I've never used Clockwatchers method so cant comment on that.
--but what you have got is too many pixels marked to show rail.
The centre of each 200x200m pixel on map_T is a rail node.
Any nodes on adjacent pixels are joined up with a track.
You need to delete nodes which are not on your red line.
Easiest way would be using FMB in Map Editor Mode, or you can do it by editing map_T but this is more difficult because of the underlying textures having to be taken into account.
IN FMB Map Editor you use Objects/roads/rail insert or delete
The in-game appearance of the railway may be improved if you try to avoid too many short legs.
Is it possible to delete individual segments of incorrect road in FMB? I only thought you could delete the entire road/network.
... i'm using masochistic manual method .... map_t.tga ....Photoshop .... pencil tool 1pix ( different shades for different background/bridge/crossings ) . For placing rail objects .... unlockFMB
it's slow and frustrating but it's only way i found for having max control over it ....
cheers,
Z
How d you select which 200m to delete? I've never found that function...
You don't select it.
In FMB Map Editor choose -- View /Objects /Road / Rail
Click on the map and roam the cursor around.
Press Insert to place a 200m segment.
Press Delete to remove a 200m segment -- if there is one under the cursor.
Change to View/Objects/Road/highway
or View/Object/Road/country
to work on road objects.
Unlike buildings you can't select by clicking on an existing rail. You have to select the rail sub-menu from the menu bar.
Thanks for your info guys...
i think my problem was in having the pixels adjoining with their flat sides touching....whereas they should only touch at the corners
I had that problem. It happens when the RGB value you used in map_t isn't quite right, and the map puts an unconnected piece of road in. When ai road piece is unconnected that's how it looks.
I haven't tried deleting those in FMB yet since I only heard about asheshouse's technique the other day, but I had to go into Photoshop/gimp and manually change the RGB value of the affected pixel. You can spot them because they're much brighter than the surrounding road/rail pixels.
Also, I've found that road and rail is able to be laid over water, but vehicles don't use them.
Fabianfred -- It is an unconnected section of country road which appears in your image. In FMB Map Editor go to objects road country. Move the cursor over the node point on the map, click on the map to activate the map window, press delete, then it should be gone.
If ships cannot move on water it is probably because it is too shallow. Change to RGB 0,0,0 on map_T
It may be also that the coastline on map_c does not line up correctly with map_T. I dont think map_h makes much difference except to create visible surface bubbles. Any ships will move through these bubbles.
Paint roads pp. in map_t with that "paint a straight line-thing" (shift/left mouse in gimp). Its much better.