hi guys i have just uploaded a track to tc and it is showing the empty wall icons when you play the track. Its the seed buildings from riders of rustland. Also the walls that i had changed keep changing from one to another. It is suppose to be an open roof at the end of my track but its got the roof on again and another problem is that when i changed and saved the description it saved it and said so upon upload but when i played it its giving me the same as the previous track i uploaded. ( i uploaded 2 to see if it was an error of somekind ).
I did use the new drivelin just incase it had something to do with that as its never happened to me before. but its still happened when i have canceled it from working. I suppose i have something to blame people not liking my track now lol. Im on ps4 and the tracks are called ebony and irvory and just ivory. Just incase you wanted to see what i was waffling on about.
cheers
Patch did fix most major issues with it on PC, but I also see the yellow empty wall icons in empty outer wall/floor/roof sections, when testing track.
Most settings stick now when saving/loading, but sometimes it still ticks the "broken" box automaticly after loading when using not-broken custom variations (Had it happen on a floor variation 1 with broken unticked, afterwards it turned to a broken variation (the single hole in the middle)).
Hope it can be looked at.
yeah its annoying because when i play my track through the buildings have changed back to original and look odd in the place they are. Also it ruined the ending to my game because the riders is suppose to fall through and set off the triggers for anitmations but the roof came on and nothing happened lol.. Also looks alittle odd when you ride past an editor icon in game mode.
No doubt they will sort it.
There are only individual pieces for the 12 solid side wall variations. Not any of the broken ones (20 variations), or any roof/floor pieces (solid/broken that's like 45 variations total).Originally Posted by sparkierjonesz Go to original post
They added some other set of wall/floor/roof pieces named "Warehouse" but they are smaller and have different model/textures, as well as no broken parts either. They are useful in their own part just like any other piece but no replacement for the seed building.
The original seed Non-DLC building block (only contains solid variations), doesn't have individual pieces for roof/floor either, but for the Block, the empty walls don't show the icons.
I think the reason i didnt was because i dont think you can change the damage on the individual pieces and thats what i needed i also thought it was just a glich in the editor and when i uploaded it , it would be all ok but it wasnt. Not to worry the whole track had problems anyhow because i was experimenting with the new driveline event. Thats whats cool about the editor tho , so many things to experiement an do differently..![]()
Snap tool lets you place a grid on an object where objects will snap on, and you can set the grid size or snap X Y Z.
This is from Evo but Fusion has a similar Editor settings menu. PC has a few extra mouse/keyboard shortcuts for snapping so I rarely use the menu myself but it should work like this on consoles via the editor settings:
Quoted:
"The next few options all have to do with snapping. In the basic objects tutorial I covered how you can snap an object back to the driving line with R3. Using these options you can change how that snapping works. Select X, Y, Z or any combination of the 3 and it will now use the overall world grid to determine where to snap.
If you want to use an object you already placed as the base for your snapping select “snap workplane – select target” this will bring up your cursor and you can select the object you wish to use. Once you’ve selected an object it will place a grid based on the position and rotation of the object you selected.
Now the editor will snap items to this grid. Keep in mind that the grid and target object are not actually tied to each other, each can be moved independently without affecting the other and with that in mind also remember that if you snap some objects to the grid then move it any new objects you snap to it will snap to the new position of the grid and will not line up with the objects you’ve previously snapped.
Our last snapping option is snap distance, when using custom snap settings this will determine at what intervals it will snap to. The default setting is one meter and each square on the custom snapping plane represents one meter so whenever you press R3 your object will snap to the nearest line on that plane. Keep in mind which snap axis you have selected will determine where it snaps to."