New version of WorldFileHacker available

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • scottb613
    2500 Post Veteran


    • Apr 2003
    • 2848
    • Downeast Maine (soon)
    • ORTS

    #16
    Originally posted by GokuMK
    Stop with this old nonsense. Just try the method mentioned in my previous post. Unless you want to remove more than dozens of tiles, it will be the fastest and easiest solution. + proper route editing instead of hacking.
    Hi Goku,

    One thing I think would make your method more practical would be the ability to DELETE the tile in TSRE right after selecting and deleting all the objects as you mentioned. I don't think we can delete tiles in TSRE - can we ?

    The other day - a couple of the tiles were stuck in a weird state in TSRE and I found I couldn't do anything to it like add textures - add maps - or add height maps - - - I had to go back into the MSTS RGE to delete the tiles - so I could add it again and fix the issue.

    Thanks.

    Regards,
    Scott
    <a href=https://www.trainsim.com/forums/filedata/fetch?filedataid=80663&type=full title=thumb_80663.png >thumb_80663.png</a>​ My Blender Models

    Comment

    • scottb613
      2500 Post Veteran


      • Apr 2003
      • 2848
      • Downeast Maine (soon)
      • ORTS

      #17
      Originally posted by eric
      Yep, your situation sounds like what I was thinking of. The use case for Going Nuclear is a route like the Tri-State, Packerland, or my CNW Chicago.... Both Packerland and the CNW Chicago were originally planned to be several different subdivisions, and they started to overlap into the monstrosities that they've become ten years later.


      Nuking would entail creating a copy of the route, and identifying which tiles to keep. The batch process would eradicate everything else, including related TDB vectors. There'd be no need to sever track or roads if I can get the last couple steps to work...

      The test route I'm working with keeps 700 tiles out of 4500. You can't possibly use TSRE to remove 3800 tiles...
      Hi Eric,

      Sounds good - as you stated - some tools aren't used often or by many - but they can prove invaluable when the need arises.


      Regards,
      Scott
      <a href=https://www.trainsim.com/forums/filedata/fetch?filedataid=80663&type=full title=thumb_80663.png >thumb_80663.png</a>​ My Blender Models

      Comment

      • eolesen
        9500 Post Veteran and Administrator



        • Dec 2002
        • 9583
        • NS MP245.4 CNO&TP South District
        • English, SQL
        • General

        #18
        Would it be safe to say that you've made edits on every W file you intend to keep within the last year, and no edits on files you don't want within the last year?

        The routine I'm working with currently creates a buffer of one tile around each tile that's been modified within X days, and then dumps the remaining objects. Another option would be to feed a list of W files to keep, and then create the buffer, but that might get ugly to have to prepare manually.
        If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, or items available in our library, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

        Comment

        • scottb613
          2500 Post Veteran


          • Apr 2003
          • 2848
          • Downeast Maine (soon)
          • ORTS

          #19
          Originally posted by eric
          Would it be safe to say that you've made edits on every W file you intend to keep within the last year, and no edits on files you don't want within the last year?

          The routine I'm working with currently creates a buffer of one tile around each tile that's been modified within X days, and then dumps the remaining objects. Another option would be to feed a list of W files to keep, and then create the buffer, but that might get ugly to have to prepare manually.
          Hi Eric,

          Actually - I haven't edited the tiles because I always thought the route was far too large for me to do much with it. I can certainly test your tool by editing some files and see how it works out. Your approach seems reasonable - as it would negate the need to compile massive lists of tiles. Again - this is just an option for me that I'm not sure I'll use - so far - I kind of like how my recent track laying with ScaleRail is going. Thanks for the interest.

          One additional thought - is there a way you could tap a path file or multiple path files - to identify desired tiles - then add a user defined buffer around that? Just thinking out loud - as that would probably be the fastest/easiest for the end user.

          Regards,
          Scott
          Last edited by scottb613; 03-12-2021, 07:50.
          <a href=https://www.trainsim.com/forums/filedata/fetch?filedataid=80663&type=full title=thumb_80663.png >thumb_80663.png</a>​ My Blender Models

          Comment

          • eolesen
            9500 Post Veteran and Administrator



            • Dec 2002
            • 9583
            • NS MP245.4 CNO&TP South District
            • English, SQL
            • General

            #20
            Path files would work. Might need to come up with some logic where points are more than 3 tiles apart...

            Sent from my SM-G981U using Tapatalk
            If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, or items available in our library, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

            Comment

            Working...