AP Reskins and Soundpacks
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Drogba11CFC
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AP Reskins and Soundpacks
Does anyone know how to apply the AP Class 66 Pro Soundpacks to the 66 reskins in the extra stock packs?
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gptech
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Re: AP Reskins and Soundpacks
Yeah, it's pretty easy to do.
First off, the theory/rationale....
When anybody creates a reskin they copy the base model's files and edit them. The end result is a copy of the original, in a slightly different location and wearing a different frock.
Apply the same thinking to versions of the class 66 that aren't AP enabled----copy files from the base model (which is AP enabled) and edit them. Use the textures from the reskin and you end up with a copy of the AP enabled original, in a slightly different location, and wearing a different frock.
Think of it not as applying the sounds to a reskin, but a case of applying a reskin to the working base model.
This is simpler than embarking on a crash course in sound files (and don't forget the other enhancements the AP 66 pack adds), as all you need to be able to do is edit good old fashioned English words in what (on your screen at least) is basically a text document.
Less than a dozen lines in the loco's .bin file to edit, and you don't have to think that hard about what to edit the lines to----you have the 'un-AP enabled' .bin file to copy them from.
Once you have the AP sound pack installed, and of course the reskin(s) you wish to add the sounds to use Windows Explorer to navigate to the reskins folder. Once there cut the loco's .bin file out and paste it onto your desktop---or anywhere else that's easy to get at.
Then copy and paste the AP enabled loco's .bin file to replace the one you've just removed.
Now you need to use RW Tools to edit the *new* .bin file for the reskin; open that one and then use RW Tools' 2 pane feature to open a second pane, and then a second .bin file you can have the original .bin for the reskin open at the same time and simple copy and paste the bits you need to amend.
The first one is easy---you obviously need it to show in the available assets list as the livery it actually is,
So, if the base model for the reskin is the Freightliner class 66 (Class66Pack02)
the .bin file you've copied over to be the new one for the reskin will start like this:
Picking any old livery at random, lets say its a Colas version, you'd be looking to change that to something like:
About a dozen lines below that is the reference to the .dcsv file that contains the information for which number could be dispayed, 66101, 66109, 66208 etc..
Simply copy the plain English text that points to the file over from the original .bin to your new one, so (as an example)
would become something like:
See how very little you're actually editing?
You have to scroll down a fair bit once that's done to get to the next bit...
which you'd edit to suit the fact that it's a Colas liveried class 66 now.
This particular field is the one that the game reads when displaying the driven engine for a scenario---many older reskins don't have this edited correctly, as when they were done it wasn't used like that, so there was no real need. Now however, if you want the loco to show the right description in the Drive menu it needs doing.
Next is the realy important bit---the bit that tells the game where to find the .bin file that points to the textures for the numbers, and the path to the .GeoPcDx file:
This would become something like:
*NOTE: these examples don't take into account the fact that the reskin may be of a specific loco, so the paths to any numbering files may not be actually altered---that's why having the original .bin open to copy from is a *good idea*
Save the file, and you should have a newly AP enabled class 66. The first one is the hardest, once that's done the others are just copied of that with the file paths amended to suit whatever folder/file structure they use---once you've done 3 or 4 it's almost like a habit.
If the reskin uses child objects for any branding, then these references would need changing over too. That's complicating things for now, even though it's the same procedure, so have a go at one and see how you get on.
I did do revised .bin files for the reskins included in
for PINZA9007, which the original author (zhubuntu) very kindly gave permission to release them. Unfortunately, I've lost 'em..
I probably deleted them when tidying up, and the copy I uploaded to Dropbox is no longer there. I made a right b()11iX of that didn't I?
I've dropped Barrie a pm, with luck he'll have his copy handy so I can get that back on-line and you'd be able to see a wee bit clearer just how it was done.
If you do get stuck, just drop me a pm or a mail (gptechuk2000 <at> yahoo.co.uk) with a copy of the original reskin's .bin and one of the AP enabled base model and I'll happily amend it for you, and be able to annotate things better too!
First off, the theory/rationale....
When anybody creates a reskin they copy the base model's files and edit them. The end result is a copy of the original, in a slightly different location and wearing a different frock.
Apply the same thinking to versions of the class 66 that aren't AP enabled----copy files from the base model (which is AP enabled) and edit them. Use the textures from the reskin and you end up with a copy of the AP enabled original, in a slightly different location, and wearing a different frock.
Think of it not as applying the sounds to a reskin, but a case of applying a reskin to the working base model.
