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Reskins etc

Posted: Thu Aug 04, 2016 7:00 pm
by gringo00
LO FORUMMERS,
Amongst other things, I'm a complete no vice to the vagaries of T.S.2016 but I have made my first attempt at a "reskin" and although some instruction was provided, some of it I do not comprehend,
eg. "OBJECT SET FILTER" has to be accessed, where is it ???? and if I want to put a reskin into a "Scenerio" I have tick a box somewhere with the authors initial's ??? again I have no idea,
any help/advice/pointers would be very much appreciated. A clue to my age, I'm an - ex. B.R. Fireman- 51C and 55B sheds. ;-)

Re: Reskins etc

Posted: Thu Aug 04, 2016 7:57 pm
by gptech
Hiya,
'object set filter' is a posh name for the mechanism in the game that allows us to filter which assets show as available for use in both/either World editor and Scenario editor modes.
As we're talking about a reskin we're really considering how to make sure that that reskin is available to select--in the Scenario editor move your mouse over to the left hand edge of the screen and 3 boxes will slide out as your mouse is over their edge. The middle one is the one you want; like the other 2 it can be 'pinned' in the visible position by clicking on the 'push pin icon' in the top right hand corner.
At the very top of this slide out box is a big blue square, and under that a smaller blue cube with a yellow right pointing arrow head on it. This is the one you need to click to start being able to add rolling stock from various providers. Once you've clicked it a window will appear on the right hand side of the screen which lists all the Providers (Kuju, DTG, JustTrains etc) and the products (RailSimulator, NorthLondonLine, Class153 as examples from the Providers mentioned)
So, if your reskin is of a Kuju loco you need to make sure that Kuju\RailSimulator is selected (ticked), if of an asset included with the North London Line it'd be DTG\NorthLondonLine and JustTrains\Class153 if it was a reskin of that particular DMU.

Reskins will not need any authors initials ticking, as the base model isn't theirs. The only exception to that is if the reskin uses custom made child objects, which are often located in the authors own asset folder, so they may need enabling in order for them to show on the loco/coach/wagon. Examples of this would be operating company logos.

What is your reskin of, and am I right in assuming you have no bother getting it to show on your system?

Re: Reskins etc

Posted: Sun Aug 07, 2016 4:06 pm
by gringo00
Many thanks for your guidance, my intention was to try reskinning a Kuju Class47 into "Direct Rail Services" livery and running it in "Quick Drive" on a Class "C" Express Freight and Perishables utilising coaching stock and vans.
Phew ! just to see if I could.

Re: Reskins etc

Posted: Mon Aug 08, 2016 12:01 pm
by gptech
How far have you got with it? Whilst nobody can teach you how to be artistic, sorting out the .bin file(s) and directory structure are 2 things that don't have much 'wiggle room' in them, so the techniques are pretty much the same for any loco/wagon/coach etc.

Re: Reskins etc

Posted: Mon Aug 08, 2016 6:03 pm
by gringo00
I've surprised myself and actually got it running ! but now I'm at a bit of a loss as to what I can do next, I now have "RW-Tools" installed and must admit on looking at the readme PDF file it all looks a bit complicated,
but with the knowledge that I can repair the basic game from the website, I will look at the possibilities of trying to create a new scenario for a route ( unless you advise otherwise that I should walk before attempting to run )
Anyways, many thanks!

Re: Reskins etc

Posted: Sat Oct 08, 2016 1:28 am
by blade2014
gringo00 wrote:I've surprised myself and actually got it running ! but now I'm at a bit of a loss as to what I can do next, I now have "RW-Tools" installed and must admit on looking at the readme PDF file it all looks a bit complicated,
but with the knowledge that I can repair the basic game from the website, I will look at the possibilities of trying to create a new scenario for a route ( unless you advise otherwise that I should walk before attempting to run )
Anyways, many thanks!
i been trying to reskin assets by clone they all read from my folder but when i load up TS2017 you can pick the asset but all you see is just arrows in the editor think there's a bug in TS2017

Re: Reskins etc

Posted: Sat Oct 08, 2016 2:28 am
by gptech
blade2014 wrote:....think there's a bug in TS2017
No, you've just done it wrong. If there was a bug how do you explain the hundreds, if not thousands, of reskins available?

Cloning an asset, regardless of how you rename it, will still point to the base model's .GeoPcDx file, which will point to the original textures, so exactly what have you done?

Re: Reskins etc

Posted: Tue Oct 11, 2016 10:11 pm
by blade2014
gptech wrote:
blade2014 wrote:....think there's a bug in TS2017
No, you've just done it wrong. If there was a bug how do you explain the hundreds, if not thousands, of reskins available?

