Class390/Pendolino 11-cars
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- Traveller54
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Class390/Pendolino 11-cars
Can anyone point me in the right direction as to where the coach letter 'hides' in the TSO coach please? (Not in the description btw but within the coding!)
I want to include coaches F & U for inclusion with the newish 11-car sets for the WCML and can't find out how the coach letter changes on the door panels.
RSC haven't answered my week old question yet aif they will be updating so I want to do it all by myself!
MTIA fo any help or assistance,
I want to include coaches F & U for inclusion with the newish 11-car sets for the WCML and can't find out how the coach letter changes on the door panels.
RSC haven't answered my week old question yet aif they will be updating so I want to do it all by myself!
MTIA fo any help or assistance,
[Intel i5-8600K+3.60GHz/16Gb DDR4/NVidia GeForce GTX 550ti 4Mb/1 x SATA3 120Gb SSD, 3xSATA3 2Tb/Win10 Ultimate 64bit]
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- thetrainfan
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Re: Class390/Pendolino 11-cars
You may already know this (isn't a direct reply to your question) but F and U are basically an extra 'E' carriage - exact same as F however U has an extra luggage rack in place of two seats around halfway down the carriage.
E and F = 76 seater
U = 74 seater.
E and F = 76 seater
U = 74 seater.
- Traveller54
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Re: Class390/Pendolino 11-cars
Yep got that from here http://www.virgintrains.co.uk/assets/pd ... g-plan.pdf - thanks.thetrainfan wrote:You may already know this (isn't a direct reply to your question) but F and U are basically an extra 'E' carriage - exact same as F however U has an extra luggage rack in place of two seats around halfway down the carriage.
E and F = 76 seater
U = 74 seater.
I have already used those for my consist but, being a completist, I want the actual door plates to have the correct (F & U) letters on their display!
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- 220389
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Re: Class390/Pendolino 11-cars
Best coaches to use for F is what trainfan said being E, for U it has to be C but will be incorrect due to it still having the Pantograph, whilst the real coach U has the recess and transformers only.Traveller54 wrote:Can anyone point me in the right direction as to where the coach letter 'hides' in the TSO coach please? (Not in the description btw but within the coding!)
I want to include coaches F & U for inclusion with the newish 11-car sets for the WCML and can't find out how the coach letter changes on the door panels.
RSC haven't answered my week old question yet aif they will be updating so I want to do it all by myself!
MTIA fo any help or assistance,
Chris
Rising Storm -Name is in the credits
- To Do scenario, where you go along at 50mph in a Pendo? Who would play it?
Anyone want to help in Play Testing future Rising Storm/ Ro2 Maps? If so please PM me.
Anyone want to help in Play Testing future Rising Storm/ Ro2 Maps? If so please PM me.
- thetrainfan
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Re: Class390/Pendolino 11-cars
Just had a gander and it is:
C:\Program Files (x86)\Steam\steamapps\common\railworks\Assets\S9BL\Class390Addon\RailVehicles\Electric\Class390\VT\DMSO\Textures\390_f.TgPcDx
Sean
C:\Program Files (x86)\Steam\steamapps\common\railworks\Assets\S9BL\Class390Addon\RailVehicles\Electric\Class390\VT\DMSO\Textures\390_f.TgPcDx
Sean
- Traveller54
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Re: Class390/Pendolino 11-cars
This is a graphic of the door panel used on each coach. The coach letter is inserted into this by either the .BIN or the .GeoPcDx - that is what I am trying to find.thetrainfan wrote:Just had a gander and it is:
C:\Program Files (x86)\Steam\steamapps\common\railworks\Assets\S9BL\Class390Addon\RailVehicles\Electric\Class390\VT\DMSO\Textures\390_f.TgPcDx
Sean
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- Traveller54
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Re: Class390/Pendolino 11-cars
@220389 - Thanks for the pointer to this! I hadn't noticed the panto recess on 'Coach U' so have now used the PTSRMB coach as a base; all I have to do now is fugure out how to get rid of the panto structure off the top!