This is simpler than embarking on a crash course in sound files (and don't forget the other enhancements the AP 66 pack adds), as all you need to be able to do is edit good old fashioned English words in what (on your screen at least) is basically a text document.
Less than a dozen lines in the loco's .bin file to edit, and you don't have to think that hard about what to edit the lines to----you have the 'un-AP enabled' .bin file to copy them from.
Once you have the AP sound pack installed, and of course the reskin(s) you wish to add the sounds to use Windows Explorer to navigate to the reskins folder. Once there cut the loco's .bin file out and paste it onto your desktop---or anywhere else that's easy to get at.
Then copy and paste the AP enabled loco's .bin file to replace the one you've just removed.
Now you need to use RW Tools to edit the *new* .bin file for the reskin; open that one and then use RW Tools' 2 pane feature to open a second pane, and then a second .bin file you can have the original .bin for the reskin open at the same time and simple copy and paste the bits you need to amend.
The first one is easy---you obviously need it to show in the available assets list as the livery it actually is,
So, if the base model for the reskin is the Freightliner class 66 (Class66Pack02)
the .bin file you've copied over to be the new one for the reskin will start like this:
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<cBlueprintLoader xmlns:d="http://www.kuju.com/TnT/2003/Delta" d:version="1.0">
<Blueprint>
<cEngineBlueprint>
<Name d:type="cDeltaString">Class 66 (v2) Freightliner</Name>
<BrowseInformation>
<iRailVehicleBlueprint-cBrowseRVInformation>
<DisplayName>
<Localisation-cUserLocalisedString>
<English d:type="cDeltaString">Class 66 (v2) Freightliner</English>
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<cBlueprintLoader xmlns:d="http://www.kuju.com/TnT/2003/Delta" d:version="1.0">
<Blueprint>
<cEngineBlueprint>
<Name d:type="cDeltaString">Class 66 (v2) Colas</Name>
<BrowseInformation>
<iRailVehicleBlueprint-cBrowseRVInformation>
<DisplayName>
<Localisation-cUserLocalisedString>
<English d:type="cDeltaString">Class 66 (v2) Colas</English>
Simply copy the plain English text that points to the file over from the original .bin to your new one, so (as an example)
Code: Select all
<NumberingList>
<cCSVContainer>
<CsvFile d:type="cDeltaString">RSC\Class66Pack02\RailVehicles\Diesel\Class 66\FL\emd_66_numbers_fl</CsvFile>
</cCSVContainer>
</NumberingList>
Code: Select all
<NumberingList>
<cCSVContainer>
<CsvFile d:type="cDeltaString">RSC\Class66Pack02\RailVehicles\Diesel\Class 66\Colas\emd_66_numbers_Colas</CsvFile>
</cCSVContainer>
</NumberingList>
You have to scroll down a fair bit once that's done to get to the next bit...
Code: Select all
<EngineType d:type="cDeltaString">Diesel</EngineType>
<EngineName d:type="cDeltaString">Class 66 (v2) Freightliner</EngineName>
<LocalisedEngineName>
<Localisation-cUserLocalisedString>
<English d:type="cDeltaString">Class 66 (v2) Freightliner</English>
<French d:type="cDeltaString"></French>
<Italian d:type="cDeltaString"></Italian>
<German d:type="cDeltaString"></German>
<Spanish d:type="cDeltaString"></Spanish>
<Dutch d:type="cDeltaString"></Dutch>
<Polish d:type="cDeltaString"></Polish>
<Russian d:type="cDeltaString"></Russian>
<Other/>
<Key d:type="cDeltaString"></Key>
</Localisation-cUserLocalisedString>
</LocalisedEngineName>This particular field is the one that the game reads when displaying the driven engine for a scenario---many older reskins don't have this edited correctly, as when they were done it wasn't used like that, so there was no real need. Now however, if you want the loco to show the right description in the Drive menu it needs doing.
