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Aliasing sounds and cabs to locos.
Posted: Mon Dec 11, 2017 10:53 pm
by sem34090
Hi All,
I recently discovered a reskin pack for the old MDI LBSCR G Class Single (still available on MSTS), which really enhances the model. As there is little LBSCR stock available, my thoughts have turned to perhaps aliasing the cab and some of the sounds to the Victory Works Terrier. I understand that this is a very complex loco, and the sound/cab scripting will be awkward.
So, how about Invincible's cab from the IOW route? Or even the O2 from the IOW network? These are much more basic, so perhaps could be aliased more easily. The same may go for the sounds.
Basically, I have the following questions:
1.) How does one alias a cab from one model (payware or freeware) to another? It can't be as simple as swapping the files over can it?
2.) How does one alias the sounds (e.g. Whistle, Chuffs, Brake Release/Application) from one model (Payware or Freeware) to another? Again, I doubt it is as simple as swapping files over!
All the best,
sem34090
Re: Aliasing sounds and cabs to locos.
Posted: Tue Dec 12, 2017 12:52 am
by gptech
sem34090 wrote:I recently discovered a reskin pack for the old MDI LBSCR G Class Single (still available on MSTS),
Your first question should be "how do I get TS to recognise MSTS assets, and who do I contact for permission to use/edit/distribute (if applicable) those MSTS assets?"
Re: Aliasing sounds and cabs to locos.
Posted: Tue Dec 12, 2017 8:28 am
by sem34090
Oops! I meant UKTS... it's a rail simulator item, and I know it works because I have it installed! And running in TS2018. With 7F sounds and Black Five cab... hence my wish to change those!
All the best,
sem34090
Re: Aliasing sounds and cabs to locos.
Posted: Tue Dec 12, 2017 12:32 pm
by 749006
sem34090 wrote:2.) How does one alias the sounds (e.g. Whistle, Chuffs, Brake Release/Application) from one model (Payware or Freeware) to another? Again, I doubt it is as simple as swapping files over!
It can be.
Start by looking at the sound of the loco you wish to change.
Somewhere in it's Asset folder will be the whistle or horn sounds and these are like whistle.dav
For example the Riviera in the 50's has this folder
\railworks\Assets\DTG\ExeterKingswear\Audio\RailVehicles\Steam\Castle
In there are
RS Castle High Whistle.dav and
RS Castle Low Whistle.dav
After renaming the default files of loco 2 to *.OLD - that way if you wished to change back it's easy.
Copy the two files for the loco you wished to change and rename them to be the same as the loco 2 files.
Peter
Re: Aliasing sounds and cabs to locos.
Posted: Tue Dec 12, 2017 1:05 pm
by gptech
The locomotives already has aliased sound and cab. Look in it's .bin file to determine just what has been copied from the donors----the cab will be a huge chunk as all the controls will have to be copied.
Forget moving sounds; this locomotives possibly doesn't have it's own to overwrite
Re: Aliasing sounds and cabs to locos.
Posted: Tue Dec 12, 2017 4:53 pm
by sem34090
Right... so I could just copy the Whistle files from, say, the terrier into the G Class folder.
So, I have to add *.OLD to the old files, and paste in the new ones? Anything else?
I thought cabs would be more awkward...
All the best,
sem34090
Re: Aliasing sounds and cabs to locos.
Posted: Tue Dec 12, 2017 5:00 pm
by sem34090
I can't find the audio files for the G Class? I know they're from the 7F, but how does it reference them?
All the best,
sem34090
Re: Aliasing sounds and cabs to locos.
Posted: Tue Dec 12, 2017 5:17 pm
by sem34090
OK, so I did a quick google, which resulted in me opening the .bin file for the G class, which led me to find this:
Code: Select all
</Element>
</cHcRMatrix4x4>
</Matrix>
</cEntityContainerBlueprint-sChild>
<cEntityContainerBlueprint-sChild d:id="17850192">
<ChildName d:type="cDeltaString">Chuff sound</ChildName>
<BlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">Railsimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">Audio\RailVehicles\Steam\Black5\7F Chuff Sound.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<Matrix>
<cHcRMatrix4x4>
<Element>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
</Element>
</cHcRMatrix4x4>
</Matrix>
</cEntityContainerBlueprint-sChild>
<cEntityContainerBlueprint-sChild d:id="17890032">
<ChildName d:type="cDeltaString">Horn</ChildName>
<BlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">Railsimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">Audio\RailVehicles\Steam\7F\Cab\7F Whistle
I assume, therefore, that I need to change the parts stating where the whistle is? Same for the Chuff sound?
All the best,
sem34090
Re: Aliasing sounds and cabs to locos.
Posted: Tue Dec 12, 2017 11:09 pm
by gptech
Sem...you change the actual sound and you change it for all models using that sound...forget doing it that way for now---you could utilise that if/when you copy all the sounds for the exclusive use of the G class. The lines you're considering altering are to .bin files that the game where to find the audible sound, so altering that line won't change anything with regard to how it sounds.