About the Coach letters. I have found this in each coaches .BIN file (this example is for a TSO/Coach E):
<cControlContainerBlueprint-cControlValue d:id="57001112">
<ControlName d:type="cDeltaString">CoachID</ControlName>
<DefaultValue d:type="sFloat32" d:alt_encoding="0000000000002040" d:precision="string">8</DefaultValue>
<MinimumValue d:type="sFloat32" d:alt_encoding="0000000000002040" d:precision="string">8</MinimumValue>
<MaximumValue d:type="sFloat32" d:alt_encoding="0000000000002040" d:precision="string">8</MaximumValue>
<BriefDescription d:type="cDeltaString"></BriefDescription>
<DetailedDescription d:type="cDeltaString"></DetailedDescription>
<ApplyToConsist d:type="cDeltaString">eFalse</ApplyToConsist>
<InterfaceElements/>
</cControlContainerBlueprint-cControlValue>
... and the number designators for each coach are these:-
Coach A = 1/1/1
Coach B = 4/4/4
Coach C = 7/7/7
Coach D = 5/5/5
Coach E = 8/8/8
Coach J = 3/3/3
Coach H = 6/6/6
Coach G = 2/2/2
Coach K = 0/0/0
Wonder why they are not in an ascending order? And wonder why, if you change say Coach E from 8 to 1, it still shows E on the door boards 'in-sim'?!
Onwards ...............
About the Coach letters. I have found this in each coaches .BIN file (this example is for a TSO/Coach E):
<cControlContainerBlueprint-cControlValue d:id="57001112">
<ControlName d:type="cDeltaString">CoachID</ControlName>
<DefaultValue d:type="sFloat32" d:alt_encoding="0000000000002040" d:precision="string">8</DefaultValue>
<MinimumValue d:type="sFloat32" d:alt_encoding="0000000000002040" d:precision="string">8</MinimumValue>
<MaximumValue d:type="sFloat32" d:alt_encoding="0000000000002040" d:precision="string">8</MaximumValue>
<BriefDescription d:type="cDeltaString"></BriefDescription>
<DetailedDescription d:type="cDeltaString"></DetailedDescription>
<ApplyToConsist d:type="cDeltaString">eFalse</ApplyToConsist>
<InterfaceElements/>
</cControlContainerBlueprint-cControlValue>
... and the number designators for each coach are these:-
Coach A = 1/1/1
Coach B = 4/4/4
Coach C = 7/7/7
Coach D = 5/5/5
Coach E = 8/8/8
Coach J = 3/3/3
Coach H = 6/6/6
Coach G = 2/2/2
Coach K = 0/0/0
Wonder why they are not in an ascending order? And wonder why, if you change say Coach E from 8 to 1, it still shows E on the door boards 'in-sim'?!
Onwards ...............
[Intel i5-8600K+3.60GHz/16Gb DDR4/NVidia GeForce GTX 550ti 4Mb/1 x SATA3 120Gb SSD, 3xSATA3 2Tb/Win10 Ultimate 64bit]
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- 220389
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Re: Class390/Pendolino 11-cars
Very welcome. Was on 390156 on Sunday for a short trip to Birmingham International from New Street, The luggage space where the shop would be (as in C) the roof is very low so the point of the overhead bit is useless as never would get and normal sized bag up there now.Traveller54 wrote:@220389 - Thanks for the pointer to this! I hadn't noticed the panto recess on 'Coach U' so have now used the PTSRMB coach as a base; all I have to do now is fugure out how to get rid of the panto structure off the top!
Chris
Rising Storm -Name is in the credits
- To Do scenario, where you go along at 50mph in a Pendo? Who would play it?
Anyone want to help in Play Testing future Rising Storm/ Ro2 Maps? If so please PM me.
Anyone want to help in Play Testing future Rising Storm/ Ro2 Maps? If so please PM me.
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Re: Class390/Pendolino 11-cars
I have actually given up on having Coach C as Coach U! The panto gear is called from the .Geo file and therefore can't be 'excluded'. Removing the three graphic files only acheives a rack of 'missing image' decals in there place! Back to two Coach E's now for F & U - still can't fathom how to change the letters in the door panels so promised myself not to look too closely220389 wrote:Very welcome. Was on 390156 on Sunday for a short trip to Birmingham International from New Street, The luggage space where the shop would be (as in C) the roof is very low so the point of the overhead bit is useless as never would get and normal sized bag up there now.Traveller54 wrote:@220389 - Thanks for the pointer to this! I hadn't noticed the panto recess on 'Coach U' so have now used the PTSRMB coach as a base; all I have to do now is fugure out how to get rid of the panto structure off the top!
Chris
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- 220389
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Re: Class390/Pendolino 11-cars
Thats ashame. Hopefully we do get the two extra coaches though for the Pendo.Traveller54 wrote:I have actually given up on having Coach C as Coach U! The panto gear is called from the .Geo file and therefore can't be 'excluded'. Removing the three graphic files only acheives a rack of 'missing image' decals in there place! Back to two Coach E's now for F & U - still can't fathom how to change the letters in the door panels so promised myself not to look too closely220389 wrote:Very welcome. Was on 390156 on Sunday for a short trip to Birmingham International from New Street, The luggage space where the shop would be (as in C) the roof is very low so the point of the overhead bit is useless as never would get and normal sized bag up there now.Traveller54 wrote:@220389 - Thanks for the pointer to this! I hadn't noticed the panto recess on 'Coach U' so have now used the PTSRMB coach as a base; all I have to do now is fugure out how to get rid of the panto structure off the top!
