New terrain import tool

Discussion about RailWorks route design.

New terrain import tool

Unread postby Toripony » Fri Sep 23, 2011 9:36 pm

Haven't tried it; was just looking around:

NewTerrainImportTool.jpg
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Re: New terrain import tool

Unread postby Paragon » Fri Sep 23, 2011 9:53 pm

I've been looking for the comprehensive list of changes but have come up empty thus far. The product documentation does not yet reflect the new editor tools. One suspects our dear friends at RSC are quite busy at the moment. I'm sure we'll get the skinny, in time.
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Re: New terrain import tool

Unread postby barnez » Fri Sep 23, 2011 10:01 pm

I saw a post from RSDerek @ UKTS - the updated Editor manual is expected to be released next week - a number of "more pressing issues" to be dealt with first.

Myself, I'm also curious about the quick sets Red, Blue, Green

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Re: New terrain import tool

Unread postby Paragon » Sat Sep 24, 2011 1:17 am

What I have been able to determine is that each asset now has a color-coded background.

In the World Editor, in the list of assets, left-click any asset. Then, right-click to cycle through all the colors: gray, red, green, blue.

When you land on a non-gray color, you can then use the matching color-coded add button to create custom lists of assets.

Three colors = three custom lists. It allows you to group assets together based on what you are working on.

Right click the add buttons to clear the lists.
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Re: New terrain import tool

Unread postby micaelcorleone » Sat Sep 24, 2011 6:39 am

This is what I know about the new feature:

a friend wrote:Setup
There is a 20km area of mid distance terrain, this should be generated as a bare minimum around the track to avoid the world edges being visible.

To import ASTER GDEM data the old ‘T’ key has been replaced with a new dialogue accessed from a button in the paint tools tab. The area option controls the amount of data, the data type allows a choice of SRTM and ASTER data sources.
Aster data is available on the web as .tif files.

Very distant terrain may also be generated using the distant terrain button, this generate very low res 4km x 4km patches from the height field data, this is saved to the file DistantPatches.bin.

Usage
To import terrain use the import terrain button up to 19 x 19km squares can be imported at once.

To generate distant terrain patches, import terrain for all required areas, then while in tile 0,0 use the generate distant terrain button to build distant terrain patches. Save (F2) after generation.
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Re: New terrain import tool

Unread postby Bananarama » Sat Sep 24, 2011 8:35 am

micaelcorleone wrote:...To generate distant terrain patches, import terrain for all required areas, then while in tile 0,0 use the generate distant terrain button to build distant terrain patches. Save (F2) after generation.

Doesn't work here. I have those same instructions and could never get the terrain to import successfully, not to mention clicking the DT button causes Windows to phone-home.

An interesting aside - I started RS and loaded my Selkirk route to check a few items. From the moment I clicked the desktop icon to being in the route and editor took all of 20-seconds. IIRC, same route and same content in RW2 had taken just over 1-minute. However, RW3 is well over 2.5-minutes, plus there's a lag once you're in the editor that can last between 20 and 30-seconds. What a pain in the neck! *!rolleyes!*
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Re: New terrain import tool

Unread postby Toripony » Sat Sep 24, 2011 11:43 am

Hack wrote:An interesting aside - I started RS and loaded my Selkirk route to check a few items. From the moment I clicked the desktop icon to being in the route and editor took all of 20-seconds. IIRC, same route and same content in RW2 had taken just over 1-minute. However, RW3 is well over 2.5-minutes, plus there's a lag once you're in the editor that can last between 20 and 30-seconds. What a pain in the neck! *!rolleyes!*


Thus, my plans to continue editing everything I can in RW2 for now. *!greengrin!*
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Re: New terrain import tool

Unread postby SCLALINE » Fri Sep 30, 2011 10:03 pm

Do we know what format the ASTER GDEM needs to be in how it should be set up?


edit - *ive successfully imported them*
Last edited by SCLALINE on Sun Oct 02, 2011 7:46 pm, edited 1 time in total.
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Re: New terrain import tool

Unread postby bsrrco » Sat Oct 01, 2011 4:08 am

worked for me was able to import 19x19 strm with no problen, BUT i tried making some mods to it such as flatting it out & trying to import again. DID NOT WORK & also one interesting thing i found was the decals i laid down kept their shape after the ground was flattened so i had decals floating 30-40 feet above the surface. but they did keep their shape nicely. I am going to work on my route some this weekend I will let everyone know what i find.
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Re: New terrain import tool

Unread postby imnew » Sun Oct 02, 2011 8:20 am

To those experiencing decals not "hugging" the ground after you have flatten out something.....Click on the decal, dont let go of the button, simply move the decal side to side, then put it back in its place, it now follows the terrain mod you just did.
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Re: New terrain import tool

Unread postby barnez » Sun Oct 02, 2011 10:48 am

imnew wrote:To those experiencing decals not "hugging" the ground after you have flatten out something.....Click on the decal, dont let go of the button, simply move the decal side to side, then put it back in its place, it now follows the terrain mod you just did.


That's what I've been doing, however, it's quite disorienting to blindly edit terrain and only see the results after fudging with the decal (which requires clicking out of terrain editing and into either track/lofts or object placement mode. Quite frustrating and feels very imprecise.

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Re: New terrain import tool

Unread postby Bananarama » Sun Oct 02, 2011 10:49 am

imnew wrote:To those experiencing decals not "hugging" the ground after you have flatten out something.....Click on the decal, dont let go of the button, simply move the decal side to side, then put it back in its place, it now follows the terrain mod you just did.

Not very practical if the decal is one used as a guide for track/road/scenery placement. Kinda' throws accuracy out the window.
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