Rail Runner Repaint Request

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Re: Rail Runner Repaint Request

Unread postby PapaXpress » Fri Dec 19, 2014 1:06 pm

There are no naming constraints for a face since it does not need to be manipulated by the game engine or the LUA. Call it beepbeep and it will work fine.

What you should do is add an LOD. This needs to be at the group level (not sure what blender calls it).

From "Do you have depth" I talk about this. So looking at this picture you will see one group called Group1 and it is prefixed with 1_0010_.
Image

Note two things:
1) You will only use one group for your face, so you can ignore the rest of the LOD groups under the primary Group.
2) The LOD prefix MUST be in this format no matter what you set it 'n_nnnn_' so 1_0001_ is valid however 1_001_ is not.

If you do not use an LOD prefix the game should assign one to it. I forget what it will be, but its best if you take control of your model.
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Re: Rail Runner Repaint Request

Unread postby Marleyman » Sat Dec 20, 2014 6:34 am

After much reading and video watching it seems there is no direct setting within Blender for Level of Detail. This is a quote from another forum discussion.
'You don't actually "set" LOD in blender. If you want more detail you add more vertices.'

Carrying on regardless and following an old 'simple blender wagon' tutorial I have exported this plane and now see the LOD.

****************


Configuration file: E:\Steam\steamapps\common\RailWorks\Source\Marleyman\marleymanreskins\IGS_ExpModFile.txt
------ Materials:ShaderName ------
('shadow', 'StencilShadow.fx')
('trdiff', 'TrainBasicObjectDiffuse.fx')
('trglass', 'TrainGlass.fx')
('trspec', 'TrainBasicObjectSpecular.fx')
('trspecem', 'TrainSpecEnvMask.fx')
('trbumpspec', 'TrainBumpSpec.fx')
('trbumpspecem', 'TrainBumpSpecEnvMask.fx')
('trglassweather', 'TrainGlassWeatherEffects.fx')
('trlightmap', 'TrainLightMapWithDiffuse.fx')
('trenv', 'TrainEnv.fx')
('trflora', 'TrainFlora.fx')
('trvfaceflora', 'TrainViewFacingFlora.fx')
('trupvfaceflora', 'TrainUprightViewFacingFlora.fx')
('lofttexdiff', 'LoftTexDiff.fx')
('lofttexdifftr', 'LoftTexDiffTrans.fx')
('skin', 'SkinDiffuse.fx')
('water', 'WaterCubeMap.fx')
('waterscenery', 'WaterScenery.fx')
('sky', 'TrainSkyDome.fx')



Configuration file: E:\Steam\steamapps\common\RailWorks\Source\Marleyman\marleymanreskins\rrplane_IGSExpModFile2.txt
------ Materials:AlphaTestMode ------
('trans01mat', '1')
------ Materials:Ambient ------
('ext01mat', '0.5')
('ext02mat', '0.5')
('glass01mat', '0.5')
------ Miscellaneous ------
('targettexturesdirectory', 'Textures')
('mainobject', '1_1000_coach')
('hierarchy', 'unchanged')
('customkeywords', 'Bod, Seat, 1_0100_rod2')
('centermainobject', '0,0,N')
------ UVArguments ------
('ext01mat', '32.0, 0.0,0.0, 0.0, 0.0, 0.0')
('glass01mat', '64.0, 0.8, 0.4, 0.0, 0.0, 0.0')


MainObject to find = 1_1000_coach
MainObject 1_1000_coach not found or not visible
Main object selected = 1_
WARNING: Object '1_' processed as '1_1000_1_' (to comply with LOD naming rule). The converted name is used for LOD processing and may be used if the object is head of group.

------------------ Groups list -----------------
--- 1 groups ---

--- Group --- 1_1000_1_ (1 item)
LOD level 1 / LOD distance 1000 / keyword None
Parent group: None
Group objects:
1_


ERROR: No valid texture found in material 'Material' in Blender Mesh object '1_' (check shader name and subsequent slots).

****************

No idea why I get this error though:
'ERROR: No valid texture found in material 'Material' in Blender Mesh object '1_' (check shader name and subsequent slots).'
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Re: Rail Runner Repaint Request

Unread postby Marleyman » Sat Dec 20, 2014 11:17 am

moving on, I have had a eureka moment and i now have an 'igs' file exported. It seems that an empty or blank texture file needs to be added to the list before the actual texture is added and this must follow a specific naming context as detailed in the 'Blender 2.6x Train Simulator 20xx export v1.13 - EN' manual.

As for the LOD, in blender, that is controlled by the name of the object, in this case, 1_1000_rrplate

So, two eureka moments really. :)

igs done.JPG


I will now go learn about blueprints.
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Re: Rail Runner Repaint Request

Unread postby PapaXpress » Sat Dec 20, 2014 1:34 pm

Um, but isn't that what I said you need to do?
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Re: Rail Runner Repaint Request

Unread postby Marleyman » Sat Dec 20, 2014 2:15 pm

PapaXpress wrote:Um, but isn't that what I said you need to do?


