, AKA '_.sbn' of 'RSDL/IslandLine'. Some vehicles used for traffic in 'Scaleroads' are aliased with vehicles from 'RDSL/IslandLine', and they are protected by anti-copy files '_.sbn'. If the product/provider 'RDSL/IslandLine' is not active in the route, the vehicles on the roads are present, but distorted because are protected by anti-copy, and the provider of this anti-copy in not active. If you active this provider (RDSL/IslandLine) in the route, all is right. No distorted vehicles nor artifacts.

At FerroSim, we have found two solutions for this issue:

-One, activate the provider 'RDSL/IslandLine' at the route editor (or modified the 'RoutePropierties.xml' file) in the route that uses Scaleroads.

-Two, delete the files that causes this issue, the vehicles at folder 'railworks\Assets\3DTrains\ScaleRail\RoadNetwork\Vehicles' from 'Kuju_EU_Car14' to 'Kuju_EU_Car_22', both included. OK, this does that a more light traffic at roads, but it's very effective.

If you know some spanish, you can to read the topic opened on february at FerroSim ----> http://www.ferrosim.es/viewtopic.php?f=69&t=1885

Regards and thanks !!*ok*!!
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Re: Ft Smith to Heavener - graphics anomolies

Unread postby oldman777 » Sun Dec 13, 2015 5:23 pm

Hack wrote:
oldman777 wrote:It is not clear how the presence of a RSDL\IslandLine folder affects the Ft Smith to Heavener route?

Because the IL contains a corrupt vehicle model.

I do not understand working principle of of the game. If there is no the IL folder, then the Ft Smith model vehicle are normal.
How does the IL a corrupt vehicle model have an impact on Ft Smith, if this should not exist based on the RouteProperties.xml?
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Re: Ft Smith to Heavener - graphics anomolies

Unread postby oldman777 » Mon Dec 14, 2015 5:46 am

Pinchos wrote:-One, activate the provider 'RDSL/IslandLine' at the route editor (or modified the 'RoutePropierties.xml' file) in the route that uses Scaleroads.

Pinchos, Thanks a lot! Now everything is clear.
I do not know how to use a route editor, and just add to each AllAboard RoutePropierties.xml:

<iBlueprintLibrary-cBlueprintSetID d:id="124390488">
<Provider d:type="cDeltaString">RSDL</Provider>
<Product d:type="cDeltaString">IslandLine</Product>
</iBlueprintLibrary-cBlueprintSetID>

And everything seems to work fine for me!
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Re: Ft Smith to Heavener - graphics anomolies

Unread postby Bananarama » Mon Dec 14, 2015 11:34 am

oldman777 wrote:I do not understand working principle of of the game. If there is no the IL folder, then the Ft Smith model vehicle are normal.
How does the IL a corrupt vehicle model have an impact on Ft Smith, if this should not exist based on the RouteProperties.xml?

TS doesn't show errors for missing content. If the folder isn't there, TS won't display the moving object. If the object is static scenery, then you get a milk bottle, which would be one of the only clues about the missing item.
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Re: Ft Smith to Heavener - graphics anomolies

Unread postby ex-railwayman » Tue Dec 15, 2015 5:01 pm

Pinchos wrote:-Two, delete the files that causes this issue, the vehicles at folder 'railworks\Assets\3DTrains\ScaleRail\RoadNetwork\Vehicles' from 'Kuju_EU_Car14' to 'Kuju_EU_Car_22', both included. OK, this does that a more light traffic at roads, but it's very effective.
Regards and thanks !!*ok*!!


And thank you as well Pinchos, I deleted all of the Kuju EU vehicles and the route runs superbly well now. Going to have a look at Eyein12's Payware BNSF Seattle Route now as that had the same problems with road vehicles. I don't like European/British vehicles on American routes anyway, so, I deleted everything in that folder and just kept the few American cars intact ensuring a more authentic look, it makes the rural roads much quieter now instead of mega-jammed Interstate highways, full of British buses and Motorway cop cars. !*roll-laugh*!

Cheerz. ex-railwayman. *!!thnx!!*
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