Sacramento Northern, South End route

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Re: Sacramento Northern, South End route

Unread postby Peter749 » Sun Jan 22, 2017 12:15 pm

rarecommonsense wrote:http://train-simulator.com/interurban-intrigue/

Kind of surprised this wasn't made a topic in this part of the forum unless it's mentioned or located elsewhere.. But this is quite intriguing. The bridge span already has me sold. Cannot wait to experience this route.

viewtopic.php?f=13&t=17091
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Re: Sacramento Northern, South End route

Unread postby trev123 » Sun Jan 22, 2017 1:57 pm

Although I don't have the route I have reported the missing wagon texture to DTG with one of your guys screenshots.
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Re: Sacramento Northern, South End route

Unread postby buzz456 » Sun Jan 22, 2017 3:03 pm

Did you mention that most of us don't have the problem?
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Re: Sacramento Northern, South End route

Unread postby AmericanSteam » Sun Jan 22, 2017 11:40 pm

An issue that I am having is having to F2 at the start of a scenario for missing tracks.bin. I have uninstalled and reinstalled still the same. I have installed fanrailers mods but that should not have affected the tracks.bin.
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Re: Sacramento Northern, South End route

Unread postby Overshoe » Mon Jan 23, 2017 1:13 am

AmericanSteam wrote:An issue that I am having is having to F2 at the start of a scenario for missing tracks.bin. I have uninstalled and reinstalled still the same. I have installed fanrailers mods but that should not have affected the tracks.bin.


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Re: Sacramento Northern, South End route

Unread postby ErikGorbiHamilton » Mon Jan 23, 2017 2:31 am

Overshoe wrote:
AmericanSteam wrote:An issue that I am having is having to F2 at the start of a scenario for missing tracks.bin. I have uninstalled and reinstalled still the same. I have installed fanrailers mods but that should not have affected the tracks.bin.


Every scenario? or just one? If just one, which one.



A Majority of Scenarios have this problem. Not all however!
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Re: Sacramento Northern, South End route

Unread postby Bananarama » Mon Jan 23, 2017 2:32 am

august1929 wrote:Anyone experiencing this on the reefers? Only shows up on the sunny side, not in shadow. Had a good look in RWTools but nothing obviously missing (though clearly something is!)

Missing normal map maybe?
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Re: Sacramento Northern, South End route

Unread postby FanRailer » Mon Jan 23, 2017 1:49 pm

ErikGorbiHamilton wrote:
Overshoe wrote:
AmericanSteam wrote:An issue that I am having is having to F2 at the start of a scenario for missing tracks.bin. I have uninstalled and reinstalled still the same. I have installed fanrailers mods but that should not have affected the tracks.bin.


Every scenario? or just one? If just one, which one.



A Majority of Scenarios have this problem. Not all however!

Again, ALL physics mods will give you this error, regardless of which DLC it is. It is a game function. I wonder how many more times this will need to be repeated down the road.
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Re: Sacramento Northern, South End route

Unread postby august1929 » Mon Jan 23, 2017 2:07 pm

Hack wrote:
august1929 wrote:Anyone experiencing this on the reefers? Only shows up on the sunny side, not in shadow. Had a good look in RWTools but nothing obviously missing (though clearly something is!)

Missing normal map maybe?


Hi Marc, no the normal map is there in the file - called for in the .bin files and in the correct place.

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Re: Sacramento Northern, South End route

Unread postby august1929 » Thu Jan 26, 2017 1:13 pm

It appears that the missing texture is already in hand and a fix will be on its way idc.

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Re: Sacramento Northern, South End route

Unread postby ricksan » Fri Feb 03, 2017 11:30 am

The "missing texture" is in fact missing, but not for long. Here's what's going on.

