Custom track error

Discussion about RailWorks route design.

Re: Custom track error

Unread postby Bananarama » Tue Jan 06, 2015 1:27 pm

SAR704 wrote:I'm not sure if TS detects just rails as the loft, so I made the rails a child of the ballast without including the latter, and the rails rendered by themselves.

Yes, track can be of anything, named anything, and no hierarchy required.
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Re: Custom Track not appearing properly in game

Unread postby briman0094 » Tue Feb 24, 2015 7:31 pm

SAR704 wrote:However, I still need to resolve this crash issue with the junctions now. I'm so used to importing stuff into 3DC and adding stuff to the same fields over and over that sometimes I overlook the occasional vital detail.

When I go to create a junction with the 1067mm track, I get an error message saying saved file to dmp, and TS2015 crashes. What do i need to do to overcome this? The solution has evaded me for some reason.


I know this thread is a month or two old, but I'm currently having the same exact issue as you described here. When I try to make a junction with my custom track, the game crashes with a dump file and the error in the dump file is the same as yours. What did you do to work around this crash?

EDIT: managed to fix it myself while waiting for my post to get approved, so I'll post what I did for others' reference:

1. Make sure you have a sleeper texture set. This is needed for the junctions to render. If you want them invisible, give it a transparent texture.
2. Make sure you only export your "Rails" object for the main loft.
3. Make sure you export your "Ballast" object with its child, "Rail" (no 's'), to the "Cap" loft.
4. Make sure you reference the IGS files correctly: Rails is the "Cross section ID" loft, and Cap (ballast and single rail) is the "Cross section cap ID" loft.
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Re: Custom track error

Unread postby SAR704 » Mon Jul 20, 2015 7:32 am

This seems to have evaded me, but what entry do i need to fill in in the blueprint, or which file do I need to have in the source folder for the game to create junctions automatically with the displayed method? It's been a while since I've actually used this feature.

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At the moment, it's crashing when I click on this.
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Re: Custom track error

Unread postby JohnS » Mon Jul 20, 2015 8:53 am

From what I read it looks to be in whatever track.bin under junctions. It sets how a junction is rendered. maybe something is missing or not properly quoted. should look like this:
<JunctionProperties>
<cTrackSectionBlueprint-sJunctionPropertiesDesc>
<CheckRailIndent d:type="sFloat32" d:alt_encoding="000000403333C33F" d:precision="string">0.15</CheckRailIndent>
<GuardRailLength d:type="sFloat32" d:alt_encoding="000000000000F83F" d:precision="string">1.5</GuardRailLength>
<GuardRailExtLength d:type="sFloat32" d:alt_encoding="000000000000D03F" d:precision="string">0.25</GuardRailExtLength>
<GuardRailExtOffset d:type="sFloat32" d:alt_encoding="000000A09999B93F" d:precision="string">0.1</GuardRailExtOffset>
<RailWidth d:type="sFloat32" d:alt_encoding="0000002085EBB13F" d:precision="string">0.07</RailWidth>
<SleeperPitch d:type="sFloat32" d:alt_encoding="000000C0CCCCE43F" d:precision="string">0.65</SleeperPitch>
<SleeperHeight d:type="sFloat32" d:alt_encoding="000000E051B8BE3F" d:precision="string">0.12</SleeperHeight>
<SleeperGaugeExt d:type="sFloat32" d:alt_encoding="000000403333E33F" d:precision="string">0.6</SleeperGaugeExt>
<SleeperWidth d:type="sFloat32" d:alt_encoding="000000608FC2C53F" d:precision="string">0.17</SleeperWidth>
<SleeperMaxLength d:type="sFloat32" d:alt_encoding="0000000000001240" d:precision="string">4.5</SleeperMaxLength>
<SleeperTextureID d:type="cDeltaString">RSC\DonnerPass\RailNetwork\Track\textures\[00]sleeper</SleeperTextureID>
<SleeperTextureNormalID d:type="cDeltaString"></SleeperTextureNormalID>
<SleeperMinU d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</SleeperMinU>
<SleeperMaxU d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</SleeperMaxU>
<SleeperMinV d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</SleeperMinV>
<SleeperMaxV d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</SleeperMaxV>
</cTrackSectionBlueprint-sJunctionPropertiesDesc>
</JunctionProperties>
This is from Track01.bin in donner pass. I know they used slip and double slip switches if that's what your trying to do
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Re: Custom track error

Unread postby SAR704 » Tue Jul 21, 2015 12:19 am

Thanks for the detailed info. But anyhow, managed to find an old set source of source files from a couple of years ago, and it seems to render just fine now. So after a bit of retexturing, It'll be ready. I just noticed that the 3 way junctions render just fine as well, which is cool.