Chris
For when i've used them in scenarios i stick two Coach C's in it even though looks a bit odd with two pantographs up.
Well best of luck trying to find out though
Chris
Rising Storm -Name is in the credits
- To Do scenario, where you go along at 50mph in a Pendo? Who would play it?
Anyone want to help in Play Testing future Rising Storm/ Ro2 Maps? If so please PM me.
Anyone want to help in Play Testing future Rising Storm/ Ro2 Maps? If so please PM me.
- DaveDewhurst
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Re: Class390/Pendolino 11-cars
- DaveDewhurst
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Re: Class390/Pendolino 11-cars
Had a couple of pms asking how I'd done it so here it is as I hadnt intended to ever finish this mod, I just wanted to know whether it could be done
For anyone that wants to carry on heres what Ive done so far.
I made a copy of the PTSRMB directory and its contents and called it "U" (names not really important as long as it matches the one you use in the next step).
Then I edited the .bin file and changed every reference to the PTSRMB directory to "U" and changed the name of the coach so I could find it in the game.
While it was open I also removed the pantograph animation, the pantograph sound and the spark child object)
Next step is to find a control value called CoachID and change it to 11
Save that and open the enginescript.lua in the common scripts directory.
Near the top youll see a lot of coach type = lines
paste
just below
then do a search for the text "activatePassViewLights(0)" and just after the next line (below "end") paste the following
That should be it, havent tested it fully, the spark might still spark and other problems might arise when part of a consist but the groundwork is there to show it can be done.
As to the coach letters on the doors you can either
edit the geo to look for a different texture (easier but possibly classed as reverse engineering?)
or make a child object with the specific letter on to float in the correct location, (harder but redistributable)
The other coach should be similar but without the section of code hiding the pantograph
Have fun
Dave
For anyone that wants to carry on heres what Ive done so far.
I made a copy of the PTSRMB directory and its contents and called it "U" (names not really important as long as it matches the one you use in the next step).
Then I edited the .bin file and changed every reference to the PTSRMB directory to "U" and changed the name of the coach so I could find it in the game.
While it was open I also removed the pantograph animation, the pantograph sound and the spark child object)
Next step is to find a control value called CoachID and change it to 11
Save that and open the enginescript.lua in the common scripts directory.
Near the top youll see a lot of coach type = lines
paste
Code: Select all
COACH_TYPE_U = 11then do a search for the text "activatePassViewLights(0)" and just after the next line (below "end") paste the following
Code: Select all
if gCoachType == COACH_TYPE_U then
Call("*:ActivateNode", "pantoFrame", 0)
Call("*:ActivateNode", "pantoA", 0)
Call("*:ActivateNode", "pantoB", 0)
Call("*:ActivateNode", "pantoC", 0)
Call("*:ActivateNode", "pantoD", 0)
Call("*:ActivateNode", "pantoE", 0)
Call("*:ActivateNode", "sparkA", 0)
Call("*:ActivateNode", "sparkB", 0)
Call("*:ActivateNode", "sparkC", 0)
Call("*:ActivateNode", "sparkD", 0)
Call("*:ActivateNode", "sparkE", 0)
Call("*:ActivateNode", "sparkF", 0)
endAs to the coach letters on the doors you can either
edit the geo to look for a different texture (easier but possibly classed as reverse engineering?)
or make a child object with the specific letter on to float in the correct location, (harder but redistributable)
The other coach should be similar but without the section of code hiding the pantograph
Have fun
Dave
- Traveller54
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Re: Class390/Pendolino 11-cars
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- DaveDewhurst
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Re: Class390/Pendolino 11-cars
Odd,
Ive just emailed you my edited .bin and .lua,
Try them see if they work
If they dont its me
Dave
edit , just had a thought, when you changd the CoachID control value to 11, did you change the all three (min/max/default)?
Ive just emailed you my edited .bin and .lua,
Try them see if they work
If they dont its me
Dave
edit , just had a thought, when you changd the CoachID control value to 11, did you change the all three (min/max/default)?
- Traveller54
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Re: Class390/Pendolino 11-cars
CoachID - yes.DaveDewhurst wrote:Odd,
Ive just emailed you my edited .bin and .lua,
Try them see if they work
If they dont its me![]()
Dave
edit , just had a thought, when you changd the CoachID control value to 11, did you change the all three (min/max/default)?
Files received and work just fine - probably me! Will investigate and report back.
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