How do i repaint a loco?

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jivebunny
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Re: How do i repaint a loco?

Post by jivebunny »

Ah, I didn't realise this was the case with all the coaches... It's a shame they're set up like that, it severely restricts the scope for reskinning. Not sure what you mean by the decal setup, but I'll assume that by "decal" you're referring to the textures for the individual numbers. As we saw on the early Class 55 renders, each number is mapped onto a separate plane (same method as in TRS). If the prefix can't be added to the main skin then you would need to get access to the source files and add an extra plane on each side of the coach, onto which the prefix texture would be mapped, and I can't imagine RSDL giving out their source files any time soon!

Let's say for argument's sake though that you were able to add this extra plane and map the additional prefix texture onto it. The next step would be setting up the running numbers. I have tried this already when attempting to convert the BR Green Class 47 to locomotive D1501, as seen here. In this instance I was simply replacing the first number with a letter, so I did not need an additional plane as we would for the coach prefixes. I created a new "number" texture in the form of the letter D and called number_D.TgPcDx (numbers 0-9 already taken, so had to choose a letter for the filename). I then modified class47.bin, class47_digits.bin and class47_numbers.dcsv to include the running number "D1501" and reference the new texture file as a "number". When I tested the modification, the sim knew that I was telling it to display the "D" texture, however because "D" is not a number, it seemed to want to place a "0" where the missing number was, with the below result. My conclusion here is that the numbering system CAN handle letters, but at the same time cannot handle a non-numerical character and defaults back to "0". Complicated to explain but hopefully you can see what I mean.

In TRS you can have what is called an "attached-mesh", which is a separate shape file that can be attached to an attachment point on the mesh. If no attachment point exists or is conveniently located then it can simply be attached to the centre of the mesh. This allowed me for example to add a major headlight modification to a locomotive for which I did not have the source files. It would be interesting to know if something similar exists for RS.

Image


Cheers,

JB
Last edited by jivebunny on Sun Dec 30, 2007 6:08 pm, edited 1 time in total.
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mjt222
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Re: How do i repaint a loco?

Post by mjt222 »

JB,

Thanks for the additional info, much appreciated and very useful to numpties like me :)

Happ New Year :drinking:

The only other thing I have noticed that is required, if you use the black5_numbers.dcsv file within your "new" loco the the xml file also needs to be altered to represent the location of the new numbers, for example within the default black 5 the xml (after unpacking from a bin format) will read -

<CsvFile d:type="cDeltaString">Kuju\RailSimulator\RailVehicles\Steam\5MT_Black5\Default\Engine\black5_numbers</CsvFile>

this will need to be changed to whatever your new folder format is such as

<CsvFile d:type="cDeltaString">Kuju\RailSimulator\RailVehicles\Steam\5MT_45379\Default\Engine\black5_numbers</CsvFile>, otherwise it will only pick up the numbers within the default location. Or you can of course add your numbers to the default dcsv file ;)
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mjt222
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Re: How do i repaint a loco?

Post by mjt222 »

Thanks for all the advice, managed to renumber my first loco, and now to apply some paint to make it like new

Image

Iv got a bit of a problem with the green 5, but will try and sort that later. ;)
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Ferrisybuga
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Re: How do i repaint a loco?

Post by Ferrisybuga »

Greetings All And A Happy New Year!

Following JB's brilliant tutorial explanation I duly set about my first simple reskins for KRS unsing RSBin and Photoshop 7 with the DDS format plugin provided by JB's link. I've already reskinned a variety of MSTS models so I guess I could say i've got some idea as to what i'm doing. I started with some simple stuff as seen below, reskinning wagons - none of the wagons reskinned are to be taken too seriously I dunno if there are even any real life examples in the liveries I have done - they were just a sort of first attempt thing so I could see how it all works so please don't scrutinase my work - it was for all intent and purposes a mess around.

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I thought it would add some variety :D

I made a copy of all the original skins I was going to redo and then saved my reskinned image files (TgPcDx)'s onto the original models provided by Kuju.

EXAMPLE: (C:\programfiles\railsimulator\assets\kuju\railsimulator\railvehicles\freight\standardvan\default\wagon\textures)

It worked brilliantly - when I launched RS I went into the editor to find that the Standard BR Boxvan provided by Kuju had turned from brown to grey as required (*Note Screenshot) the same applied for all my reskins.

However the problem comes when I make my own wagon entry. I copy all the files needed into a new named folder (StandardVanGrey) I edit the .bin files as shown changing the model name so it appears as (StandardVanGrey) in the editor.

I change back the textures for both the original wagon and this new wagon entry so that the original is back to being brown and the new entry will be grey. I delete blueprints.pak and launch RS.

In the editor I can find and place my new entry but despite it having a different coloured main texture file it loads only as the brown original. Is there something i'm missing? Do I need to edit anything in my new wagon entry to specify the location of its new texture. I presume my new entry is still looking in the original entry for its textures along with numbers.csv etc...

Can I change its directory, what am I not doing right? . Any Help Appreciated...
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Ferrisybuga
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Re: How do i repaint a loco?