Step back, have a think and try and get it sorted in your head just what is being called for in the .bin file.
The loco uses aliased sounds and cab already, use that information to look in the .bin file to see what's called for. One step at a time, get the cab as you want it then the sound---a bit stupid to choose a sound that the cab you settle for doesn't use.
Re: Aliasing sounds and cabs to locos.
Posted: Wed Dec 13, 2017 2:22 pm
by gptech
Pedantic head on once more...
749006 wrote:After renaming the default files of loco 2 to *.OLD
You can't.... an asterix (*) is an invalid character for a file name. Also, you
don't change the extension to .OLD (or .Default; .ORIGINAL; .As_Supplied....it makes no odds what name you use as long as it makes sense to you. The only one to stay away from is .bak though, as that's used by RW Tools and many 'junk removal' tools delete .bak files as part of their cleanup routine) but you
add the new extension after the existing one---
Whistle Sound.dav becoming Whistle Sound.dav.ORIG for example. That way you know at a glance just what kind of file it was/is/should be.
Swapping the .dav files is a valid strategy when the question "I think the whistle on the 7F is pathetic, how can I change it for the much netter (in my opinion) whistle from the 9F?" is asked, but it only works when the stock in question has it's own, dedicated sounds. Peter's missed the relevant part of your original post...
sem34090 wrote: How does one alias the sounds
....alias has never meant the same as swap.
Sem, you stated in another thread that you were still having bother reskining---which part of the reskinning process is that?...if it's the actual artistry bit then nobody can give you step by step instructions, but can only suggest different techniques you may like to try to develop your
own method of slinging paint about. If, however, the sticking point is how the file structure---.bin--.GeoPcDx--.TgPcDx--work together than that's something that has no ambiguity, and there is only one way that it works to *learn*. Many ways
to learn of course, so if the explanations/instructions you've been given make no sense at all just shout!!...somebody will be able to 'tune in' to
your wavelength to make it slightly clearer mud.
Re: Aliasing sounds and cabs to locos.
Posted: Wed Dec 13, 2017 3:09 pm
by 749006
gptech wrote:Pedantic head on once more...
749006 wrote:After renaming the default files of loco 2 to *.OLD
You can't.... an asterix (*) is an invalid character for a file name.
I was not meaning to rename the file to
*.OLD - The
* represented what ever the original file name is called - like Train_Whistle.dav to Train_Whistle.OLD
Then the game ignores the file but it's not deleted if you wish to reverse the process.
Peter
Re: Aliasing sounds and cabs to locos.
Posted: Wed Dec 13, 2017 5:20 pm
by sem34090
Riiiiiiiiight...
So I need to change the sounds for the 7F (And therefore every loco that uses those sounds) to the ones I want to use? I suppose that does make sense.
With regards reskinning (I believe you PM'd me a tutorial on this previously?) I am currently struggling with getting it to appear in-game before I begin to reskin! Currently trying to reskin the Austerity (The RSH one, I think) from 'Return to Maerdy' into a few liveries. It seems that my copy of RWtools is only creating a .bak file, which replaces the original, but there are no changes saved, and no file to replace the .bak file.
All the best,
sem34090
Re: Aliasing sounds and cabs to locos.
Posted: Wed Dec 13, 2017 5:48 pm
by sem34090
OK, so I've re-read GPtech's post, and the question remains:
How does one alias different sounds to a loco than the ones already aliased.
e.g. The old freeware LBSCR 2-2-2 on UKTS currently aliases the sounds from the default 7F.
I would like to modify the LBSCR loco to reference/alias the sounds from the Victory Works Terrier instead.
The key sounds I would like it to reference/alias are the Whistle, Chuffing and Brake Release.
As the Terrier has a different 'Chuffing Pattern' I may use chuff sounds from another loco instead. If the same goes for the whistle, then I will alias to another whistle.
Does that make anything clearer?
All the best,
sem34090
Re: Aliasing sounds and cabs to locos.
Posted: Wed Dec 13, 2017 6:17 pm
by Oldpufferspotter
It's a long time ago since I did this, but here is what I did to use the default Class 47 sounds in an American switcher that I had downloaded as freeware many years ago:
(I was trying to use this American freeware stock without having Rail Simulator US on my PC at the time!)
TO ALTER ALIASES FOR ENGINE SOUNDS ON US STOCK
Find the main .bin file and create a .xml file by dragging the .bin file over the serz.exe file.