Yes, but I still had to work it out in Blender and understand what you were telling me.
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Re: Rail Runner Repaint Request

Unread postby Marleyman » Sat Dec 20, 2014 5:33 pm

Not quite what I had in mind but it is available to view as a 'preview' in the blueprints editor.


close.JPG
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Re: Rail Runner Repaint Request

Unread postby Marleyman » Sun Dec 21, 2014 9:04 am

With regards to the blueprint:
First question is about the co-ordinates, am I correct with these statements with reference to the line in the code?

<Element>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e> ** FLIP the decal
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000600A81EF3F" d:precision="string">0.984502</e> ** Z. pos# right side, neg# left side of loco and distance from centre line
<e d:type="sFloat32" d:alt_encoding="000000009A88FB3F" d:precision="string">1.72085</e> ** Y. height above rails
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e> ** X. distance from centre point of loco
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>



The next question is about where I should be putting the rrplate.GeoPcDx Decal I create within the Railworks Directory. I have it in;
\Steam\steamapps\common\RailWorks\Assets\Marleyman\Side Planes
That seems wrong, should it be in?
E:\Steam\steamapps\common\RailWorks\Assets\RSC\F59Coaster\RailVehicles\Diesel\F59PHI\NM Rail Runner\Engine


This file is the code I expect to insert into the F59PHIEngine_NM Rail Runner.bin for the reskin. Does it look correct?
rrplate child edit.txt
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Re: Rail Runner Repaint Request

Unread postby PapaXpress » Sun Dec 21, 2014 4:39 pm

I like child objects with the engine. This means each engine can have its own variation if needed.
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Re: Rail Runner Repaint Request

Unread postby stationmaster101 » Tue Dec 30, 2014 9:26 pm

After experiment for an entire day this is all I got done, Couldn't get the end bits colored because i couldn't find the correct file format (DXT3 Explicit Alpha) and then I took a look at the engine and decided against going any farther. I'm thinking someone could repaint the Default F59PHI that came with the Surfliner Route easier than the Coaster add on since it seams like it doesn't have that annoying panel feature.
Image
Image

Here are the files if anyone wants to pick up where i left off. You will need to add the GEOPCDX Files to NM RailRunner/Engine, NM RailRunner/Cab, NM RR Driving Trailer/Engine, NM RR Driving Trailer/Cabview, NMRR Cafe and NMRR Coach.
http://www.mediafire.com/download/5uyot ... Runner.rar

*The GEOPCDX Files from NM RailRunner/Engine and NM RailRunner/Cab are from the default F59PHI, Everything else is from the Coaster DLC.

**Also i have no idea exactly how you would put these as separate assets into railworks so I've just been replacing the files I've edited with the files from the actual DLC, looking at it, then putting the original assets back.
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Re: Rail Runner Repaint Request

Unread postby OpenRailer90 » Fri Jan 02, 2015 11:27 am

Also are the metrolink cab and cars different visually? I don't even understand why they made "coach, cafe, and baggage", DTG we're just being lazy butts and basically threw in a new model. The sole difference between them is just the number, and only the coach has a passenger view
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Re: Rail Runner Repaint Request

Unread postby buzz456 » Sun Jan 04, 2015 1:02 am

tycoonkid9 wrote:Also are the metrolink cab and cars different visually? I don't even understand why they made "coach, cafe, and baggage", DTG we're just being lazy butts and basically threw in a new model. The sole difference between them is just the number, and only the coach has a passenger view


They are not the same. Look in the window.
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Re: Rail Runner Repaint Request

Unread postby Chacal » Mon Jan 05, 2015 11:31 am

Marleyman wrote:With regards to the blueprint:
First question is about the co-ordinates, am I correct with these statements with reference to the line in the code?

<Element>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e> ** FLIP the decal
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000600A81EF3F" d:precision="string">0.984502</e> ** Z. pos# right side, neg# left side of loco and distance from centre line
<e d:type="sFloat32" d:alt_encoding="000000009A88FB3F" d:precision="string">1.72085</e> ** Y. height above rails
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e> ** X. distance from centre point of loco
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>



For a tutorial about this, see here.
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Re: Rail Runner Repaint Request

Unread postby UPSD70ACe » Mon Jan 05, 2015 4:25 pm

I am confused here where do I put the Folder named,NM RailRunner into where?
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Re: Rail Runner Repaint Request

Unread postby stationmaster101 » Mon Jan 05, 2015 5:33 pm

UPSD70ACe wrote:I am confused here where do I put the Folder named,NM RailRunner into where?


You don't it just includes the files i managed to repaint (which wasn't much)
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