TSRE GenX - MAX OVERHAUL

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  • scottb613
    2500 Post Veteran


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

    #256
    Hi Folks,

    To address Andrew's Issues...



    TSRE GenX v0.21 — Tile Autopaint and Compatibility Fixes

    TSRE GenX v0.21 is available!

    Download v0.21, release notes and checksum

    Whole-tile autopaint from the pointer

    Open the Texture Panel with F3, select your source texture and brush settings, then hover over a visible loaded terrain tile:
    • Alt+1 — Paint track on the tile.
    • Alt+2 — Paint roads on the tile.
    • Alt+3 — Paint water edges on the tile.


    You do not need to aim directly at track, roads or water. The terrain beneath the pointer determines which tile receives the whole-tile operation.
    • Targets near and far loaded terrain across tile boundaries, without foreground objects or an old brush position choosing the tile.
    • Shortcuts work while an editor panel has keyboard focus. Holding a key does not repeat the operation.
    • The Texture Panel must remain open, and the pointer must be inside the route viewport.
    • The status bar reports the result or explains why no terrain tile was found.
    • F12 and the Auto Paint menu list the assignments. These commands use the existing whole-tile painting tools and your current brush settings.


    Compressed textures and legacy world files
    • Compressed ACE compatibility: Corrects the erroneous “ACE signature is invalid” rejection of valid compressed textures before production DDS conversion. Expanded-size checks and existing image/allocation limits remain enforced.
    • Legacy world-file compatibility: Recognizes complete Comment footers written after the world block by older utilities. These valid files no longer cause cleanup to retain otherwise unused assets unnecessarily.
    • Incomplete worlds, malformed comments, extra world/object blocks and unknown trailing data remain protected from destructive cleanup.
    • DXT1 compression, mipmap policy, texture output naming and painting/upload performance are unchanged.


    Verification
    • Both clean MinGW and MSVC Release builds passed all 34 registered tests. The downloadable package contains the complete matched MinGW runtime.
    • Six focused format, conversion and cleanup tests passed, including the supplied compressed ACE through the actual reader/validator and both supplied world files.
    • Terrain-targeting tests passed, and the corrected tile-autopaint workflow was confirmed in editor use.
    • The complete affected route was unavailable. Its owner still needs to confirm full-route conversion, cleanup results and appearance in Open Rails.


    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

    • Sri08052
      New Member

      • Oct 2015
      • 10
      • General

      #257
      where do I put HGT'S and Google API?

      Comment

      • scottb613
        2500 Post Veteran


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

        #258
        Originally posted by Sri08052
        where do I put HGT'S and Google API?
        Hi...

        The HGT files can live in a folder of your choosing - you just need to tell GenX where to find them.

        1. Extract the .hgt files into a folder, for example C:\SRTM. Keep their original filenames, and put the files directly in that folder rather than leaving them inside ZIP files or subfolders.
        2. Press F12, open the Startup tab, and set Geo Path to that folder.
        3. Save the settings and restart GenX.

        For your Google API key, open the Geo panel with F4 and click Configure Map Imagery. Select Google satellite, paste your key into the API key/token field, and click Save. You can leave the supplied Google image URL alone.

        The HGT files supply terrain elevations; Google supplies the satellite imagery. If you only want the OSM vector maps, select OSM Vector only - no API key is needed for that.

        Give that a try and let me know how you make out.

        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

        • GokuMK
          Senior Member

          • Oct 2015
          • 729
          • Poland

          #259
          I see that you do some validation. Did you upgraded TSRE AceLib to my new AceLib? If no, I recommend doing it, as the old one has a serious issues, not reliable to be used as validator. ORTS Ace support doesn't fit it either.

          Comment

          • scottb613
            2500 Post Veteran


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

            #260
            Originally posted by GokuMK
            I see that you do some validation. Did you upgraded TSRE AceLib to my new AceLib? If no, I recommend doing it, as the old one has a serious issues, not reliable to be used as validator. ORTS Ace support doesn't fit it either.
            Hi Piotr,

            Thanks for the heads-up. No, I haven’t brought your new AceLib into GenX. I haven’t revisited your code since our Qt6 upgrade and adopting your S-curve Dynamic Track work. What you’re tackling now looks pretty daunting to me—much of it is above my pay grade. 😉

            The validation mentioned above refers to the specific compatibility fixes and test cases for this release. I shouldn’t imply that those checks establish the reliability of the underlying ACE reader, so I appreciate the warning.

            I’ll take a look at your updated AceLib.

            Thanks again for pointing this out and continuing to share your work.

            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

            • Sri08052
              New Member

              • Oct 2015
              • 10
              • General

              #261
              It was a learning curve for me as the keys are different. I shoukd really commend you for the wonderful Genx version. Its awesome. Thanks

              Comment

              • scottb613
                2500 Post Veteran


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

                #262
                Originally posted by Sri08052
                It was a learning curve for me as the keys are different. I shoukd really commend you for the wonderful Genx version. Its awesome. Thanks
                Hi…

                Thanks for the kind words…


                On the last tab of the F12 screen - I created a reference - where it lists all the keystrokes I’ve assigned.

                The changes I’ve made have come from my own experience trying to use TSRE and I’m glad others find them useful.

                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

                • kapitaen
                  Senior Member

                  • May 2010
                  • 331
                  • Germany
                  • German + a little bit English
                  • MSOR

                  #263
                  Is there a way to adjust the text and buttons in the CONTROL PANEL so they don't overlap? I've tried adjusting the UI scale, but they still overlap no matter what size I set.

