How to have functional cabview with reskins ?

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JLD95
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How to have functional cabview with reskins ?

Post by JLD95 »

Hi,

With many reskins like these:

 Click to view more informationClass 86/4 Pack 1986-1987 [41040368 bytes] - Class 86.4 Pack 1986-1987.zip
File ID: 26145 Date: 29 Mar 2011 - 1628 Downloads
or
 Click to view more informationClass 350 Pack V1 [8990705 bytes] - Class 350 Pack.zip
File ID: 26498 Date: 12 May 2011 - 2707 Downloads
or
 Click to view more informationSilverlink Class 150/2 [8138571 bytes] - Silverlink_150.zip
File ID: 28057 Date: 07 Jan 2012 - 1158 Downloads


I have a non-functional cabview like this
Cabview with UKTS26145
Cabview with UKTS26145
This Cabview is obtained with a QD created directly with TS2014.

It is possible to have a functional cabview ?

Is it due to the TSX mode? if yes, is there a textures converter ?


Thanks for your help.
Jean-Luc - French user
PC: MSI Z87-G45 - Core i5 4670K - 16Go RAM - Win7 64bits - KFA2 GTX 1080 ExOC - SSD system Samsung 840 240Go + SSD Steam SanDisk UltraII 480Go - Display 27'' 1920x1080
gptech
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Re: How to have functional cabview with reskins ?

Post by gptech »

It'll have nothing to do with TSX or the shaders, but more likely an issue with the .Geo's, the installation or the QD configuration.
Deal with the class 86 for now---
Do the default models work OK?
Does the reskinned version work OK when placed in a standard scenario?
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JLD95
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Re: How to have functional cabview with reskins ?

Post by JLD95 »

default models work fine.
At now, I use only QD, create consist.

I just create a standard scenario with standard Class 86 (WCMLN version) coupled with Class86 reskin of the Class86 (WCMLN version) and I obtained the same erroneous cabview in reskin.
Jean-Luc - French user
PC: MSI Z87-G45 - Core i5 4670K - 16Go RAM - Win7 64bits - KFA2 GTX 1080 ExOC - SSD system Samsung 840 240Go + SSD Steam SanDisk UltraII 480Go - Display 27'' 1920x1080
gptech
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Re: How to have functional cabview with reskins ?

Post by gptech »

Grand, as the default stuff works fine there would seem to be NO issue with the .geo's.

Creating a quick test scenario is easy, fire up the game, click the 'Build' tab and in the next screen click on WCMLN in the left pane and then the 'scenario Editor' button on the right.
You'll get a list of all the scenarios for the route, but also an option to create a 'New Scenario'--click on this button.
select where you want the scenario to start, I'd suggest a fairly uncluttered location such as Kingmoor Yard and leave it set as a 'Free roam scenario'
Click 'Create' and give it a name.... "Test" works as good as any other, and click on the 'Create' button in that window.
The game will now load with a completely empty scenario, so move your mouse to the left hand edge of your monitor to bring the slide out menus into view---there are 3, but you'll only need the top two for now. You can keep them 'slid out' by clicking the little 'push pin' icon in the top right corner of each box.
In the middle box, click on the first icon in the top section---looks like a loco viewed side on--to bring into view the locos you can use; scroll down the list to find the suspect reskin.
Click on its name and you should find the loco appears in game, tied to your mouse pointer. Hover the loco over the tracks, you'll hear a 'clunk' sound when it's in the right place and left click with the mouse to set it on the track.
You'll still have another loco 'tied' to your mouse pointer, so right click anywhere to untether it.

Now up to the top slide out window:
In the middle row of little icons, click on the 'Driver' one...second one in from the left and looks like a drivers head.. and then left click on the loco. A white disc with ablue drivers head will appear above one of the cabs.
Nearly done, just click the orange 'Drive' arrow head on the bottom right of the screen to save and play. You'll get a prompt to save changes to the scenario, so click on OK.
Click on the loco and press key '1' to enter the cab.
If the view looks OK then the problem's with the QD feature, if it's still iffy then the loco's files need looking at.

See how you get on.
gptech
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Re: How to have functional cabview with reskins ?

Post by gptech »

JLD95 wrote:I just create a standard scenario with standard Class 86 (WCMLN version) coupled with Class86 reskin of the Class86 (WCMLN version)
Which is the complicated way of doing it...see if the reskin works fine by itself first, before adding in other stuff. Then think about adding an uncoupled default version to doubly check the view is ok in that.

When you installed the reskin did you have to copy over the default 'CabView' folder or was one included in the reskins download?
chrisonline
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Re: How to have functional cabview with reskins ?

Post by chrisonline »

I'm wondering if this is related to the same issue I have encountered in this thread:
http://ftp.uktrainsim.com/viewtopic.php ... f614bdfbc0

In that case, I have the Class 82 with a cab which is aliased to (coincidentally) the WCMLN Class 86. I can't get a QD to work EXCEPT in the WCMLN, and my question was, how to tell the QD it is enabled for any route, as it wants to access WCMLN files. (actually I got it to work, but only with the workaround of copying over the class 86 files into the Class 82 folder and editing .bin files etc)

Is this connected and the same underlying issue? I am not talking about a QD scenario, but a QD consist in the QD loco menu

Chris
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gptech
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Re: How to have functional cabview with reskins ?

