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Ground textures

Unread postPosted: Thu Jun 23, 2011 11:42 am
by thecanadianrail
Is there any way of adding new ground textures into an existing route? i have been wondering this because i want to add the default B-SB textures to my route that i have already started.

Re: Ground textures

Unread postPosted: Thu Jun 23, 2011 1:18 pm
by PapaXpress
I am also interested in adding more ground textures, and maybe cloning and altering a few of the default (all farms do not make crop rows in the same direction!).

Re: Ground textures

Unread postPosted: Thu Jun 23, 2011 6:19 pm
by artimrj
Yes you can add more. I do it all the time. Add new items to your texturing.bin file. Each texture has it's own section and looks like so:

<cMixTexDescriptor d:id="57080784">
<BaseTextureName d:type="cDeltaString">Artimrj\Routes\Environment\Terrain\Pavers\NE - Pavers02</BaseTextureName>
<BaseSpringTextureName d:type="cDeltaString"></BaseSpringTextureName>
<BaseSummerTextureName d:type="cDeltaString"></BaseSummerTextureName>
<BaseAutumnTextureName d:type="cDeltaString"></BaseAutumnTextureName>
<BaseWinterTextureName d:type="cDeltaString"></BaseWinterTextureName>
<DisplayName d:type="cDeltaString"></DisplayName>
<LocalisedDisplayName>
<Localisation-cUserLocalisedString>
<English d:type="cDeltaString">NE - Pavers02</English>
<French d:type="cDeltaString"></French>
<Italian d:type="cDeltaString"></Italian>
<German d:type="cDeltaString"></German>
<Spanish d:type="cDeltaString"></Spanish>
<Dutch d:type="cDeltaString"></Dutch>
<Polish d:type="cDeltaString"></Polish>
<Russian d:type="cDeltaString"></Russian>
<Other/>
<Key d:type="cDeltaString"></Key>
</Localisation-cUserLocalisedString>
</LocalisedDisplayName>
<Wang d:type="cDeltaString">eFalse</Wang>
<FloraIndex d:type="sUInt32">0</FloraIndex>
<FloraDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</FloraDensity>
<Category d:type="cDeltaString">eConcrete</Category>
</cMixTexDescriptor>

I took all the UK textures and added them to my texturing.bin and we also made some new ones. The main thing you have to do is make sure you place your new ones below the ones that are allready there. If you put one in the middle of your file, all your textrureing will be out of whack as RW reads them all and assigns them a numeric value in memory. If you put one in not at the end, you just shifted the whole numbering sequence.

Re: Ground textures

Unread postPosted: Thu Jun 23, 2011 7:35 pm
by thecanadianrail
care to go into more detail and examples?

Re: Ground textures

Unread postPosted: Fri Jun 24, 2011 10:31 am
by PapaXpress
Going to have a go at this...

First backup your RoutePorpteries.xml put it somewhere safe. You will not edit this file.

I am going to update my route to look for my own custom texture bin, keeping in mind what artimrj warned us about with the loading order.

Open up the RouteProperties.xml and look for the TerrainBlueprint section:

Here is what my TerrainBlueprint looks like... don't ask why I chose EU texturing.... I simply did not know better.
Code: Select all
   <TerrainBlueprint>
      <iBlueprintLibrary-cAbsoluteBlueprintID>
         <BlueprintSetID>
            <iBlueprintLibrary-cBlueprintSetID>
               <Provider d:type="cDeltaString">Kuju</Provider>
               <Product d:type="cDeltaString">RailSimulator</Product>
            </iBlueprintLibrary-cBlueprintSetID>
         </BlueprintSetID>
         <BlueprintID d:type="cDeltaString">Environment\Terrain\EUTexturing.xml</BlueprintID>
      </iBlueprintLibrary-cAbsoluteBlueprintID>
   </TerrainBlueprint>


Now I know what texture BIN my route is using. I want to copy that file (rename it as well) to my own asset folder and change the path to that. Then I can change the Provider and Product (and file name) in my RouteProperties.

Code: Select all
   <TerrainBlueprint>
      <iBlueprintLibrary-cAbsoluteBlueprintID>
         <BlueprintSetID>
            <iBlueprintLibrary-cBlueprintSetID>
               <Provider d:type="cDeltaString">DMV</Provider>
               <Product d:type="cDeltaString">CC_Route</Product>
            </iBlueprintLibrary-cBlueprintSetID>
         </BlueprintSetID>
         <BlueprintID d:type="cDeltaString">Environment\Terrain\Texturing.xml</BlueprintID>
      </iBlueprintLibrary-cAbsoluteBlueprintID>
   </TerrainBlueprint>

Clear your cache, load and lock.

Now you can append new textures inside your BIN (I'll be looking into that next).

Re: Ground textures

Unread postPosted: Fri Jun 24, 2011 12:18 pm
by artimrj
thecanadianrail wrote:care to go into more detail and examples?



More detail in which way, be more specific and I can walk you all the way through. Do you know where your texturing.bin is like Pappax was explaining? Do you have something to edit the .BIN with? I use RW Tools. What other textures are you trying to use? Ones from the UK routes?

If you look back at my post, the code there is the entire coding for 1 texture. You would copy a whole section out of the other texturing.bin files, like the UK ones, and paste that whole section after the last texture section in your texturing.bin file. Each texture segment starts with: <cMixTexDescriptor d:id="57080784"> and ends with </cMixTexDescriptor>. You need those two lines and everything in between. The ID number means nothing to us.

Re: Ground textures

Unread postPosted: Tue Jun 28, 2011 7:12 am
by artimrj
So did you figure it out?

Re: Ground textures

Unread postPosted: Tue Jun 28, 2011 12:09 pm
by PapaXpress
For those interested I posted some more about this topic on my blog: Adding ground texture's to the CC (Part 2)

Re: Ground textures

Unread postPosted: Tue Jun 28, 2011 2:49 pm
by artimrj
Pappa when you clone a route using RW facilities, it fails to copy the mipmap folder over to the new route. Thats where are the texture info is.

Re: Ground textures

Unread postPosted: Tue Jun 28, 2011 3:33 pm
by PapaXpress
Thanks for that info. I was scratching my head wondering what happened. When I get home I will try to correct it, and post and update. Credit to you of course.

I am already writing up Part 3 where I start fine tuning my route, but I want to test it all out first on the "work bench". I see a lot of places where I could kill the route (backup, backup, backup!). It will be nice to fix a few of the most annoying problems on my route like DistantTerrainColour.

Re: Ground textures

Unread postPosted: Tue Jun 28, 2011 3:54 pm
by artimrj
Oops, thats the MIXMAP folder, not mipmap. I got mips on the brain... I cloned several routes and just had to copy the mixmap folder structure over and all was well.

Re: Ground textures

Unread postPosted: Tue Jun 28, 2011 4:41 pm
by PapaXpress
Its not the MixMaps folder. All the files are present and the same size. In fact there are no missing files of folders... However! (<<-- do you feel the drama?) The route started working properly (but is this really a surprise?). Perhaps I was too quick loading up the route and the files had not finished copying??? (TestTraK is small, so I doubt it).

Re: Ground textures

Unread postPosted: Fri Jul 08, 2011 3:12 pm
by PapaXpress
I have just posted Part 3 of my adventures in ground texturing.

Re: Ground textures

Unread postPosted: Fri Jul 08, 2011 6:26 pm
by Toripony
After certain actions you sometimes have to start up your route 2 times before the ground texture appears.