Default terrain texture problem

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Default terrain texture problem

Unread postby hefy_jefy » Wed Dec 28, 2011 12:23 pm

When I strated my current project I chose to use the SanB>Barstow default terrain textures. Since I live in California this seemed like a reasonable choice. However my project is based around Watsonville in the Salinas Valley - lots of vegetables and other crops. But I now find that there are no textures available under "Fields". I know there are several "crop" textures available Corn001,Corn002, etc. because I see them in the texure folders and in other (UK) scenarios.

How do I persuade them to show up in my project? - I have looked all over for a solution to this problem.

Geoff
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Re: Default terrain texture problem

Unread postby XDriver » Wed Dec 28, 2011 1:48 pm

I just did this the other day for one of my routes.
Open your route folder that you created.
Open the RouteProperties.xml right ckick open with wordpad.
Scroll down and look for the line....
<BlueprintID d:type="cDeltaString">Environment\Terrain\Texturing.xml</BlueprintID>

ATTENTION! See below in my other post. I had the incorrect lines.
It's these two lines above the <BlueprintID d:type="cDeltaString">Environment\Terrain\Texturing.xml</BlueprintID>

A few lines above that look for ......useing HSC for an example here....

<Provider d:type="cDeltaString">RSC</Provider>
<Product d:type="cDeltaString">HorseshoeCurve</Product>

You want to find the route you prefer to use the terrain from and copy paste the two lines above.
You're changing the Provider example RSC above and the Product example HorseshoeCurve above.
Save your xml.
Make a copy/backup of it first in case it gets screwed up. !!*ok*!!
Last edited by XDriver on Wed Dec 28, 2011 9:07 pm, edited 1 time in total.
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Re: Default terrain texture problem

Unread postby krellnut » Wed Dec 28, 2011 2:26 pm

There is a easier and much safer way to get the results you want. If you know what folder the assets you want to use are in, when in editor mode, click the object filter box and click on the assets you want to use.
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Re: Default terrain texture problem

Unread postby XDriver » Wed Dec 28, 2011 2:35 pm

I know you're right there but to get the terrain it's self to port over, checking the assets alone doesn't always do it. I had every asset checked on a route and couldn't get the terrain I wanted to show other than what I posted above. Correct me if I'm wrong. *!!wink!!*
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Re: Default terrain texture problem

Unread postby krellnut » Wed Dec 28, 2011 2:47 pm

When it comes to getting the terrain to show up, you could be right. !!**sorry**!!
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Re: Default terrain texture problem

Unread postby XDriver » Wed Dec 28, 2011 9:00 pm

Haste makes waste.
I had it wrong above.
Look for these lines. It's the Provider and Product lines above the <BlueprintID d:type="cDeltaString">Environment\Terrain\Texturing.xml</BlueprintID> line.
See below. Sorry bout that. Would be in this order.

<Provider d:type="cDeltaString">Sniper297</Provider>
<Product d:type="cDeltaString">RailSimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">Environment\Terrain\Texturing.xml</BlueprintID>
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Re: Default terrain texture problem

Unread postby hefy_jefy » Wed Dec 28, 2011 10:03 pm

Hi all,

Many thanks for all the responses! Its a bit more tricky than assigning assets I think (I have everything ON). But lets see if I can modify the XML files.

Fortunately I only just caught up with this post so hopefully I have the correct version of the edits! :D

Merry Christmas!

Geoff
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Re: Default terrain texture problem

Unread postby hefy_jefy » Wed Dec 28, 2011 11:06 pm

OK - so that works - but of course all the terrain textures now shift so I would need to re-texture everything...

That would be possible with some (more!) time. But now I only have the range of ground textures that includes the "crop" textures. and they don't include the very nice "native" California stuff. **!!bang!!** What I really need to do is add these textures but I read elsewhere that:

"It is very difficult to add a new set of terrain textures to an existing route. It can be done but you would need to carefully set up a new Blueprint that includes default terrain textures (to ensure that any textures already painted remained unaffected) plus the new textures that you want to include. You would not be able to use the default procedural flora (for reasons I give later) so the default textures in the game may not look like they did before close up." (Geoff Potter)

So is there a limit to the number of terrain textures that RW3 can handle?

I also heard that editing the Texturing.bin file might be possible - took a look at that, its much more complex. *!rolleyes!*

I will keep going with what I have for now...

Geoff
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Re: Default terrain texture problem

Unread postby PapaXpress » Wed Dec 28, 2011 11:17 pm

Its not that hard... *!!wink!!*
http://thegradecrossing.blogspot.com/20 ... art-3.html

Back up your files, and have a go at it. If it doesn't work out then revert the file using your backup.
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Re: Default terrain texture problem

Unread postby gwgardner » Thu Dec 29, 2011 8:12 am

It is indeed not difficult. Follow the info in the PapaXpress's article.

First install the UKTrainsim Freeware Pack for Terrain Textures - it adds about 40+ textures to your assets folder.

Then its a simple matter of using RWTools to append those new texture entries (contained in Assets/UKTS_FP/Terrain_Textures/texturesets/complete_v1.bin) into your texturing.bin file. Append is the operative word, so that the texturing you've already done on your route doesn't change.
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