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lord mannu F7 number textures problem and invisible trains

Unread postPosted: Thu Feb 09, 2017 3:17 pm
by o0nightfire0o
so I have a lot of lord mannu's F7s and they show up fine in build mode except the number textures. ive downloaded this fix from our library http://railworksamerica.com/index.php/download-library/accessories?view=document&id=469:dtm-f7-patch&catid=24:accessories but when I installed it, it didn't fix the problem, they are still missing, any answers? **!!bang!!**

I mentioned that the F7s show up fine in build mode, however they don't show up when I try to create a custom quick drive, the name of the F7s are there, but they are invisible, is there any way to fix this? **!!bang!!**

Re: lord mannu F7 number textures problem and invisible trains

Unread postPosted: Thu Feb 09, 2017 4:26 pm
by Overshoe
I'm not trying to be cruel & heartless although those are both in my skill set, but if you are going to keep digging up these ancient artifacts from 2012 and before, you are going to have to learn how to read xml and how to experiment with editing xml until you get things to work.

The Lord Mannu F7s have only an engine folder. Everything else is aliased to files that used to be in the Kuju folder.

When did you first buy Trainsim? You may not have the files needed to have a cab or couplers etc.

Also, the US files are in an .AP file which should not hide them from the editor but might fool antique xml code.

There are always solutions but they are not always simple and sometimes they cost money too.

Try this one if you haven't already:
http://railworksamerica.com/index.php/d ... e-repaints

Re: lord mannu F7 number textures problem and invisible trains

Unread postPosted: Thu Feb 09, 2017 4:43 pm
by o0nightfire0o
Overshoe wrote:I'm not trying to be cruel & heartless although those are both in my skill set, but if you are going to keep digging up these ancient artifacts from 2012 and before, you are going to have to learn how to read xml and how to experiment with editing xml until you get things to work.

The Lord Mannu F7s have only an engine folder. Everything else is aliased to files that used to be in the Kuju folder.

When did you first buy Trainsim? You may not have the files needed to have a cab or couplers etc.

Also, the US files are in an .AP file which should not hide them from the editor but might fool antique xml code.

There are always solutions but they are not always simple and sometimes they cost money too.

Try this one if you haven't already:
http://railworksamerica.com/index.php/d ... e-repaints

that was rather crude, ive had train simulator since the first railworks, ive only come up with this problem because I was just fooling around with it a lil bit ago and when I first downloaded these way back in '12 I had forgotten about the problem, I only ask to see if anyone can help, my lifes too full with doing so many things right now to sit and learn something new like xtml

and I don't mean to come off rude....thanks for anyones help

Re: lord mannu F7 number textures problem and invisible trains

Unread postPosted: Fri Feb 10, 2017 12:50 pm
by GreatNortherner
Hi,

The cause is probably a minor thing like a typo or a wrong folder name in one of the aliased files... finding it in all those lines of code though is like the search for the needle in the haystack. I had a look at two of the ATSF repaints just now but nothing stood out in the usual places that affec the numbers. I'm a bit at a loss how to fix that and I can't promise that I'll be able to do so. The engines should work okay though.

The QuickDrive issue is most likely caused by the engines retrieving their cabview and sounds from a different Provider/Product setup (Kuju\RailsimulatorUS), maybe QuickDrive doesn't like that. When adding the locos to a scenario in the editor, make sure to enable the Kuju asset filter and everything should work fine. Well, everything besides the numbers.

Cheers
Michael

Re: lord mannu F7 number textures problem and invisible trains

Unread postPosted: Fri Feb 10, 2017 2:34 pm
by o0nightfire0o
ive fixed the problem by changing out the blueprint numbers of the units that don't work with one from the santa fe's that do work, there must be something written wrong in those blueprints.bin files