I'm not quite sure how to explain this, so hopefully it makes sense?
Sometimes when placing tunnel portals (AJS ones), the ground appears as it should, with a dighole for the tunnel bore however, when the ground level tool is used, it seems to jump way above the actual ground level below it, almost as if it was already on the higher ground the tunnel is going through. When this happens, often the tunnel portals rise above the actual ground level too.
In this first image, you can see the smoothing tool appears as it should, matching the ground level it is on.
This second image shows the issue I'm having and you can see the smoothing tool is way above the ground level in the foreground and the tunnel portals are all over the show.
Is this a known issue and if so, is there a way to fix it beyond levelling the whole area and placing the tunnel portals and dig holes again? So far, it's the only way I've found to fix it.
Cheers,
Innis
Odd effect with tunnel portals
- cyberdonblue
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Re: Odd effect with tunnel portals
I always use Dave's (nexusdj) tunnel assets, Innis, but I have had exactly the same issue many, many times. The only way round it I've found is to scrap the tunnel and start again - but place the tunnel portal a bit further forwards from the dig-hole. You can actually grab hold of the red X under the dig hole and sort of lower it's presence down (and raise it too if you want.) Hard to explain really, but it's merely opening another can of worms and it can be a nightmare on its own. The whole thing is totally unsatisfactory really.
Good luck with it.
Dave
Edit: I think the problem is that, unlike track or roads etc, no matter what height you set the tunnel portal to it moves as soon as you alter the ground height. If the portal could be made to stay where you initially set it then that would be half the battle won at least.
Good luck with it.
Dave
Edit: I think the problem is that, unlike track or roads etc, no matter what height you set the tunnel portal to it moves as soon as you alter the ground height. If the portal could be made to stay where you initially set it then that would be half the battle won at least.
- PFX
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Re: Odd effect with tunnel portals
I've tried starting from scratch a few times now, using different dig holes to see if that was the problem. Everything looked fine but as soon as I went off the board and came back to it, I got this delight. Would it by any chance be the actual portals themselves that are causing the issue? I don't seem to recall the original AJS round portals doing this but I may be wrong.
- Nexusdj
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Re: Odd effect with tunnel portals
Digholes are a pain in the Harris in TANE on anything but a flat surface and even then they have there moments . N3V changed the makeup of the Baseboard internal coding and it looks like digholes where an afterthought !
Easiest way to cure that would be to drop the ground level down to track level for a distance of 10 metres behind the tunnel portals , place the digholes there and then cover over the missing ground above the tunnels with a ground spline , trees , bushes etc.
Just make sure the tunnel portals are not over any part of the digholes .
I've been for a ride along Duchy days this afternoon and the same problem is affecting most of the tunnel mouths on the route .
Thankfully the track remains at the same level to ride over but the tunnel mouth itself is raised up by a few metres .
Easiest way to cure that would be to drop the ground level down to track level for a distance of 10 metres behind the tunnel portals , place the digholes there and then cover over the missing ground above the tunnels with a ground spline , trees , bushes etc.
Just make sure the tunnel portals are not over any part of the digholes .
I've been for a ride along Duchy days this afternoon and the same problem is affecting most of the tunnel mouths on the route .
Thankfully the track remains at the same level to ride over but the tunnel mouth itself is raised up by a few metres .
High visibility pixels must be worn when on or about the line !!
- cyberdonblue
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Re: Odd effect with tunnel portals
And when will N3V address this age old problem? Don't hold your breath...
(Railroad 2019 is coming! It'll fix everything and bring about world peace all at the same time! )
Dave
(Railroad 2019 is coming! It'll fix everything and bring about world peace all at the same time! )
Dave
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Re: Odd effect with tunnel portals
Thanks Dave, I'll give that a shot and see if it cures it. As you can probably tell, I'm just outside Gluaston Central.
Other Dave, I'm not sure if I should expect anything from TRS19 or not. Yes, N3V are making it look prettier every time but they're ignoring some fundamentals on the driveability side of things. Anyway, I'm not going to get into an N3V bashing thread. Plenty of that on the other forum.
***EDIT***
Dave, you're suggestion appears to work. The ground still rises but it's far enough beyond the portal not to lift it. Thanks.
Other Dave, I'm not sure if I should expect anything from TRS19 or not. Yes, N3V are making it look prettier every time but they're ignoring some fundamentals on the driveability side of things. Anyway, I'm not going to get into an N3V bashing thread. Plenty of that on the other forum.
***EDIT***
Dave, you're suggestion appears to work. The ground still rises but it's far enough beyond the portal not to lift it. Thanks.
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Re: Odd effect with tunnel portals
- cyberdonblue
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Re: Odd effect with tunnel portals
Sorry fellers. I don't want to start an N3V bashing theme here either. It's just me I'm feeling extremely sore about the mysterious sh*te that has plagued me in T:ANE for a few days so just ignore me. When I get my mojo back I'll be fine... honestPFX wrote:...Other Dave, I'm not sure if I should expect anything from TRS19 or not. Yes, N3V are making it look prettier every time but they're ignoring some fundamentals on the driveability side of things. Anyway, I'm not going to get into an N3V bashing thread. Plenty of that on the other forum. ...
Dave
- Mightyena
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Re: Odd effect with tunnel portals
Interesting, I had that problem when I first imported my old TS12 routes into T:ANE, but installing SP1 seemed to fix it (or at least calm down whichever gremlins are responsible). Sounds like N3V have undone whatever it was they did in the process of updating...
James M, creator of the
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Re: Odd effect with tunnel portals
This problem has been around since TANE was introduced. It is caused by the dig holes themselves. The ground a couple of grid squares to the SW (from memory) will collapse to the level of the dig hole and cause objects and spline points to sink as well. The fix is to alter the height of the dighole to match the ground. A certain amount of fiddling with the dighole height is required to get the tunnel portal's height to remain fixed.