Unpacking the TS2Prototype-WindowsNoEditor.pak file

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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby bnsfsubdivision » Sat Apr 01, 2017 1:46 am

jalsina wrote:
bnsfsubdivision wrote:
bpetit wrote:Anyone found where the sim calculates the physics?

You can't change any values.

I thought the .UASSET files values could be edited with the UE4 engine

Only specific ones.
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby Shukal » Sun Apr 09, 2017 2:38 pm

Some people here were annoyed by the fences along the whole route, so here is how to get rid of them (also how to unpack and repackage the game files in general):

Download Unreal Engine. (I did it with Version 4.12.5, other versions will probably work too.)
Make a backup copy of the TS2Prototype-WindowsNoEditor.pak file, which can be found in X:\Program Files (x86)\Steam\steamapps\common\Train Sim World\WindowsNoEditor\TS2Prototype\Content\Paks (always switch X for the letter of your drive).
Go to the directory of the Unreal Engine 'UnrealPak.exe' file, which should be in X:\Program Files\Epic Games\UE_4.12\Engine\Binaries\Win64.
In that directory open a command prompt (by Shift + right clicking on empty space in the directory).
Type "UnrealPak.exe X:\Program Files (x86)\Steam\steamapps\common\Train Sim World\WindowsNoEditor\TS2Prototype\Content\Paks\TS2Prototype-WindowsNoEditor.pak -extract X:\TSWunpacked" into the window and hit ENTER.

After the extracting is done go to X:\TSWunpacked\TS2Prototype\Plugins\DLC\SandPatchGrade\Content\Scenery\Splines.
In the subfolders "Blueprints" "Materials" "Meshes" and "Textures" delete all files that have "FenceWoodenOpen" in their name.

Copy the "Engine" and "TS2Prototype" folder from X:\TSWunpacked into X:\Program Files (x86)\Steam\steamapps\common\Train Sim World\WindowsNoEditor.

Finally delete the .pak file in X:\Program Files (x86)\Steam\steamapps\common\Train Sim World\WindowsNoEditor\TS2Prototype\Content\Paks.

When you start the game you should see in the main menu already that the fences are gone.

That is what it looks like without the fences:

Image


(Optional (instead of the last step):
(Create a textfile named "responseFile.txt" in X:\TSWunpacked, copy or write this into the file and save it:
X:\TSWunpacked\Engine\*.* ..\..\..\Engine\*.*
X:\TSWunpacked\TS2Prototype\*.* ..\..\..\TS2Prototype\*.*

In the same command prompt from before write "UnrealPak.exe X:\TS2Prototype-WindowsNoEditor.pak -create=X:\TSWunpacked\responseFile.txt" and hit ENTER.

After that is done replace the TS2Prototype-WindowsNoEditor.pak in X:\Program Files (x86)\Steam\steamapps\common\Train Sim World\WindowsNoEditor\TS2Prototype\Content\Paks with the new one.) )
Last edited by Shukal on Tue Apr 11, 2017 3:46 am, edited 7 times in total.
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby _o_OOOO_oo-Kanawha » Mon Apr 10, 2017 5:19 am

Thanks for this tip, Shukai.

There is no need to re-pack those assets? I just removed all FenceWoodOpen.* and left it at that.
The game runs fine in its unpacked state.
There are no log files unnecessarily filled with missing asset errors?

By removing the fences from the assets library, they are also removed from those locations where they do serve a protective purpose.
But then again, why was the right of way fenced off that way in the first place??
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby Shukal » Mon Apr 10, 2017 7:17 am

I couldn't get the game to run in its unpacked state for some reason. Tried it again now and it works. Edited my post.

The log might be filled with missing assets errors (no idea), but it doesn't seem to impact performance if that is the case.

Yep, without the fences nothings stops you from exploring places where you usually can't go.
Removing the fences from the assets library might also remove the fences in some locations where they should be, but it's the best one can do without editing the route I guess.
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby hminky » Mon Apr 10, 2017 8:25 am

You can travel anywhere just press 8 and use the arrow keys:

Image

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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby _o_OOOO_oo-Kanawha » Mon Apr 10, 2017 8:45 am

hminky wrote:You can travel anywhere just press 8 and use the arrow keys:

Image

Harold


That's travelling by flying. When you disembark your locomotive you are on foot and cannot wander far off the rails.

On a side note: you have to do a lot of trespassing in order to put placards up etc., as many are in inaccessible locations. I cannot imagine that was DTG's intention with these challenges.
Until we get a working HiRail vehicle and I can do an inspection run, I am not going to stop a manifest to earn a challenge point by putting a placard up on several dangerous locations.
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby _o_OOOO_oo-Kanawha » Mon Apr 10, 2017 10:30 am

All kinds of .ini files are now exposed.

There are at least 45 of them! Many with a mind boggling array of variables.

I cannot imagine there is no simple user preferences.ini that resides outside of the .pak file and takes preference over those hidden files, with the most relevant from the hundreds of settings the UE4 environment seems to offer?
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby Shukal » Tue Apr 11, 2017 12:28 pm

Which Unreal engine build do you need to open the .uasset files? With 4.14.3 they show up for me, but if I select them Unreal Engine crashes instantly.
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby SamYeager270 » Thu Apr 13, 2017 10:18 am

Shukal wrote:Which Unreal engine build do you need to open the .uasset files? With 4.14.3 they show up for me, but if I select them Unreal Engine crashes instantly.


This is what an earlier post says:

Download Unreal Engine. (I did it with Version 4.12.5, other versions will probably work too.)
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby Shukal » Thu Apr 13, 2017 10:39 am

That is my own post. Extracting works no matter which Unreal Engine build is used I think. Actually opening files however does not.
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby Bristolian » Thu Apr 13, 2017 4:13 pm

I downloaded version 4.14 this evening, and tried to follow the instructions.

Despite changing the HD letter to C (twice), each time the command prompt returned an error, saying that the pak wasn't found!.
I checked that the location was correct, which it was... Can you open the pak from within UE?.
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby Shukal » Thu Apr 13, 2017 6:00 pm

Try moving the .pak file somewhere else and changing the path to that and/or create the folder where your unpacked files go to before executing the command. It definitely works with 4.14.
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby Geomodelrailroader » Wed Sep 06, 2017 5:37 pm

might need to do this because I get crash errors every time I try to load unreal engine.
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby miPaul » Mon Feb 26, 2018 5:26 pm

I spent hours and hours trying to extract this following the above method, got frustrated, Stopped, tried again, got frustrated and gave up.... finally copied the TS2Prototype-WindowsNoEditor.pak into a Steam folder on my C: Drive and It extracted. Was able to get the SD-40 into PS....... Now trying to test a re-skinned loco out..... Following the above instructions, and now I am confused and Frustrated as before !!bang!!
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby ZekTheKid » Sun Mar 04, 2018 4:27 pm

miPaul wrote:I spent hours and hours trying to extract this following the above method, got frustrated, Stopped, tried again, got frustrated and gave up.... finally copied the TS2Prototype-WindowsNoEditor.pak into a Steam folder on my C: Drive and It extracted. Was able to get the SD-40 into PS....... Now trying to test a re-skinned loco out..... Following the above instructions, and now I am confused and Frustrated as before !!bang!!

It's a new game. Most of the community is still tinkering with the inner workings of the game and how it functions. Very few have cracked the code to get into making reskins and other mods for the game. Also, keep in mind that game isn't finished. DTG still has the developer tools and multiplayer to put into the game. When they'll be in-game for our use I don't know.
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