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GP15 ground shadow

Unread postPosted: Fri Feb 24, 2012 5:46 am
by NDORFN
This has probably come up before but I couldn't find anything...

GP15.jpg


Any ideas how to fix it?

Re: GP15 ground shadow

Unread postPosted: Fri Feb 24, 2012 4:27 pm
by Chacal
Yes, there is a file that you can download that replaces this with an invisible one. Can't remember if I got it here or on trainsim.com. Search for static shadow. Sorry I am not home now so I can't provide more precise help.

Re: GP15 ground shadow

Unread postPosted: Sun Feb 26, 2012 12:45 am
by MadMike1024
Oops... *!embar*!

Re: GP15 ground shadow

Unread postPosted: Sun Feb 26, 2012 12:47 am
by MadMike1024
Chacal wrote:Yes, there is a file that you can download that replaces this with an invisible one. Can't remember if I got it here or on trainsim.com. Search for static shadow. Sorry I am not home now so I can't provide more precise help.


Download the 'MadMike1024-PapaXpress-UP_UPY-588' from here, install it, and copy the 'Assets\DRB_SimStuff\NA\RailVehicles\Diesel\UPY-588\Engine\Textures\softshade_long.TgPcDx' file into your CSX GP15 folder, replacing the existing file of the same name. This will also work to replace the ground shadow on any of the Brindley GP7s as well.

Re: GP15 ground shadow

Unread postPosted: Sun Feb 26, 2012 7:37 am
by steve_the_slim
What the smeg how does your GP15 still work with Jessie's skins and mine doesn't? His skins have been broken for me ever since the RW3 update.

Re: GP15 ground shadow

Unread postPosted: Sun Feb 26, 2012 8:32 am
by Hawk
steve_the_slim wrote:What the smeg

Smeg? !*roll-laugh*!

Re: GP15 ground shadow

Unread postPosted: Sun Feb 26, 2012 12:31 pm
by PapaXpress
Probably from Red Dwarf.

Re: GP15 ground shadow

Unread postPosted: Sun Feb 26, 2012 3:16 pm
by MadMike1024
Hawk wrote:"Give a man a fish, you feed him for a day. Teach a man to fish, you feed him for a lifetime."


Updated version: "Give a man a fish, and you feed him for a day, teach him to fish, and he'll sit in a boat and drink beer all day."

Re: GP15 ground shadow

Unread postPosted: Sun Feb 26, 2012 3:59 pm
by buzz456
Hawk wrote:Smeg? !*roll-laugh*!


That's a technical term. !*roll-laugh*! !*roll-laugh*!

Re: GP15 ground shadow

Unread postPosted: Sun Feb 26, 2012 4:48 pm
by NDORFN
Cheers for the help Mike.

steve_the_slim wrote:What the smeg how does your GP15 still work with Jessie's skins and mine doesn't? His skins have been broken for me ever since the RW3 update.


I downloaded both the reskin and dependancy files from Digirails. Maybe you're not using up to date versions or something?

Re: GP15 ground shadow

Unread postPosted: Sun Feb 26, 2012 5:53 pm
by NDORFN
FIXED! Thanks again.

GP15 fixed shadow.jpg


I noticed there is a folder called "Lights". Is there an easy way for me to add lights to the other GP15's? Just the top lights obviously.

Re: GP15 ground shadow

Unread postPosted: Sun Feb 26, 2012 6:08 pm
by PapaXpress
Yes you can add the lights. Just take a look at the engine BIN file and search for a child object named with"fwd_…" and "bwd_" and copy and paste then into your engine BIN.

Oh.. you may need to change the product/provider parameters (not at home at the moment to check)

Re: GP15 ground shadow

Unread postPosted: Sun Feb 26, 2012 9:48 pm
by MadMike1024
PapaXpress wrote:Yes you can add the lights. Just take a look at the engine BIN file and search for a child object named with"fwd_…" and "bwd_" and copy and paste then into your engine BIN.

Oh.. you may need to change the product/provider parameters (not at home at the moment to check)


If you have the 'lights' folder in the folder where the UPY-588 places it, you can just copy/paste the code from the UPY .bin file into the .bin file you want to update. Be aware that the headlights have a single digit (Fwd_Headlight_1) and the ditch lights have a two digit set (Fwd_Headlight_01, 02, etc.). The 'Bwd' light set is formatted the same way.

I'll save you some time....

