Being awesome & all, I dragged up a copy of my post:
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Yeah, this is where it starts getting a little technical, but all you need is RWTools. I will tell you it all, whether you'll manage it yet is something else :)
* Start a new scenario - make sure it's not in winter
* Plop the cars in there and find the ones with missing textures
* Remove everything else
Now you can get a list of stock in that scenario with RWTools, so save that somewhere.
* Open each .bin file from the list of stock you just saved, in RWTools
* Scroll down to/search for "CargoBlueprintID"
* You'll see a line that looks something like this: <BlueprintID d:type="cDeltaString">RailNetwork\Interactive\Conti_2x20ft-Tank_001.xml</BlueprintID>
* Make a note of each of those too: those are the blueprints for the actual containers, rather than the wagons.
They all live in Assets\Kuju\Railsimulator\Railnetwork\Interactive - there will probably be an awful lot of entries there, but you're only looking for a few.
So:
* Open each of the container blueprints you noted earlier in RWTools
* The line in each of these you're looking for will look roughly like this:
<GeometryID d:type="cDeltaString">Kuju\RailSimulator\RailNetwork\Interactive\[00]Conti_1x_20ft_001</GeometryID>
which is probably something resembling what the blueprint is called. This is the GeoPcDx file, which is the actual container model itself.
* Make a note of all of those lines.
* The actual filename for the shape for the line above would be
Assets\Kuju\RailSimulator\RailNetwork\Interactive\Conti_1x_20ft_001.GeoPcDx
Now it gets a bit tricky - we're going to look in the Materials section for each container shape. I'm going to have to make a few educated guesses here because I'm not looking inside each container shape I have, I'll be here all night!
* Open each shape file ( the GeoPcDx file you noted above ) up in RWTools.
* Search for "TrainLightMapWithDiffuse.fx" - that will hopefully find us the main material that the shape is painted with, they're pretty simple models.
* This will have a <TextureByName> section; the one for the container I pointed out above looks like this:
- Code: Select all
<TextureByName>
<e d:type="cDeltaString">textures\[08]wp26-01_cont20ft_001</e>
<e d:type="cDeltaString">textures\[00]wp26-02_cont40ft_sm</e>
</TextureByName>
These are the names of the textures it looks for: the full path to the top one would be this:
Assets\Kuju\Railsimulator\RailNetwork\Interactive\Textures\wp26-01_cont20ft_001.TgPcDx
This particular one - like most containers I've seen - also has a winter texture; you can tell because a) there's an [08] in front of the filename in the TextureByName entry, and b) there should be a wp26-01_cont20ft_001_WI.TgPcDx texture as well. If your scenario is in winter and you're getting missing textures, then it might just be that the winter ones are the only ones not there - which is why I said to create a new scenario that is not in winter.
* Note down all the texture filenames, and that means both lines.
Now, in Explorer go into the Assets\Kuju\Railsimulator\RailNetwork\Interactive\Textures folder and check to see if all the files on your list are there.
If some are not there, then perhaps post a list of ones you're missing and I will crosscheck to try and work out where they come from.
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If anyone else is reading this - I did just notice that it appears we can have seasonal *geometry*, rather than just textures? has anyone actually tried that?