Developer Fails of the day

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Re: Developer Fails of the day

Postby hertsbob » Thu May 25, 2017 9:11 pm

Testing and bug fixing various particle emitter functionality.

Emitter set up for a steady, gentle stream of smoke.

Attached to the back of a cow as a child object. Genuinely the obvious, safe, choice at the time as there aren't any cows in the route. :)

Works a treat. :D

Adjusts particles to become a very large and very fast emission. :) :)

Retires for the day, happy with a job well done. :D :D :D

Three days later, fires up a scenario to see a colossal cloud of smoke of Great Fire of London proportions in the near distance. :o

Removes child object from cow... :roll:
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Re: Developer Fails of the day

Postby VictoryWorks » Thu May 25, 2017 11:34 pm

LMAO!!!! :lol:
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Re: Developer Fails of the day

Postby TrabantDeLuxe » Thu Jul 20, 2017 12:19 pm

Starting on exhaust theory. If you want to keep sane, don't even touch that stuff with a long properly isolated stick.
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Re: Developer Fails of the day

Postby BigVern » Fri Nov 10, 2017 10:03 pm

...taking an hour to realise that TS20xx can only work with ace files that use 256, 512, 1024 etc. pixels as the dimensions and wondering why my object wasn't exporting.

Wife got the blame, cat got the blame until I by chance found the information tucked away on a forum somewhere!

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Re: Developer Fails of the day

Postby VictoryWorks » Mon Nov 13, 2017 10:57 am

Blimey, yeah I wouldn't even have thought to mention that to anyone having a problem as it's so second nature.

Good to see you making stuff Vern, what is it if I may ask?
I would also highly recommend ditching the archaic .ace format and switching to .dds if you have the original images. The biggest bonus is that you only have to keep the .dds file as they can be loaded into any decent art package. ace files need converting (in both directions) which always adds an extra layer of work and means you usually end up keeping the file twice, once as an .ace and once as a tga/png/etc.
My favourite update DTG ever made to TS content creation (after all the extra lua functions) was moving to .dds format :)
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Re: Developer Fails of the day

Postby TrabantDeLuxe » Mon Nov 13, 2017 9:24 pm

VictoryWorks wrote:I would also highly recommend ditching the archaic .ace format and switching to .dds if you have the original images.


Let me just drop in this public service announcement then: If using .dds (do it! .ace is just a silly format), remember to choose the correct compression profiles:

8.8.8.8 ARGB 32 bit per pixel - for textures that include an alpha; and
X.8.8.8 XRGB 32 bit per pixel - for textures that don't need an alpha.

(as per Derek et al http://the-art-of-rws.blogspot.nl/2013/10/dds-type.html)

TS20xx has trouble reading other formats, and there's loads of people experiencing issues with this. The dead giveaway is that you get weird colours showing up.

By the way, the 'power-of-two' format for textures is pretty common in video game applications, certainly not a TS limit!
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Re: Developer Fails of the day

Postby eyore » Sat Nov 03, 2018 12:50 pm

4503

Spent the odd few hours making this then realised it was built in 1947 and I should have been making the pre-war version. Doh!
Phil

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Re: Developer Fails of the day

Postby cjbarnes5294 » Sun Nov 04, 2018 2:40 pm

That's a wonderful model regardless!

Kind regards,
Chris
The Red Queen Hypothesis, applicable to train sim development?

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Re: Developer Fails of the day

Postby VictoryWorks » Mon Nov 05, 2018 9:37 am

As Chris said, it's beautiful none-the-less!
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Re: Developer Fails of the day

Postby eyore » Mon Nov 05, 2018 11:26 am

cjbarnes5294 wrote:That's a wonderful model regardless!

Kind regards,
Chris



VictoryWorks wrote:As Chris said, it's beautiful none-the-less!


Thanks guys, it won't go to waste, but the 19th century version is just going to take a little longer than I thought!
Phil

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