This can be done in two ways 1 template for each different texture set or you just decompress the shape and rename the textures (+compress). for reducing tile counts, or where you can't use fixed shapes. In theory you could replace all fixed straights/curves, but its probably better to limit dynamic track where its needed - ie. When it comes to tdb, paths are just paths - it doesn't care if they are fixed or dynamic, except for turnouts obviously. Also makes the tdb smaller and therefore faster to process. For LOD reasons though it would best to limit the dynamic track to around 200m lengths. Yes, dynamic track would be ideal for replacing many track sections by one length - and I'm keen to do this myself. However, a solution there would be to remove the track path from the tdb afterwards That would allow fencing or other objects to follow the track path exactly, though the fencing may look to precise. You could use dynamic track for fencing but as it creates a track path, its not ideal. Multiple track textures - replace with converted dynamic track and retexture. Reducing tile object count - replace multiple ukfs track sections with converted dynamic track. Longbow wrote:A few other possibilities come to mind:ĭe facto splines - place using dynamic track, convert then replace with eg fence shapes (would this work?) Instead, I can allow templates to be referenced, so users can add user-defined objects on without changing the base template. I may add protection options as track makers may not want people to alter the extrusion - probably not a good idea to do that anyway, in case it affects other routes later. I can allow track templates to be downloaded, or installed as plugins - then its easy to get hold of other profiles. Then I'll work on a standalone swapper, but both sharing a common pool of templates. My initial aim is to adapt Track Manager to do creation/swapping, so I can allow dynamic track for UKFS. In the future, I might be able to make a template builder - with a 2D interface for creating profiles. I want to keep things simple though, so the templates can be setup easily. This really depends on other track makers requirements.
#Select objects in msts route editor code#
Its currently one object one material, but I might work on code to allow multi-materials per object. This makes adding LOD's very easy, and yet provide efficient track shapes despite complex track designs. Futhermore, you can define how each LOD level degrades - by assigning a segment division value per level, eg. It can also handle as many LOD levels as you want, and each object can have a different profile for each LOD level - so you can reduce the profiles complexity over distance.
I've just added the LOD code so it now generates multiple LOD levels (with degredation). So yes, you just need to define the cross section - later it will handle non-extruded objects to be cloned at a given interval, for things like solid 3rd/4th rail insulators. Whats needed though is an automated way to swap dynamic track out/win, as you can't change dynamic track or to tdb rebuilds when its swapped to a scenic shape - my plan is to add code to Track Manager to do this, and eventually Track Viewer so individual dynamic track shapes can be swapped and individual profiles selected - it may even be able to add new dynamic track, to quickly fit gaps etc.Īlso, with a new set of default shapes built with scale rails and detailing, then routes containing dynamic track could benefit from having a much more realistic track profile.Īlthough I'm doing this mainly for UKFS, there's no limit to the gauge or track design, and the template structure can handle as many subobjects as you need (within reason). Shapes that require non-extuded parts should also be possible, but I've not go that far yet. Not only can it build UKFS style extrusions, but in theory any track profile that is easily extruded. s file (albiet with no LOD's yet, but thats no problem). However, I've just managed to create a utility to extrude a shape direct to a. This process can be done now, providing an exact shape exists to replace the dynamic track. a few seconds later this is the same layout.īasically, its achieved by changing the dynamic track entry in the world file into a scenic shape entry - then generate a shape that fits.
Here's some dynamic track - making an outer track at 10ft way round a curve, which isn't possible in UKFS as no curves exist for this yet. Here's a magic trick that will interest route builders using non-default style track (including other track gauges/scales).