Next is the realy important bit---the bit that tells the game where to find the .bin file that points to the textures for the numbers, and the path to the .GeoPcDx file:
Code: Select all
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">RSC</Provider>
<Product d:type="cDeltaString">Class66Pack02</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">RailVehicles\Diesel\Class 66\FL\textures\emd_66_digits.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</PrimaryNamedTextureSet>
<SecondaryNamedTextureSet>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">RSC</Provider>
<Product d:type="cDeltaString">Class66Pack02</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">RailVehicles\Diesel\Class 66\FL\textures\emd_66_digits.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</SecondaryNamedTextureSet>
<GeometryID d:type="cDeltaString">RSC\Class66Pack02\RailVehicles\Diesel\Class 66\FL\[00]emd_66_FL</GeometryID>
<CollisionGeometryID d:type="cDeltaString">RSC\Class66Pack02\RailVehicles\Diesel\Class 66\FL\[00]emd_66_FL</CollisionGeometryID>Code: Select all
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">RSC</Provider>
<Product d:type="cDeltaString">Class66Pack02</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">RailVehicles\Diesel\Class 66\Colas\textures\emd_66_digits.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</PrimaryNamedTextureSet>
<SecondaryNamedTextureSet>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">RSC</Provider>
<Product d:type="cDeltaString">Class66Pack02</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">RailVehicles\Diesel\Class 66\Colas\textures\emd_66_digits.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</SecondaryNamedTextureSet>
<GeometryID d:type="cDeltaString">RSC\Class66Pack02\RailVehicles\Diesel\Class 66\Colas\[00]emd_66_FL</GeometryID>
<CollisionGeometryID d:type="cDeltaString">RSC\Class66Pack02\RailVehicles\Diesel\Class 66\Colas\[00]emd_66_FL</CollisionGeometryID>
Save the file, and you should have a newly AP enabled class 66. The first one is the hardest, once that's done the others are just copied of that with the file paths amended to suit whatever folder/file structure they use---once you've done 3 or 4 it's almost like a habit.
If the reskin uses child objects for any branding, then these references would need changing over too. That's complicating things for now, even though it's the same procedure, so have a go at one and see how you get on.
I did do revised .bin files for the reskins included in
|
for PINZA9007, which the original author (zhubuntu) very kindly gave permission to release them. Unfortunately, I've lost 'em..
I probably deleted them when tidying up, and the copy I uploaded to Dropbox is no longer there. I made a right b()11iX of that didn't I?
I've dropped Barrie a pm, with luck he'll have his copy handy so I can get that back on-line and you'd be able to see a wee bit clearer just how it was done.
If you do get stuck, just drop me a pm or a mail (gptechuk2000 <at> yahoo.co.uk) with a copy of the original reskin's .bin and one of the AP enabled base model and I'll happily amend it for you, and be able to annotate things better too!
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rosschris10
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Re: AP Reskins and Soundpacks
To much hard work that is lol
why i stick with default sounds plug and play lolol
why i stick with default sounds plug and play lolol
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chrisonline
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Re: AP Reskins and Soundpacks
But Gary, isn't he asking about the reskins INCLUDED in the extra stock pack?
If so, the answer to that is that they are already set up for the AP sounds. It would be sorta silly if they weren't wouldn't it?
Chris
If so, the answer to that is that they are already set up for the AP sounds. It would be sorta silly if they weren't wouldn't it?
Chris
Chris Laurence
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gptech
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Re: AP Reskins and Soundpacks
eah, it would be a bit dafr Chris....but, which extra stock packs?...not all may have had the class 66 sounds applied, particularly the ones that pre-date the sound pack.
I suppose the question now should be "which reskin from which pack are you talking about?"
I suppose the question now should be "which reskin from which pack are you talking about?"
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chrisonline
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Re: AP Reskins and Soundpacks
The Class 66 Sound Pack Pro Extra Stock Pack has two Class 66 reskins - they are GBRf No. 723 using the RSC/Class66Pack02, and Freightliner No. 505 using the RSC/Class66Pack03
I'm assuming they are what Drogba11CFC (I wonder what that name refers to, LOL!) is talking about - but they do have AP sounds applied.
Chris (VardyLCFC)
I'm assuming they are what Drogba11CFC (I wonder what that name refers to, LOL!) is talking about - but they do have AP sounds applied.
Chris (VardyLCFC)
Chris Laurence
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Front Royal, Virginia, United States
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gptech
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Re: AP Reskins and Soundpacks
I took the use of "extra stock packs" literally---the resins included with other extra stock packs
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chrisonline
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Re: AP Reskins and Soundpacks
Hmm . . I take your point, that may well be the case. Apologies.
Chris Laurence
Front Royal, Virginia, United States
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Re: AP Reskins and Soundpacks
Just to clear things up, all 66 reskins included in extra stock packs, for packs which require the Class 66 Sound Pack (Pro), already have the sounds applied.
Hope that helps!
Hope that helps!
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Drogba11CFC
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Re: AP Reskins and Soundpacks
This particular reskin came from the 321 pack, but gptech's advice worked a charm.