Cloning an asset, regardless of how you rename it, will still point to the base model's .GeoPcDx file, which will point to the original textures, so exactly what have you done?
put the generic folder in the scenery folder so it will read scenery\Generic\textures changed the bin file to read

<RenderComponent>
<cSceneryRenderBlueprint>
<PrimaryNamedTextureSet>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">RSC</Provider>
<Product d:type="cDeltaString">ECML</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString"></BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</PrimaryNamedTextureSet>
<SecondaryNamedTextureSet>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">RSC</Provider>
<Product d:type="cDeltaString">ECML</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString"></BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</SecondaryNamedTextureSet>
<GeometryID d:type="cDeltaString">RSC\ECML\Scenery\BridgeKit\[00]BK_2lane_bridge_emb1</GeometryID>
<CollisionGeometryID d:type="cDeltaString"></CollisionGeometryID>




so it now reads as

<RenderComponent>
<cSceneryRenderBlueprint>
<PrimaryNamedTextureSet>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString"></Provider>
<Product d:type="cDeltaString"></Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString"></BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</PrimaryNamedTextureSet>
<SecondaryNamedTextureSet>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString"></Provider>
<Product d:type="cDeltaString"></Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString"></BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</SecondaryNamedTextureSet>
<GeometryID d:type="cDeltaString">GreatWestern\GWR\Scenery\BridgeKit\[00]BK_2lane_bridge_emb1</GeometryID>
<CollisionGeometryID d:type="cDeltaString"></CollisionGeometryID>

even in the RenderBlueprint and SecondaryNamedTextureSet from RSC\ECML to GreatWestern\GWR or left blank still don't show not even to show up with missing textures you can pick the item and all it shows is the arrows nothing other then that don't matter where you put the Generic folder in the Scenery or BridgeKit folder and it still don't work

Re: Reskins etc

Posted: Wed Oct 12, 2016 12:11 am
by gptech
You've probably run into a DRM issue. Go back a few steps and keep the reskin in it's proper directory tree.

Re: Reskins etc

Posted: Wed Oct 12, 2016 4:11 am
by blade2014
gptech wrote:You've probably run into a DRM issue. Go back a few steps and keep the reskin in it's proper directory tree.
what's DRM issue ? proper directory tree keep it in RSC\ECML

Re: Reskins etc

Posted: Wed Oct 12, 2016 6:50 am
by deltic009
blade2014 wrote:
gptech wrote:You've probably run into a DRM issue. Go back a few steps and keep the reskin in it's proper directory tree.
what's DRM issue ? proper directory tree keep it in RSC\ECML
A DRM issue arises when you can't reference or access an asset from a different location to the one it was intended to be in, and for reasons of copyright protection the game will not render it.

Re: Reskins etc

Posted: Wed Oct 12, 2016 7:51 am
by gptech
blade2014 wrote:proper directory tree keep it in RSC\ECML
Not according to your .bin file:

Bt removing the Provider/Product folder references (RSC\ECMLS)
the game will be looking for the .GeoPcDx file in:

..\Assets\GreatWestern\GWR\Scenery\BridgeKit

The snippet of .bin should look like:

Code: Select all

			<RenderComponent>
				<cSceneryRenderBlueprint>
					<PrimaryNamedTextureSet>
						<iBlueprintLibrary-cAbsoluteBlueprintID>
							<BlueprintSetID>
								<iBlueprintLibrary-cBlueprintSetID>
									<Provider d:type="cDeltaString">RSC</Provider>
									<Product d:type="cDeltaString">ECMLS</Product>
								</iBlueprintLibrary-cBlueprintSetID>
							</BlueprintSetID>
							<BlueprintID d:type="cDeltaString"></BlueprintID>
						</iBlueprintLibrary-cAbsoluteBlueprintID>
					</PrimaryNamedTextureSet>
					<SecondaryNamedTextureSet>
						<iBlueprintLibrary-cAbsoluteBlueprintID>
							<BlueprintSetID>
								<iBlueprintLibrary-cBlueprintSetID>
									<Provider d:type="cDeltaString">RSC</Provider>
									<Product d:type="cDeltaString">ECMLS</Product>
								</iBlueprintLibrary-cBlueprintSetID>
							</BlueprintSetID>
							<BlueprintID d:type="cDeltaString"></BlueprintID>
						</iBlueprintLibrary-cAbsoluteBlueprintID>
					</SecondaryNamedTextureSet>
					<GeometryID d:type="cDeltaString">RSC\ECMLS\GreatWestern\GWR\Scenery\BridgeKit\[00]BK_2lane_bridge_emb1</GeometryID>
but that directory structure is unnecessarily complicated, RSC\ECMLS\GWR\Scenery\BridgeKit would make more sense.

Whilst on the subject of making sense, a little punctuation would help those wishing to help you understand just what you're doing, along with full sentences..."put the generic folder in the scenery folder" is neither a statement, question, or instruction.