Reskin blueprints a little more broken

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deltic009
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Reskin blueprints a little more broken

Post by deltic009 »

Or, at least as I have tested so far.

I have placed down reskin blueprint locos in scenarios and when I join the loco, none of the controls work on keyboard(tried GEML Class 90 and DTG Class 52). It doesn't matter if I go in the cab, or what, nothing works. If I have the reksin blueprint AND a standard loco of the same and jump in the standard loco and back to the reskin blueprint, then all of the keyboard commands work perfectly fine.

How strange.
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wacampbell
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Re: Reskin blueprints a little more broken

Post by wacampbell »

This feature could be so useful if it worked right. It is such a shame that it seems abandoned. I once did a search of my entire RSC folder and found no example where RSC themselves have used a Reskin Blueprint. Which doesn't bode well for its ongoing support.

Too bad.
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Re: Reskin blueprints a little more broken

Post by gptech »

Not a comprehensive test, but the single "reskin blueprint generated" loco I have behaves exactly as it should.
As this is for the 'simple' class 47 I wonder if the extra scripting in the two items you mentioned is a factor?
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Re: Reskin blueprints a little more broken

Post by gptech »

wacampbell wrote:Which doesn't bode well for its ongoing support.
It's never had any kind of support; it could be said that the whole 'reskin blueprint' method was from the initial (arguably rushed out) release of the game and is/was only ever a "good idea at the time, but didn't pan out and should have been removed before release, but because of the rush wasn't"'
deltic009
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Re: Reskin blueprints a little more broken

Post by deltic009 »

gptech wrote:
wacampbell wrote:Which doesn't bode well for its ongoing support.
It's never had any kind of support; it could be said that the whole 'reskin blueprint' method was from the initial (arguably rushed out) release of the game and is/was only ever a "good idea at the time, but didn't pan out and should have been removed before release, but because of the rush wasn't"'
It is the single BIGGEST missed opportunity IMO. Would make reskin compiling so much more simpler and massively reduce installation space too. A real shame, but I thought you would be right in that it is to do with scripting, so a final nail in the coffin for reskin blueprints??

It is a shame that scripting can only apply to the player loco with the driver in, double heading the Westerns (which were non multi) is not entertaining like it should be.
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gptech
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Re: Reskin blueprints a little more broken

Post by gptech »

deltic009 wrote:It is the single BIGGEST missed opportunity IMO. Would make reskin compiling so much more simpler and massively reduce installation space too.
Definitely, but being ever hopeful and optimistic (and probably naïve) I have to wonder what tools we'll have when the game engine is changed.
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47815
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Re: Reskin blueprints a little more broken

Post by 47815 »

gptech wrote:Not a comprehensive test, but the single "reskin blueprint generated" loco I have behaves exactly as it should.
As this is for the 'simple' class 47 I wonder if the extra scripting in the two items you mentioned is a factor?
ive used it on a number of reskins of the class 143 and all worked fine also used it on class 92 megafrets and no problems there either
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Re: Reskin blueprints a little more broken

Post by rfletcher72 »

deltic009 wrote:It is the single BIGGEST missed opportunity IMO. Would make reskin compiling so much more simpler and massively reduce installation space too.
I would agree with you on that Matt to an extent.

I myself have never once gotten the reskin BP to work correctly, despite several attempts at doing so. If I use an asset in game that uses a reskin BP, then as soon as it comes into the arena of play as it were, the sim crashes. Clive's 143's work fine, but I for the life of me cannot get RBP's to work.

So for me I trade off file size/HDD space against having a reliable reskin asset, but I would dearly love to have my cake and eat it in this instance :) .

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Re: Reskin blueprints a little more broken

Post by gptech »

rfletcher72 wrote: I myself have never once gotten the reskin BP to work correctly................Clive's 143's work fine..............
Have you tried using Clive's blueprint as a template, rather than producing new ones, just editing file paths as needed?
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47815
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Post by 47815 »

Richard if you need any help with these RBP's then give me a shout im always willing to help when i can mate
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Re: Reskin blueprints a little more broken

Post by mikesimpson »

The German re-skins by HRQ of the ES64U4 locomotives all work fine. The .tgpcdx files were 4096*4096 pixels and 21.3 mb in size, but they loaded and ran fine.

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47815
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Re: Reskin blueprints a little more broken

Post by 47815 »

forgot to mention my JT Class60 Advanced Branding Pack has a "RBP" in there and that works fine also :)

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deltic009
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Re: Reskin blueprints a little more broken

Post by deltic009 »

47815 wrote:forgot to mention my JT Class60 Advanced Branding Pack has a "RBP" in there and that works fine also :)

Clive
Well then, that one throws me a little as surely there is scripting in the advance loco.
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Re: Reskin blueprints a little more broken

Post by rfletcher72 »

gptech wrote:Have you tried using Clive's blueprint as a template, rather than producing new ones, just editing file paths as needed?
To be honest Gary I did try that but still ended up with problems.
47815 wrote:Richard if you need any help with these RBP's then give me a shout im always willing to help when i can mate
Thanks Clive, I shall more than likely take you up on that pal.

Just to clarify, the problem I see is a game crash when I use an asset that uses an RBP, as AI. When the player consist get nears to the RBP asset in the sim, dump!. If I use the RBP asset as the player, everything seems fine.

Most puzzling.

Thanks again,

Richard
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Re: Reskin blueprints a little more broken

Post by markpullinger »

Hi Richard, just out of interest, does selecting the blueprint also call up the providers for the main loco in the scenario?
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