Image


I'm just curious though, Hack mentioned that DTG removed the buffers on the track loft rendering which causes the flickering on the rails nowdays. But how come this track doesn't have this problem? I need to create a section without ballast for bridges, and the flickering's going to be annoying.

I can't actually edit these track models since these were created in 3dc 8, which fails to load on my OS, so what do I do? Is there a way to edit the IGS file so that I can remove the ballast? Attempting to load 3dc files with any different version to the one created in just fails.
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Re: Custom track error

Unread postby SAR704 » Tue Jul 21, 2015 10:10 pm

Just curious, in these sort of crossovers, isn't there supposed to be a weld option when you click on the weld icon?

Image

All the tracks are welded/joined whatever. I think Railworks seems to be stubborn when it comes to welding intersecting tracks that are curved though. Has anyone got any suggestions on how to make this look more realistic?
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Re: Custom track error

Unread postby Bananarama » Thu Jul 23, 2015 2:47 pm

Old RW bug. You'll have to break the joins and then weld.
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Re: Custom track error

Unread postby SAR704 » Thu Jul 23, 2015 9:32 pm

I've split the track in the middle, and clicked the weld icon and the box isn't appearing. What do I do to get this to render properly?
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Re: Custom track error

Unread postby Bananarama » Thu Jul 23, 2015 10:01 pm

Don't just split track willy nilly. IIRC, you have to split the triangles at the crossover, then weld.
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Re: Custom track error

Unread postby SAR704 » Fri Jul 24, 2015 4:53 am

I've split the track right in the middle of the diamond in the centre, and the weld box doesn't appear when I go to weld.

I'm not quite sure what you mean by split the triangles at the crossover. Would you be to give me some more info?
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Re: Custom track error

Unread postby Bananarama » Fri Jul 24, 2015 11:27 am

SAR704 wrote:I've split the track right in the middle of the diamond in the centre, and the weld box doesn't appear when I go to weld.

I'm not quite sure what you mean by split the triangles at the crossover. Would you be to give me some more info?

Red triangles that are viewable at rail joins.

However, if a triangle is directly over where two lines converge or cross, then you won't be able to create frogs. Splits (triangles) must not be touching other track or created on purpose, but may be OK if they're natural and created during the initial track laying process, which may happen when using the automatic join feature.
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Re: Custom track error

Unread postby SAR704 » Fri Jul 24, 2015 10:34 pm

I think I'm out of ideas here. Are you indicating to place the loft continuously and snap it to the other side? If so, that isn't working either.

This is the closest I've got so far to seeing it render realistically. The bit in the centre left is due to the joint at the junction not being welded, but fixed this and it still renders the same at the crossover.

Image

Edit: A Google search reminded me of the crossover feature, and just tried this, but still get the same result. It looks to be the same with the default track. Is it a bug in the game?
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Re: Custom track error

Unread postby Bananarama » Fri Jul 24, 2015 11:59 pm

SAR704 wrote:I think I'm out of ideas here. Are you indicating to place the loft continuously and snap it to the other side? If so, that isn't working either.

Yes, and likely the triangle in the middle of the crossover that's preventing proper frogs.
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Re: Custom track error

Unread postby SAR704 » Sun Jul 26, 2015 1:12 am

Might as well post this here rather than start a new topic, but why does TS crash most of the time when you click on the map icon in the middle of the screen at the top?

It does it even when I'm browsing through other routes, not just my own. I notice when the route first loads and you haven't moved anywhere from the origin point, it's ok, but once you move somewhere, it starts doing it.
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