MSTS/TS2016 file equivalencies

Forum for discussing Train Simulator 2016

MSTS/TS2016 file equivalencies

Unread postby Shawmut » Wed Jan 27, 2016 9:52 pm

I've put about 200 hours into TS2016 now, and I'm afraid it has ruined me for my MSTS stuff: I just can't go back to those 16 bit graphics and simple models anymore. So, with that out of the way, I'd now like to learn how to mod my stuff. I was in MSTS for over a decade, and knew not only what all the files did, but how they interacted with each other. Changing sounds and cabs was a breeze, even simple modeling wasn't difficult. Like working on an old VW Beetle.

TS2016 is another story. The program uses files with suffixes that have way over 3 letters (like geopcdx :-); you can't open many of them with ConText or NoteTab, etc. etc. I've bought a license to RW_Tools, and Mike is about the nicest guy in train simming, but even he would go barmy with all my questions. What I'm saying here is that what I want is a site like Steam4me with all of its tutorials that literally explain which files do what and how to go about modding them.

Is there such a site for RW/TS2016? I know about the modding FAQs/Tutorials here (and of course the Help files with RW_Tools), but I'm looking for something that will tell me, for example, the knowledge I would need to do the following:

I've downloaded the RU C36-7 in a variety of liveries (CSX, Conrail, etc.) and they are magnificent reskins. The 7FDL sounds that come with these freeware engines are so good that FanRailer used them to mod the DTG U36B. In this thread http://railworksamerica.com/forum/viewtopic.php?f=30&t=13652&p=164716&hilit=c36+sounds#p164716 a number of simmers recommended using FanRailer's U36B mod to mod the stock C36-7 reskins. Now the default C36-7 has a most unusual file structure, and I wouldn't know the first thing about how to go about applying FanRailer's sound and physics mod to these reskins. About all I've been able to do is to re-direct wagon sounds to Krellnut's fabulous set of sounds.

So is there something that will give me this knowledge directly, or do I have to read thousands of threads here to pick up this knowledge?

Cheers,

Shawmut
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Re: MSTS/TS2016 file equivalencies

Unread postby FHRob » Thu Jan 28, 2016 5:49 pm

Shawmut:

First, welcome aboard. *&!welcome!&*

If your issue can't be solved here, then it's impossible to fix. There are several people on this forum who not only understand train physics, but are able to apply that knowledge to programming.

Now that you've entered the world of TS, be prepared to enjoy the sim, while at the same time hating it. !*hp*!

Not to be negative, but it seems to me almost every piece of equipment as purchased has an issue. !*not-ok*! Dynamic brakes are almost always poorly programmed, although some of the newer engines with the advanced scripting are approaching reality.

I believe many of your basic questions can be solved using the search function. I'd suggest starting in the "Problems & Peculiarities" section.

Enjoy! !!*ok*!!

Rob :D
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Re: MSTS/TS2016 file equivalencies

Unread postby buzz456 » Thu Jan 28, 2016 6:01 pm

I predict there are way more of us that run the stuff the way we get it than messing with all the mods. In fact I may start a poll about this. I for one are far more likely to change the sound or the horn than mess around with the physics but that's just me.
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Re: MSTS/TS2016 file equivalencies

Unread postby FHRob » Thu Jan 28, 2016 7:23 pm

buzz456 wrote:I predict there are way ore of us that run the stuff the way we get it than messing with all the mods. In fact I may start a poll about this. I for one are far more likely to change the sound or the horn than mess around with the physics but that's just me.


That surprises me, given that you do repaints and sound modifications.

TS would be a no go without the physics mods, especially dynamic brakes. Of course, Mike Simpson's RW Tools are the most important tool for me. !!*ok*!!

To each his own, which is the way it should be. In other words, if you're not having fun, play another game. **!!2cents!!**

Rob :D
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Re: MSTS/TS2016 file equivalencies

Unread postby Bananarama » Thu Jan 28, 2016 8:19 pm

Welcome aboard, Dave! :D

Firstly, are you going for modeling, texturing or route building? If the former, you'll need either 3D Canvas/Crafter, 3DS Max, or Blender. You can find some source models included with the RCAP download, which IIRC, also contains a few Photoshop PSD files. Images, whether TGA, DDS, or other, will need to be converted to DTG's newer ACE format via a Photoshop plugin (used to be on the DTG site, and I'm not sure if it's here in the file lib or not). If route building is your thing, then most of what you need to get started is in the Steam\steamapps\railworks\dev\Docs folder (some of the older original RS docs should be here in the file library).

Whichever way you go, if you get stuck there's plenty of folks here who can help answer your questions.
Cheers!
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Re: MSTS/TS2016 file equivalencies

Unread postby Chacal » Thu Jan 28, 2016 9:44 pm

Welcome!
Engines in TS2016 are defined using a series of "blueprints", actually XML parameter files.
Starting from the engine blueprint, you can follow links to other blueprints such as engine sound, cab sound, etc.
Here in the RWA file library you will find the developer docs from DTG, dating back to the original Railworks game. They are still mostly valid today.
This is the source of all knowledge about the file structure for this game.

For existing engines, you can open the engine blueprint in RW-Tools, such as railworks\Assets\Ded Mozaj\C36-7i\RailVehicles\Diesel\C36-7i-1515\Engine\C36-7i-1515.bin. From there, follow the links.

For easier work, double-click on a bin file, and when Windows asks you how to open it choose RW-Tools as the default program.

Examine how th mod was done for the default engine, you should then be able to apply it to other reskins.
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Re: MSTS/TS2016 file equivalencies

Unread postby Shawmut » Fri Jan 29, 2016 8:22 pm

Gentlemen,

Thank you all for your posts and suggestions! I know from my years of MSTS experience that the only way to really learn this stuff is to open up a file, mess around and see what the results are. At first you really don't know what you are doing, but with trial and error you eventually begin to connect the dots and see what you need to do to effect whatever mod you want to do. So I'm going to check out those DTG docs from the original Kuju game, open those engine.bin files in RW_Tools (love the way Mike has allowed a split-screen to view two different files for cutting and pasting) and have at it.

Have to say this seems like a great forum with unusually rational folks populating it! My !!howdy!! is off to you guys!

Cheers,

Shawmut
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Re: MSTS/TS2016 file equivalencies

Unread postby mikesimpson » Sat Jan 30, 2016 5:59 pm

Further to Chacal's suggestion, you can set up Windows so that RW_Tools is the default file for opening .bin, .geopcdx and some other files, so you just need to double click on them in Windows Explorer to open them in RW_Tools.

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