Code: Select all
<cEntityContainerBlueprint-sChild d:id="67382264">
                     <ChildName d:type="cDeltaString">Fwd_Headlight_1</ChildName>
                     <BlueprintID>
                        <iBlueprintLibrary-cAbsoluteBlueprintID>
                           <BlueprintSetID>
                              <iBlueprintLibrary-cBlueprintSetID>
                                 <Provider d:type="cDeltaString">DRB_SimStuff</Provider>
                                 <Product d:type="cDeltaString">NA</Product>
                              </iBlueprintLibrary-cBlueprintSetID>
                           </BlueprintSetID>
                           <BlueprintID d:type="cDeltaString">RailVehicles\Diesel\Lights\Loco_Headlight.xml</BlueprintID>
                        </iBlueprintLibrary-cAbsoluteBlueprintID>
                     </BlueprintID>
                     <Matrix>
                        <cHcRMatrix4x4>
                           <Element>
                              <e d:type="sFloat32" d:alt_encoding="00000080E4F2EF3F" d:precision="string">0.9984</e>
                              <e d:type="sFloat32" d:alt_encoding="000000805149ADBF" d:precision="string">-0.0572</e>
                              <e d:type="sFloat32" d:alt_encoding="0000008006F0663F" d:precision="string">0.0028</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="000000A023B9AC3F" d:precision="string">0.0561</e>
                              <e d:type="sFloat32" d:alt_encoding="00000000F9A0EF3F" d:precision="string">0.9884</e>
                              <e d:type="sFloat32" d:alt_encoding="000000A0900FC23F" d:precision="string">0.1411</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="000000002B8786BF" d:precision="string">-0.0110</e>
                              <e d:type="sFloat32" d:alt_encoding="00000000BC05C2BF" d:precision="string">-0.1408</e>
                              <e d:type="sFloat32" d:alt_encoding="0000008014AEEF3F" d:precision="string">0.9900</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="00000060984C85BF" d:precision="string">-0.0104</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000001040" d:precision="string">4.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000002040" d:precision="string">8.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</e>
                           </Element>
                        </cHcRMatrix4x4>
                     </Matrix>
                     <ParentNodeName d:type="cDeltaString"></ParentNodeName>
                  </cEntityContainerBlueprint-sChild>
<cEntityContainerBlueprint-sChild d:id="67643000">
                     <ChildName d:type="cDeltaString">Bwd_Headlight_1</ChildName>
                     <BlueprintID>
                        <iBlueprintLibrary-cAbsoluteBlueprintID>
                           <BlueprintSetID>
                              <iBlueprintLibrary-cBlueprintSetID>
                                 <Provider d:type="cDeltaString">DRB_SimStuff</Provider>
                                 <Product d:type="cDeltaString">NA</Product>
                              </iBlueprintLibrary-cBlueprintSetID>
                           </BlueprintSetID>
                           <BlueprintID d:type="cDeltaString">RailVehicles\Diesel\Lights\Loco_Headlight.xml</BlueprintID>
                        </iBlueprintLibrary-cAbsoluteBlueprintID>
                     </BlueprintID>
                     <Matrix>
                        <cHcRMatrix4x4>
                           <Element>
                              <e d:type="sFloat32" d:alt_encoding="00000020B9FCEFBF" d:precision="string">-0.9996</e>
                              <e d:type="sFloat32" d:alt_encoding="000000E061A1963F" d:precision="string">0.0221</e>
                              <e d:type="sFloat32" d:alt_encoding="0000006029CB90BF" d:precision="string">-0.0164</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="000000208716993F" d:precision="string">0.0245</e>
                              <e d:type="sFloat32" d:alt_encoding="000000203A92EF3F" d:precision="string">0.9866</e>
                              <e d:type="sFloat32" d:alt_encoding="0000004008ACC4BF" d:precision="string">-0.1615</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="0000002075028A3F" d:precision="string">0.0127</e>
                              <e d:type="sFloat32" d:alt_encoding="000000C0DCB5C4BF" d:precision="string">-0.1618</e>
                              <e d:type="sFloat32" d:alt_encoding="000000E00B93EFBF" d:precision="string">-0.9867</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="000000403333A33F" d:precision="string">0.0375</e>
                              <e d:type="sFloat32" d:alt_encoding="00000020AE470F40" d:precision="string">3.9100</e>
                              <e d:type="sFloat32" d:alt_encoding="00000000D7A321C0" d:precision="string">-8.8200</e>
                              <e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</e>
                           </Element>
                        </cHcRMatrix4x4>
                     </Matrix>
                     <ParentNodeName d:type="cDeltaString"></ParentNodeName>
                  </cEntityContainerBlueprint-sChild>


Locate the </Children> entry near the end of the file, and paste this in just above it. Make sure that you don't leave any blank lines, as Serz hates that. This will also work for the Brindley GP7 locomotives if they are in the default folders.

Re: GP15 ground shadow

Unread postPosted: Mon Feb 27, 2012 4:14 pm
by NDORFN
Thanks for that. You definately saved me some time. It took about 2 minutes. But then I got all intrigued and spent about 5 hours trying to add more lights in a row infront of the loco to simulate the actual brightness and distance of a real light. Played around trying to add your ditch lights... all to no avail. I'm gonna keep playing around though because it's about time I learned the ins and outs of blueprints.

Re: GP15 ground shadow

Unread postPosted: Mon Feb 27, 2012 4:36 pm
by PapaXpress
What is the problem you had with the ditch lights?