Does a Route's Environment folder in a .ap file need to be unpacked...

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Does a Route's Environment folder in a .ap file need to be unpacked...

Postby Ericmopar » Sun Mar 06, 2016 1:58 am

I'm experimenting with a clone of my Donner redo, trying to use the Feather River ground textures. I can't find them anywhere, even though I can find the cliffs and other scenery objects after enabling the Feather River assets in the editor.
The only thing missing from the textures menu is the Feather River stuff.
I can see textures from the kuju folders but those aren't in a .ap folder.
I suspect there is a bug in the editor, in which the route editor can't see ground textures in the Environment folder, in a .ap file, unless they are unpacked.
If there is a bug, it doesn't affect rolling stock or other assets.
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Re: Does a Route's Environment folder in a .ap file need to be unpacked...

Postby BoostedFridge » Sun Mar 06, 2016 3:28 am

In my understanding of it, you have to add the references to your route's blueprint for the additional textures.
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Re: Does a Route's Environment folder in a .ap file need to be unpacked...

Postby Ericmopar » Sun Mar 06, 2016 3:25 pm

A person didn't used to have to do that...
I wondered what happened. I had plenty of textures available when I was working on Castle Rock and now the textures aren't in the menu there either.
I wonder when that got changed, so a routes assets show up when enabled but not the environment folder stuff. !*not-ok*!

I also learned that unpacking them doesn't work... so it has nothing to do with textures in .ap files.

I wonder if this could have anything to do with route.xml stuff. I'll look into that.
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Re: Does a Route's Environment folder in a .ap file need to be unpacked...

Postby artimrj » Sun Mar 06, 2016 3:30 pm

Any new ground textures you want to use have to be added to your texturing.bin file in the environments\terrain folder. You can not just turn them on from another route.
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Re: Does a Route's Environment folder in a .ap file need to be unpacked...

Postby buzz456 » Sun Mar 06, 2016 3:32 pm

You have me a little confused. Are you trying to say in the world editor if you check off say 3D world landscapes that they don't show up in the object files?
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Re: Does a Route's Environment folder in a .ap file need to be unpacked...

Postby artimrj » Sun Mar 06, 2016 3:37 pm

Who are you asking Buzz?
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Re: Does a Route's Environment folder in a .ap file need to be unpacked...

Postby buzz456 » Sun Mar 06, 2016 3:38 pm

Eric.
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Re: Does a Route's Environment folder in a .ap file need to be unpacked...

Postby Ericmopar » Sun Mar 06, 2016 4:28 pm

When I was working on my Castle Rock Balloon Track Project a few years back, I could get a route's textures into the Castle Rock clone by checking off another routes assets in the Editor. That's all I know.
That and now I can't do that.
The textures I was using in my Castle Rock project are still visible in game, but no longer accessible from the editor menu.
So DTG changed something at some point in time.
That thing with Castle Rock must have been at least 3 years ago.

I should add. The Kuju textures are still available to use in the editor as well, but not stuff from the newer routes.

In any case I have a new problem. Cloning my Donner Redo and trying to use the Feather river assets in it borked my entire content folder somehow and no routes were visible in game anymore. They would load and you could hear sound and see terrain, but only in a very narrow range of the compass.
Luckily I had recent backups and replaced the content and assets folders to fix it.
Cloning the route shouldn't have done that though.
Last edited by Ericmopar on Sun Mar 06, 2016 4:34 pm, edited 1 time in total.
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Re: Does a Route's Environment folder in a .ap file need to be unpacked...

Postby buzz456 » Sun Mar 06, 2016 4:33 pm

I'm working on a project where we are using Marias Pass assets and that 's all I did was just check the route in RSC assets and they are all there. I checked SAD and all that stuff shows up.
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Re: Does a Route's Environment folder in a .ap file need to be unpacked...

Postby Ericmopar » Sun Mar 06, 2016 4:36 pm

buzz456 wrote:I'm working on a project where we are using Marias Pass assets and that 's all I did was just check the route in RSC assets and they are all there. I checked SAD and all that stuff shows up.

When I check off Feather River the lofts and building etc show up, just not the textures for painting the ground.
What's SAD?
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Re: Does a Route's Environment folder in a .ap file need to be unpacked...

Postby buzz456 » Sun Mar 06, 2016 4:44 pm

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Re: Does a Route's Environment folder in a .ap file need to be unpacked...

Postby Ericmopar » Sun Mar 06, 2016 5:16 pm

Just for kicks, how about one of you cloning Donner Pass and then getting into the world editor and see if you can get a hold of the Feather River ground textures.
I think from what Bob said the answer would be, that they don't show up.
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Re: Does a Route's Environment folder in a .ap file need to be unpacked...

Postby buzz456 » Sun Mar 06, 2016 5:41 pm

artimrj wrote:Any new ground textures you want to use have to be added to your texturing.bin file in the environments\terrain folder. You can not just turn them on from another route.


You are right Bob. I was having a brain f**t.
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