mindenjohn wrote:I am working on a coal road, based in the UK (for a change), using East Midlands Coal dlc as a basis (basically I am backdating it to 1962 - Steam plus green BR diesels). Strangely for a coal route EMC does not have coal as a ground texture! Ever seen a coal mine without some coal spilled on the ground? Well look on EMC and you will.
Question 1 Where do I find ground textures in the assets? or are they somewhere else?
Question 2 once found, how do I place them in the ground textures of another route?
Your guidance would be appreciated.
I am personally unsure of international coal routes for TS, as I don't tend to drive that often in the game. But, your best bet is to search your library, or the internet for a coal texture. The former can even be done via loading any route, navigating to the terrain texture selection, checking the icon that shows visuals of the textures, and trying to identify one that suits you. It is fairly simple in my opinion, but the process can come across as ridiculously complex.
If you find one, this is what you do (provided that your route is freeware only). I would recommend downloading RW tools from
http://www.agenetools.com/downloads.html for this procedure.
Identify the texture correctly. (IE Coal36 (example only))
Identify the .xml file that references the terrain (usually found in (provider/name of route/Environment/Terrain)
Navigate to the texture in question. It will look something like:
<MixTex>
<cMixTexDescriptor d:id="(three to four digit value)">
<BaseTextureName d:type="cDeltaString">(provider)\(name of route)\Environment\Terrain\(name of texture)</BaseTextureName>
Once you've done this, you will need to do a copy and paste process. You will need to copy the exact group of lines that you find referencing your preferred texture.
You will then need to copy it into your route's .xml file that references the terrain. Be sure to copy it to the BOTTOM only, otherwise everything goes out of whack. It is comparable to disrupting the current space-time continuum in a way.
The field will look something like this (will most likely contain multiple fields, nothing unusual).
<cMixTexDescriptor d:id="(four to five digit number)">
<BaseTextureName d:type="cDeltaString">(provider)\(name of route)\Environment\Terrain\(name of texture)</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">(Texture name here, no brackets)</DisplayName>
<LocalisedDisplayName>
<Localisation-cUserLocalisedString>
<English d:type="cDeltaString">(texture name)</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">eTrue</Wang>
<FloraIndex d:type="sUInt32">0</FloraIndex>
<FloraDensity d:type="sFloat32">0</FloraDensity>
<Category d:type="cDeltaString">eGrass</Category>
</cMixTexDescriptor>
</MixTex>
Now, you need to be very precise with copying the texture info over. What you do is highlight what you find in the .xml with the mouse, regardless of it's position. You highlight it from the very line that I mentioned, down to the one that says <DistantTerrainColour>. This will ensure that the entry is the last one in the file.
That should cover the .xml part. The other requirement is to identify the textures (whether or not they have a positive wang value) and drag them to your route's environment/terrain folder. There will be four .TgPcDx files if it is not wang. If it is, there will 32 .TgPcDx files. You need to be sure that EVERY one of these is copied to your routes folder for it to work, otherwise you will see 'texture missing' when you try to texture the terrain.
In lieu of this (relatively easy) procedure, you could create your own terrain textures. It's not a nightmare by default, but it can turn into one if you get things wrong.
Then load the route, and continue on.
Hope this helps.