Post by gptech »

It could well be Chris, but given that it doresn't seem to want to display correctly in a Free Roam scenario I'm leaning towards an old cab .Geo being included in the reskin. That would though imply thsat the loco's .bin file hasn't wiperpairs set up either so that could be an issue, but usually that gives a well and truely corrupted cab view.
It'd be nice if somebody else who has the reskin would pop by, I don't have it and I'm in a queue for stuff for WCML-LM so reluctant to drop that to see :wink:
markpullinger
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Re: How to have functional cabview with reskins ?

Post by markpullinger »

Hi, I've got the corrupted LM reskin cab as well. Going to see where it is calling files from now. Edit it is calling from the class 450 but hasn't got the wiperpairs instructions in any of the reskins. :(
EDIT 2 adding in the wiper pairs from the default bin got the cabs back - the section was in the reskin bin files, but the information fields were empty, so it was a copy & paste over the top job rather than an insert. :) much easier!
LInes are 1148-->
</ControlValues>
<WiperPairs>
<cControlContainerBlueprint-cWiperPair d:id="65301088">
<SlaveToAnimationA d:type="cDeltaString">wipers</SlaveToAnimationA>
<SlaveToAnimationB d:type="cDeltaString">wipers</SlaveToAnimationB>
<TextureID d:type="cDeltaString">RSC\GuildfordDistrict\RailVehicles\Electric\Class450\Default\CabView\Textures\[00]wiperanim_nm</TextureID>
<NormalsTextureID d:type="cDeltaString">RSC\GuildfordDistrict\RailVehicles\Electric\Class450\Default\CabView\Textures\[00]weatherglassnorm_nm</NormalsTextureID>
</cControlContainerBlueprint-cWiperPair>
</WiperPairs>
</cControlContainerBlueprint>
</ControlContainerComponent>
<ContainerComponent>
<cEntityContainerBlueprint>
<TrackTerrainInEditor d:type="bool">0</TrackTerrainInEditor>
<Children>
if anyone needs them! :)
gptech
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Re: How to have functional cabview with reskins ?

Post by gptech »

Hi Mark, great to see somebody's making progress but does the 350 substitute version of the 450 have it's own CabView folder containing the textures the .bin calls for?
If so it'd be better to reference that folder rather than have the game running up and down the folder structure---certainly if anybody wants to use it in Quick Drive.
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Re: How to have functional cabview with reskins ?

Post by gptech »

It's going back a long time, but http://forums.uktrainsim.com/viewtopic. ... &sk=t&sd=a deals with various issues with the LM 350.
markpullinger
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Re: How to have functional cabview with reskins ?

Post by markpullinger »

Hi Gary, you have to copy the default class 450 folders into the LM1 LM2 & Silverlink folders on install, so they are local but as they are using the newer geo files but without using the wiperpair instructions, things go a bit strange till they're put in. :)
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Re: How to have functional cabview with reskins ?

Post by JLD95 »

For Class86 reskin UKTS26145, directory CabView is provided in zip:

For 86434 IC, I replace Cabview directory with that provided with WCMLN (Assets\keithmross\WCMLNorth\RailVehicles\Electric\Class86\Default\Cabview) and I cleared cache but I obtain the same erroneous cab view :-(

Can you help me ?


For Silverlink Class 150/2 [07 Jan 2012] – UKTS28057, what bin files to edit in these directories ?

Assets\Thomson_Oovee\Class150Pack01\RailVehicles\Class150\Livery_SL
Assets\Thomson_Oovee\Class150Pack01\RailVehicles\Class150\Livery_SL_FGW
Assets\Thomson_Oovee\Class150Pack01\RailVehicles\Class150\Livery_SL_UB


Finally, it would be nice if a corrected version of these reskins are sent in UKTS library ?
Jean-Luc - French user
PC: MSI Z87-G45 - Core i5 4670K - 16Go RAM - Win7 64bits - KFA2 GTX 1080 ExOC - SSD system Samsung 840 240Go + SSD Steam SanDisk UltraII 480Go - Display 27'' 1920x1080
gptech
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Re: How to have functional cabview with reskins ?

Post by gptech »

JLD95 wrote:For 86434 IC, I replace Cabview directory with that provided with WCMLN (Assets\keithmross\WCMLNorth\RailVehicles\Electric\Class86\Default\Cabview) and I cleared cache but I obtain the same erroneous cab view
That sounds like the wiperpairs may be missing from that loco's .bin file too. Go back a few posts to Marks snippet from the LM350 .bin to see how he cured that problem. If you're happy with using RW Tools you can then examine the default class 86 and see which entries you need to copy over to the reskin.
JLD95 wrote:Finally, it would be nice if a corrected version of these reskins are sent in UKTS library
Yes, it would....but people have left the forum, maybe left the game completely, and even if they've stayed may not be aware of a problem so we can't expect upgrades as a right. There are many in here who can do the upgrading, but uploading changes without the original authors permission becomes a grey area.
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Merlin75
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Re: How to have functional cabview with reskins ?

Post by Merlin75 »

I'm sure I have bin files for those 350's around somewhere that'll fix them.

Gary did you ever get hold of Simon to see if you could release that logo fix for these ?
[album 241806 sig.jpg]
gptech
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Re: How to have functional cabview with reskins ?

Post by gptech »

Merlin75 wrote:Gary did you ever get hold of Simon to see if you could release that logo fix for these ?
No, I sent numerous PM's and asked about to see if anybody could get hold of him but with no luck. The project got stuck on the back burner then, in fact I'd forgotten all about it and had to delve into the darker recesses of my hard drive to find the files.
I did get a little carried away though...re-wrote the whole thing to have it in a dedicated Class 350 folder which sat alongside rather than within the 450 folder.
I'll stick it back in the game and have a look to see what's what when I've cleared up missing items from WCML-LM and post back.
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