Retaining walls, how to use? where did i see it once?

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gforce
Posts: 234
Joined: Thu Nov 09, 2006 3:24 am
Location: Belgium, Brussels

Retaining walls, how to use? where did i see it once?

Post by gforce » Fri Mar 02, 2007 5:43 am

I'm looking for a way to make use of retaining walls.
I saw it once before in a scenario (so i could read the xml-files there),
but i don't know anymore wich scenario...
do you???
is it handled the same way as bridges and/or tunnels???
hope to get an answer here... 8)

ps: an additional question:
when i do a search in windows fe "retaining" and i choose search in document content, why don't i get any results, do you? do i have to enable something for that in windows?
or could i use another program for that?
in that way i could easily search xml files by keywords
Attachments
this is a retaining wall, it should be used when laying a track close to a hill or mountain, it's height will also depend on the hill, and it will be placed on the right or left side of the track (hill-side)
this is a retaining wall, it should be used when laying a track close to a hill or mountain, it's height will also depend on the hill, and it will be placed on the right or left side of the track (hill-side)
Retaining Wall.jpg (24.96 KiB) Viewed 4162 times

snoopy55
Posts: 1962
Joined: Mon Nov 06, 2006 5:13 am
Location: Centralia, Ill, USA

Post by snoopy55 » Fri Mar 02, 2007 9:56 am

It pops up in various maps when the excavation is in a sertain way. It's listed in most every RRT_Scenario at about here:

<BridgeXMLFile>RRT_Bridges_US_Southwest.xml</BridgeXMLFile>
<TunnelXMLFile>RRT_Tunnels_US_East.xml</TunnelXMLFile>
<QuayleXMLFile>RRT_Quayle.xml</QuayleXMLFile>
<szMapFileName>map_US_Southwest.tga</szMapFileName>
<szMapThumbnail>map_US_Southwest_thumbnail.dds</szMapThumbnail>
<szSkyBoxName>Sky.nif</szSkyBoxName>
<szShallowWaterColor>92,229,202</szShallowWaterColor>
<szDeepWaterColor>10,74,54</szDeepWaterColor>
<szCubeLightTexture>RRT_Cube_Light_map_128_SW.dds</szCubeLightTexture>
<WallFiles>retaining_wall_wood01</WallFiles>
<Currency>$</Currency>
<szAllAboardSoundID>AS3D_ALL_ABOARD_SW</szAllAboardSoundID>
I'm correct 97% of the time..... who cares about the other 4%....

gforce
Posts: 234
Joined: Thu Nov 09, 2006 3:24 am
Location: Belgium, Brussels

Post by gforce » Sat Mar 03, 2007 12:58 am

Yes, i know there's a reference but it seems that they're not used so often, in fact i don't see them anymore, at the moment never...
Do they show up alot in your game? is it maybe a setting on details or so.
if that's the only line, i guess we will have no control on that?!
:(

snoopy55
Posts: 1962
Joined: Mon Nov 06, 2006 5:13 am
Location: Centralia, Ill, USA

Post by snoopy55 » Sat Mar 03, 2007 1:55 am

I've only seen them if the track you are laying is not quite deep enough for a tunnel. Or if there was a tunnel and because of a change in track the ground that was above the tunnel is gone. It's probally in the EXE
I'm correct 97% of the time..... who cares about the other 4%....

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G3mInI
Posts: 16
Joined: Thu Feb 15, 2007 3:10 am

Post by G3mInI » Sat Mar 03, 2007 2:24 pm

Very rarely seen in my case too. No doubt controlled in the executable. I did manage to screen one while playing. I was suprised to see it appear so I took a screenshot. This was while playing around on the multiplayer River Run map.

*Note: While dragging out the track, no wall was being shown that it would be drawn. However, when I clicked to confirm track placement, the wall appeared.
Attachments
SMRailroads!0006.jpg
SMRailroads!0006.jpg (560.96 KiB) Viewed 4115 times

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