Chelsea FC 2009/10 Premier League Champions and FA Cup winners
Currently reached: AP4
Currently reached: AP4
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Re: AP Reskins and Soundpacks
Which reskin was it out of interest? Will need to make sure it's compatible if it's not currently in its default state.
Thanks!
Thanks!
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gptech
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Re: AP Reskins and Soundpacks
Aaahhh...a rogue one slipped through; that explains the confusion.
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Drogba11CFC
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Re: AP Reskins and Soundpacks
It was 66701.
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Chelsea FC 2009/10 Premier League Champions and FA Cup winners
Currently reached: AP4
Currently reached: AP4
Re: AP Reskins and Soundpacks
Thank you very much for your example.
One question for you though, just to get thing right in my foggy brain.
As your example. Would that mean any mention of FL would be changed to Colas?
I have compared other folders of reskins for the class66 before. In some there seems to be a lot more places what need changing compared to others.
Once again, thank you for the demonstration.
One question for you though, just to get thing right in my foggy brain.
As your example. Would that mean any mention of FL would be changed to Colas?
I have compared other folders of reskins for the class66 before. In some there seems to be a lot more places what need changing compared to others.
Once again, thank you for the demonstration.
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gptech
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Re: AP Reskins and Soundpacks
No, although in many cases that is what you'd end up with. Much depends on how the base model and the reskin are configured; for example one reskinner may reference the animations for the wipers to the FL folder, whilst the next one may copy those animations over to his reskin's folder and reference the copied versions.rcetank wrote:As your example. Would that mean any mention of FL would be changed to Colas?
There's certainly too many options to be able to state that in all cases, all references of FL are to be replaced with Colas (or whatever the names of the folders are)
Going back to my ramblings above:
"When anybody creates a reskin they copy the base model's files and edit them. The end result is a copy of the original, in a slightly different location and wearing a different frock.
Apply the same thinking to versions of the class 66 that aren't AP enabled----copy files from the base model (which is AP enabled) and edit them. Use the textures from the reskin and you end up with a copy of the AP enabled original, in a slightly different location, and wearing a different frock."
Once you've copied the AP enabled .bin file over to the Colas directory (I'll continue to use Colas and FL to avoid complicating it, but the folder names could be anything---but just to keep it confusing I'll use "directory" and "folder" willy-nilly when sticking to just a single term would be clearer
A .bin file doesn't reference any textures directly, but does reference further files that tell the game where the testures can be found---digits.bin for the individual number textures, and the path to the .GeoPcDx file which then tells the game which texture to 'wrap around' the model shape.
Those two paths are the only ones that need changing to make the Colas livery show instead of the FL one in most cases. If the reskin uses child objects for part of the livery, logos for example then those child entries will need copying in to the revised .bin file. This would be best explained in a 'walk through' of a particular reskin rather than a general "here's what you do" message because there are different ways of doing it, so if you have one in mind I'll run through that for you.
Having the original .bin file for the reskin open in the second window in RW Tools allows us to compare this file with our edited file, and copy and paste where needed to make our new version behave exactly just as the old---with the difference of having the AP sounds of course.
Differences in what needs changing will be mainly due to how different reskinners have gone about it, or even how the same guy has used differing techniques depending on just what has been changed. If you want to send me a couple of these differing .bin files over I should be able to throw some light on why and how (might not be a very bright light admittedly, but at least it'd be better than a candle)rcetank wrote:I have compared other folders of reskins for the class66 before. In some there seems to be a lot more places what need changing compared to others.
To try and illustrate just how relatively straight forward all this is, I produced the revised .bin files for the reskins in UKTS 30618 despite not having them or the AP sounds installed--OK I'm blessed (?) with the kind of mind that finds .bin files easy to understand but I'm well aware that many aren't, and some just can't get their heads around it at all. I believe the biggest problem is that because of the mystique that's been allowed to develop around what, how and why in relation to .bin files people just don't have the confidence to have a bash at it. A .bin file can look complicated, but that's mainly because it just looks complicated in places (and some places actually are!) but thankfully those complicated places are the ones we rarely edit, and even when we do it's usually because we're armed with good, authoritative instructions telling us exactly what to edit.
For the purposes of adding AP sounds to reskins that aren't covered by a soundpack, or ones that an EasyApply type utility just won't work on, we're dealing with just a few simple lines, using *normal* Engish words, with a guide (the original file) to show us just what to do.
When (not if) we get things wrong we're only working on a copy of a still existing file--copy it again and start afresh, or drop back to the last working backup file that RW Tools will automatically create for us; basically a case of not being scared by it!