                  Unbenannt 1.jpg

                  Jan

                  Comment

                  • scottb613
                    2500 Post Veteran


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

                    #264
                    TSRE GenX v0.22 — Route Autopaint and Final TERRTEX Processing

                    TSRE GenX v0.22 is available!

                    Download v0.22, release notes and checksum


                    Route-wide autopaint sequences

                    Open terrain Hacks… > Auto Paint All TERRTEX… to build a sequence of up to ten painting passes using your saved texture presets.
                    • Each row selects a preset, a Track, Roads or Water target, and independent Main/Snow mirroring.
                    • Rows run in order, allowing broader base textures followed by narrower detail layers. Unused rows and targets absent from a tile are skipped.
                    • Checked Mirror rows require valid Main/Snow source pairs. Unavailable pairs block Commit until corrected or explicitly unchecked.
                    • Completed tiles are saved as processing advances. Cancel stops between tiles and retains completed saves.
                    • Processing uses patch disk staging and a bounded source cache to limit retained painting data.


                    No texture size changes are made. Manual and route-wide painting preserve native dimensions and save uncompressed ACE without mipmaps. Final format, compression and mipmap choices now belong to Process All TERRTEX.

                    Route-wide autopaint clears Undo. Ordinary whole-tile painting retains Undo and manual Save, while now combining repeated GPU uploads for each changed texture.


                    Final TERRTEX processing

                    Open terrain Hacks… > Process All TERRTEX… after saving the route. This processes ACE/DDS textures throughout TERRTEX, including seasonal folders.

                    Three independent choices control the result:
                    • Output Format — Keep Existing, ACE or DDS: Keep each texture’s current format, or convert to the selected format.
                    • Compress Uncompressed Textures: Apply opaque, lossy DXT1 compression to uncompressed textures. Existing compressed blocks are not recompressed.
                    • Mipmaps — Keep Existing, Remove Mipmaps or Add Missing Mipmaps: Retain authored levels, keep only the base image, or append missing lower levels.


                    For mipmap-only processing, select Keep Existing format and turn compression off. Existing base images and retained authored mip levels remain intact.

                    Processing preserves original texture dimensions. There is no resizing option.


                    Safer conversion, cleanup and resume
                    • ACE-to-DDS and DDS-to-ACE conversion update references in both detailed and distant terrain tiles.
                    • Replacement textures are verified before references change. Superseded originals are removed only after successful reference publication and verification.
                    • Interrupted processing resumes with its original settings locked.
                    • Changed originals or replacement files stop processing rather than being silently overwritten. Resume checks originals before publishing reference changes.
                    • Existing destination collisions and unsupported conversions are refused.


                    Process All TERRTEX retains no original texture backups or Undo. Compression is lossy and discards alpha. Keep your editable route separately and use a production copy for final processing. Completed work remains after interruption; this is not whole-route rollback.


                    Texture loading and compatibility
                    • Standard uncompressed DDS decoding avoids repeated channel-mask calculations for every pixel, reducing CPU decoding overhead.
                    • The maintained native ACE codec has expanded coverage for compressed/uncompressed formats, alpha, mipmaps and malformed input.
                    • Loading time still depends on texture sizes, storage and the route; no universal loading-time improvement is claimed.



                    Verification
                    • Both clean MinGW and MSVC Release builds passed all 39 registered tests, with no skips.
                    • TERRTEX processing and resume tests passed 1,171 checks with zero failures in each compiler lane.
                    • All 68 reference textures matched exactly in both lanes.
                    • The refreshed runtime and manual TERRTEX conversion, seasonal/reference checks, save and reopen workflow received operator acceptance.
                    • The downloadable package contains the complete matched MSVC v143 runtime.


                    Supports 64-bit Windows 10 version 1809 or later and Windows 11. Extract the complete package, run AddShortcutDesktop.cmd, and launch through the generated TSRE GenX shortcut. If required, the package includes the Microsoft Visual C++ runtime installer.


                    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

                      #265
                      Originally posted by kapitaen
                      Is there a way to adjust the text and buttons in the CONTROL PANEL so they don't overlap? I've tried adjusting the UI scale, but they still overlap no matter what size I set.

                      Jan
                      Hi Jan,

                      Thanks for the screenshot. I can see the clipping in the upper Control Panel buttons. Mine displays correctly, so I’d like to compare our settings to help identify what’s triggering it.

                      Could you let me know:

                      - Your Windows version.
                      - Display resolution and Windows display scaling percentage.
                      - Whether Windows Accessibility Text Size is above 100%.
                      - Your current GenX UI Scale setting.

                      I understand you’ve already tried changing UI Scale without resolving it. The panel may not be allowing enough room for the font on your system, so these details will help me investigate.

                      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

                      • kapitaen
                        Senior Member

                        • May 2010
                        • 331
                        • Germany
                        • German + a little bit English
                        • MSOR

                        #266
                        Thanks for the quick reply. You're right—I've already figured it out. When I set the font size to 100% on my Windows 11, the panel looks fine and doesn't overlap. However, I prefer a size of 125% for work, which is what I'll stick with. So it's fine with me—I can live with it.

                        Jan

                        - Your Windows version. - Windows 11 Home Version 26H2
                        - Display resolution and Windows display scaling percentage. - 1080p, 1920 x 1080
                        - Whether Windows Accessibility Text Size is above 100%. - 125%
                        - Your current GenX UI Scale setting. - 1.0
                        Last edited by kapitaen; 11-09-2026, 14:21.

                        Comment

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