Okay folks how do you add reskinned vehicles to show up on the roads?

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Okay folks how do you add reskinned vehicles to show up on the roads?

Unread postby ironcat60 » Sat Dec 09, 2017 9:35 pm

I recently reskinned the stock white pickup to several different colors for more variety. I renamed the bin and geopcdx files from CajonPass_WP_18_05 to CajonPass_BLK_WP_18_05 and also tried the naming convention as CajonPass_WP_18_05_BLK to see if that was the problem (with BLK designating the color). I did this for both "traffic" and "parked" models. Now these models, both the parked and "traffic" models show up in the game as normal both day and night with lights but as scenery static models only.

Also I added to the US_Vehicle files the new files from US_Vehicle06 to US_Vehicle13 so the road system should recognize them. Now adding these new files to the US_Vehicle files should be okay as Scale Roads has European Cars numbered way up into the teens for numbering. Also this problem occurs in Scale roads as well.

So the big question is how do I get the game to recognize them? *!question!*
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Re: Okay folks how do you add reskinned vehicles to show up on the roads?

Unread postby Bananarama » Sun Dec 10, 2017 9:48 am

All vehicles need to be listed in the traffic manager blueprint referenced in the road blueprints.
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Re: Okay folks how do you add reskinned vehicles to show up on the roads?

Unread postby ironcat60 » Mon Dec 11, 2017 12:29 am

Thank you for the answer. I was beating my head against the wall thinking it was something simple I missed. Now it is confirmed that it's more involved than originally thought. Now I have to figure out how to find this mysterious item and see what I can do with it.

Once again thank you for pointing out the direction to go.
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Re: Okay folks how do you add reskinned vehicles to show up on the roads?

Unread postby RailWanderer » Mon Dec 11, 2017 1:48 am

If the road assets are to have traffic, then the road asset bin looks for the Traffic management bin which then controls the flow and variation of the vehicles which are looked for or referenced from the Traffic bin, the vehicle bins are usually in a Vehicle folder and has all the variations of the vehicles that are used. These vehicles can be used by several Traffic bins, thus allowing for cars, trucks and other sort of vehicles.
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Re: Okay folks how do you add reskinned vehicles to show up on the roads?

Unread postby ironcat60 » Mon Dec 11, 2017 9:27 am

Alright, the last post helped get my thought process get into the right neck of the woods. Instead of snipe hunting for "Traffic Bins" like I've been doing (pun intended) I checked the Bins on the actual roads. I peeked using Notepad. Sure enough, there is the list of cars used that shows up using Notepad that Blueprint Editor, RW Tools or Notepad++ doesn't show.

Now I know why modelers like RCAP do not have their vehicles show up on the roads. It is a total nightmare to try and figure out how to do that for each and every road and then release that road revision with the vehicle models is absolutely a monstrous task.

So it looks like I will be releasing the reskinned pickups as scenery with both parked and "lights on at night" versions as scenery only. This is too big of a bear to me take on. As we used to say in the infantry, if you come upon a tank, walk away quietly and let someone bigger than you deal with it.

However I would like to mention that when I modeled for Trainz you made a vehicle, threw it into the game and boom there it was going down the road. I know that I have simplified the process with that statement but it was a lot easier than the alchemy it sometimes takes to get stuff into this game.

"dern it Jim, I'm a amateur rail operator not a rocket scientist..." Thank you to all that helped with this problem. The Community here is great. !!*ok*!!
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