Open the .xml file and alter the following lines:
RailSimulatorUS to RailSimulator in all cases
Audio\RailVehicles\Diesel\SD40\Cab\SD40 Cab Occlusion .xml</BlueprintID
To
Audio\RailVehicles\Diesel\Class 47\Cab\Class 47 Cab Occlusion.xml</BlueprintID
(Two occurrences)
Audio\RailVehicles\Diesel\SD40\Cab\Class SD40 Horn Sound.xml</BlueprintID
To
Audio\RailVehicles\Diesel\Class 47\Cab\Class 47 Horn Sound.xml</BlueprintID
Audio\RailVehicles\Diesel\SD40\Cab\SD40 Cab Sound.xml</BlueprintID
To
Audio\RailVehicles\Diesel\Class 47\Cab\Class 47 Cab Sound.xml</BlueprintID
Audio\RailVehicles\Diesel\SD40\SD40 Engine Sound.xml</BlueprintID
To
Audio\RailVehicles\Diesel\Class 47\Class 47 Engine Sound.xml</BlueprintID
RailSimulatorSD40\Particles\Engine_DieselExhaust01.xml</BlueprintID
To
RailSimulator\Particles\Engine_DieselExhaust01.xml</BlueprintID
Convert the .xml file back and over write the original .bin file by dragging the .xml file over the serz.exe file again.
I hope this might help, but remember this is how I did it in Rail Simulator!
P.S. I did the same sort of thing to convert the couplings on something American as well, only this time I only had to alter two lines:
TO ALTER ALIASES FOR MISSING COUPLINGS ON US STOCK
If couplings fail to show up on American rolling stock, find the main .bin file, drag it over the serz.exe short cut to create a .xml file, then open the .xml file and alter the following lines:
RailSimulatorUS\Couplings\Buckeye\Type-E\buckeye_type_e_coupling.xml</Blueprint
ID to:
RailSimulator\Couplings\Buckeye\Default\buckeye_default_coupling.xml</BlueprintID
There are two occurrences of this line.
Close and save the .xml file, then drag it over the serz.exe again to convert back to a .bin file.
Re: Aliasing sounds and cabs to locos.
Posted: Thu Dec 14, 2017 7:03 am
by gptech
Oldpufferspotter wrote:It's a long time ago since I did this
It certainly is---converting the .bin files to .xml with serz.exe is now very rarely recommended.
Oldpufferspotter wrote:Open the .xml file and alter the following lines:
How, what with?...by default .xml files open in Internet Explorer, which
doesn't have an *easy to see* editing facility--you'd need to go to 'File' > "Edit with XML Editor" which opens a new copy of the file in Notepad. Notepad is well known for garbling the more complicated documents, so isn't the tool of choice.
He's got RW Tools, he knows how to use it, so why use another method?
749006 wrote:I was not meaning to rename the file to *.OLD
What you meant and how you wrote it would appear to be in conflict Peter, plus removing the original extension leaves no clue as to what it should be if you ever need to revert back. Yes, a sound is usually going to be a .dav file, but .wav files can, and have been used.
sem34090 wrote:So I need to change the sounds for the 7F (And therefore every loco that uses those sounds) to the ones I want to use? I suppose that does make sense.
Like hell it makes sense!!.... you're contemplating changing the sound for all the 7Fs just to get one single loco sounding that bit different?
sem34090 wrote:With regards reskinning...I am currently struggling with getting it to appear in-game before I begin to reskin!
So it's the techy side of the job that's causing bother then; if you're struggling with .bin files for a reskin it probably means you'd struggle with .bin files for a sound/cab view change.
sem34090 wrote:How does one alias different sounds to a loco than the ones already aliased.e.g.
The old freeware LBSCR 2-2-2 on UKTS currently aliases the sounds from the default 7F.
I would like to modify the LBSCR loco to reference/alias the sounds from the Victory Works Terrier instead.
The key sounds I would like it to reference/alias are the Whistle, Chuffing and Brake Release.
The .bin for the LBSCR 2-2-2 will contain something like this in the Child Objects section.
Code: Select all
<cEntityContainerBlueprint-sChild d:id="36548320">
<ChildName d:type="cDeltaString">Horn</ChildName>
<BlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">Audio\RailVehicles\Steam\7F\Cab\7F Whistle Sound.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<Matrix>
<cHcRMatrix4x4>
<Element>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
</Element>
</cHcRMatrix4x4>
</Matrix>
<ParentNodeName d:type="cDeltaString"></ParentNodeName>
</cEntityContainerBlueprint-sChild>
That tells the game where to find the .bin file that it needs to read in order to play the whistle sound. You want a different whistle, which will (usually/hopefully) have it's own .bin file that tells the game where to find the whistle sound. So, open the .bin file for the Victory Works Terrier and see if that references a whistle in the same manner---if it does simply copy the whole chunk, from and including both the opening and closing tags as in the example above (tags are the < often cryptic stuff > bits, the closing tag being defined by having a / after the opening character, like so..</end of cryptic stuff>) and paste it over the corresponding section in the 2-2-2's .bin file. Alternatively you could just manually edit the paths and file name.