Post by Ferrisybuga »

Plus as Sly said the textures are reversed for each side not mirrored so you end up with this:

I presume it can only be changed by remapping the textures - one for each side of the model like MSTS or making a lettering.csv file but that would need to be mapped aswel, and thats whey beyond me. Pity it really limits the scope for reskinning. Plus I can't read Hebrew :P

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jivebunny
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Re: How do i repaint a loco?

Post by jivebunny »

Wow - these are good! Shame about the texture mapping really... We need some more wagons there's only been one reskin so far! I particularly like the box van :D

If you want to use a "default" asset as a base to work off rather than one of the built-in reskins (as in some cases that's all you get, the BR van being one example) then it's slightly different. I've just tested this out by making a fictional BR Blue version of the Standard Van and it turns out all you need to do is make a copy of the folder and then edit the .bin file (see my first post) to change each occurence of the file path from \RailVehicles\Freight\StandardVan\Default to \RailVehicles\Freight\StandardVan\NameOfNewFolder.

Takes a bit more time, but it works.

Image

JB
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Ferrisybuga
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Re: How do i repaint a loco?

Post by Ferrisybuga »

Thanks JB But I'm Still a bit confused -

1) Make a copy of the folder rename it (E.g. for me - StandardVanGrey)
2) Edit its .bin file by .xml so it has a new entry name in the sim editor
3) Then are you saying i have to replace all the file paths in the .xml/.bin aswell to the new asset containing folder on my drive?
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Ferrisybuga
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Re: How do i repaint a loco?

Post by Ferrisybuga »

BINGO I'VE FOUND THE LINE IM LOOKING FOR!

In the .xml

</BlueprintSetID>
<BlueprintID d:type="cDeltaString">RailVehicles\Freight\StandardVan\Default\Wagon\Textures\standard_van_Digits.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</PrimaryNamedTextureSet>
<SecondaryNamedTextureSet>

There are others around 6 in total to change.

Now I get the problem that when I load RS and place the wagon all I can see is its couplings.. hmm... i'll keep trying.
Should I need to change the name of the.bin file to be the same as the folder name of the aset it is located in?
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jivebunny
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Re: How do i repaint a loco?

Post by jivebunny »

Glad you found it, the .bin file can keep the same name. The "couplers only" issue is usually fixed by deleting blueprints.pak (sometimes for a second time). If that doesn't fix it then it's likely there's a typo in one of the file paths contained in the .bin file.

Just did another one, which I'll be uploading:
Image

JB
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Ferrisybuga
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Re: How do i repaint a loco?

Post by Ferrisybuga »

YAY I got it working thanks to you!

I'm going to package and upload the Grey Box Van as my first ever contribution to this amazing site with amazing people like you. Thanks for your time helping me!

Image

Ferrisybuga - Chris Wheatley
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Ferrisybuga
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Re: How do i repaint a loco?

Post by Ferrisybuga »

Hey JB sorry to bother you again - this time i'm having issues with the packager.

I've packed my creation from the developer folder and thus it therefore unpacks to this location. However when I go into the editor and set to add assets from the developer folder (by ticking the relevant box on the right hand panel after clicking the blue box with a yellowish triangle on the objects selection pannel) I can now see my creations name on the objects pannel so I click it to select and plce it on the rails but nothing appears on the screen in the virtual world.

Can you tell me a bit on how to package something to unpack to the kuju\railsimulator\assets\railvehicles folder

Yes its my grey boxvan and yes i've read the relevant PDF 7.01 from the developer documents. Thanks in advnce.

Plus does the blueprint.pak always update itself after something has been unpacked?
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jivebunny
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Re: How do i repaint a loco?

Post by jivebunny »

Hi Chris,

I'm glad all that typing wasn't wasted effort :lol:

Packaging - at this moment in time the built-in packager breaks everything, both reskins and new content. You're best off zipping your reskin folder up with a program like winzip and distributing it that way. Take a look at one of my reskins on UKTS to see which folder I've packaged up and how it needs to be installed.

Some users prefer to create self-extracting executables (.exe files) to install their content automatically. For the user this is quicker and more user-friendly, but how to go about it is a tutorial someone else will have to write :lol:

JB
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Re: How do i repaint a loco?

Post by Sly401 »

Not for me to say but I was told you cannot redistribute a complete default folder even if renamed... as it contains assets

A vehicle that has an alias is ok

other than that a workaround is to supply the textures, bin, and GeoPCdx files for the user to paste into a renamed duplicate of the default.

this really does need clarifying

The digits xml only gives a position and the number nothing I've seen gives the opportunity to limit the decal to only one instance and to prevent flipping.

It would be nice if I'm wrong though :D

Good work guys

Sly
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jivebunny
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Re: How do i repaint a loco?

Post by jivebunny »

If you take a look at this thread, the user is asking if it's ok to upload modified built-in content (in this case the Paddington - Oxford route) and the response from RSDL is clearly a "yes".

JB
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Ferrisybuga
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Re: How do i repaint a loco?

Post by Ferrisybuga »

Ah kay then sounds like i'm not alone with that problem. Looks like a Winzip job - i'm fine with doing those. Thanks alot guys may the creativity continue!
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