Many of you have probably noticed that normal ("bump") map texture file names end with the suffix _nm. When RW's Blueprint Editor converts a texture to TgPcDx format, the texture is usually compressed to save space on our hard drives, but it's done in such a way that the texture's quality is slightly reduced. The _nm flag tells the Blueprint Editor not to compress that particular texture. That's important for normal maps, but sometimes other textures, such as locomotive skins, are also given the _nm suffix to preserve detail. Anyway, when the Blueprint Editor does the conversion to TgPcDx format it also creates a companion texture with the suffix _nmc, which is compressed. So when you dial down your graphics quality setting slider, at some point the game uses the _nmc texture instead of the _nm one. If the game can't find an _nmc texture it displays the familiar yellow and black image instead.

The original release of SN lacked some of those _nmc textures (my bad). An update has been submitted to DTG to include this and a few other things that you guys, and we ourselves, have picked up on. The update will be released to Steam after DTG has checked it over and soon it will magically appear on your system.

In the meantime, if you'd rather not look at reefers with funny looking normal maps, you can either increase your graphics quality setting, or just put up with it for a while longer.

Another recommendation we'd like to make, and we added this to the User Manual, is that if you are making a Workshop scenario for SN you should specify only the Silverlight 3D weather types. In the upper-right flyout menu of your scenario editor, those weather types begin with "3D" or "SN."

Thanks for your patronage and your patience!
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Re: Sacramento Northern, South End route

Unread postby ErikGorbiHamilton » Fri Feb 03, 2017 1:21 pm

ricksan wrote:The "missing texture" is in fact missing, but not for long. Here's what's going on.

Many of you have probably noticed that normal ("bump") map texture file names end with the suffix _nm. When RW's Blueprint Editor converts a texture to TgPcDx format, the texture is usually compressed to save space on our hard drives, but it's done in such a way that the texture's quality is slightly reduced. The _nm flag tells the Blueprint Editor not to compress that particular texture. That's important for normal maps, but sometimes other textures, such as locomotive skins, are also given the _nm suffix to preserve detail. Anyway, when the Blueprint Editor does the conversion to TgPcDx format it also creates a companion texture with the suffix _nmc, which is compressed. So when you dial down your graphics quality setting slider, at some point the game uses the _nmc texture instead of the _nm one. If the game can't find an _nmc texture it displays the familiar yellow and black image instead.

The original release of SN lacked some of those _nmc textures (my bad). An update has been submitted to DTG to include this and a few other things that you guys, and we ourselves, have picked up on. The update will be released to Steam after DTG has checked it over and soon it will magically appear on your system.

In the meantime, if you'd rather not look at reefers with funny looking normal maps, you can either increase your graphics quality setting, or just put up with it for a while longer.

Another recommendation we'd like to make, and we added this to the User Manual, is that if you are making a Workshop scenario for SN you should specify only the Silverlight 3D weather types. In the upper-right flyout menu of your scenario editor, those weather types begin with "3D" or "SN."

Thanks for your patronage and your patience!



I would assume this update will add in the missing Gantry Tools as well?
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Re: Sacramento Northern, South End route

Unread postby Overshoe » Fri Feb 03, 2017 2:10 pm

ricksan wrote:
Anyway, when the Blueprint Editor does the conversion to TgPcDx format it also creates a companion texture with the suffix _nmc, which is compressed. So when you dial down your graphics quality setting slider, at some point the game uses the _nmc texture instead of the _nm one. If the game can't find an _nmc texture it displays the familiar yellow and black image instead.

The original release of SN lacked some of those _nmc textures


Thanks for the explanation Rick. As a temporary fix until the update is released, I copied reefer-main_nm.TgPcDx and renamed the copy reefer-main_nmc.TgPcDx. It seems to work here.
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Re: Sacramento Northern, South End route

Unread postby ricksan » Sun Feb 05, 2017 12:06 pm

Copying the _nm files, renamed as _nmc...that's a clever idea! The 55-ton hopper has the same issue.

And yes, the gantry tools will be included.
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Re: Sacramento Northern, South End route

Unread postby ricksan » Tue Feb 21, 2017 10:57 am

I'm told the update is now live.
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