spec5sx wrote:Does anyone know exactly how big a sky dome should be? I understand all the concepts of modeling a sky dome but, I can't find anything that says how large the model should be.
This document details some key new features of TR2012 for route and scenario creators. This is written with the presumption that the user will have some familiarity with the existing tools and is not aimed at the novice user.
Bulk Asset Blocks
The asset block is used for populating large areas with asset coverage, primarily for forests and woodland. Objects in the asset block will hug the terrain. The block is located in the foliage/water filter of the object browser list and is called “Asset Block”. It is placed like any existing decal. Initially it will be an unpopulated 100x100 square on the terrain with draggable corners allowing for easy resizing.
Double clicking the asset block in the world will bring up a properties window allowing you to specify the following:•Dimensions – This can also be changed by dragging the corners of the object in the world.
•Density – This value is in objects per square km and is set to an initial value of 10,000.
•Scale – This is a scaling value which will alter the height of random objects in the asset block. For realistic scaling without stretching textures this value should be set between 0 and 1, with 1 meaning some assets in the block will be double the height of others.
•Rotation – This mainly applies to 3D objects in the block. Enabling this will add a random rotation to all assets in the block. Unchecking this option will align all the objects in the same way.
•Asset – Selects the asset which populates the block. As this tool is primarily for forest creations, any objects which are filtered under foliage/water or clutter in the browser list can be used in the block.
Note: If the terrain height is modified after an asset block has been placed on it then you will need to move the asset block slightly so that it sees the new terrain height and snap to it.
SCLALINE wrote:Click on the Foliage/Water filter, look for the A's if you have alot of assets its alphabetical so 3dtrains would come first if you have anything like that
its definately in there, make sure you have the kuju/railworks assets enabled
then name is Assetblock
ill do a tutorial i guess
Toripony wrote: Can more than one stopping point be placed on top of a single siding marker? I assume this also attempts to resolve the whole discuusion of how much (little, or none) siding marker the route developer should place without limiting the scenario writer's options? I like being able to locate and label my route's sidings but still leave flexibility for other scenario writers to do things differently.
RSderek wrote:AI Improvements
AI engines can now pick up rolling stock as well as drop off. Simply author the instruction on the AI engine the same way as you would for the player. The rolling stock picked up must be in the pick up location at the start of the scenario (i.e. not dropped off in that location by another AI or player during the scenario).
Mazherman+75 wrote:I have tried this in a yard scenario where there is a speed limit of 25mph. The AI engine follows the path correctly, but when entering the track to pick up the cars, it did not slow down to the proper coupling speed. The result was an collision.
Then I thought that by lowering the allowable speed in that particular track to 2mph a coupling would occur. The engine did slow down but the result was still marked as a collision.
Has anyone tried this yet ? Any suggestions ?
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