Texture and Wagon Load problems

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Texture and Wagon Load problems

Unread postby thebigroyboyski » Wed Mar 16, 2016 3:32 pm

Firstly i'll start with the texture problem.
As I've been building and painting my model I normally check the paint job in 3dcrafter as I do last minute tweeks to the model.
I export the model to my source folder and add my texture to the texture folder and run RWAceTool to convert it to Ace.
This has been working fine for me for months now but after i did some weathering and number adding a couple of nights ago the new paint job doesn't show up in the game.
The texture is fine in 3dcrafter but after export i only have an old texture on the model.
I've checked I've put the latest version of my texture in the folder and ran RWAceTool again just to be sure but i'm kinda stuck now !*don-know!*

Now for my wagon load problem.
I added a trailer to my Frontrunner but it is there all the time.
I only want the trailer to appear when i tick the loaded box.
What part of the blueprint do i need to adjust for this?

Everything is so very nearly ready to release the model apart from these last little problems **!!bang!!**
Thanks
Roy
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Re: Texture and Wagon Load problems

Unread postby savv_nz » Wed Mar 23, 2016 9:17 pm

Hi Roy,
The load issue is an easy-ish one. You need to export the trailer as a seperate item and make a scenery blueprint for it.
You will then need to add it in the 'Cargo Component' section of the wagon blueprint for it to work when you tick the box etc.

As for the textures, find your wagons folder in the 'Assets' folder of the RailWorks directory ..Steam\steamapps\common\railworks\Assets and delete it, forcing the sim to re-export everything.
This usually clears up any export problems.
Cheers,

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Re: Texture and Wagon Load problems

Unread postby GreatNortherner » Thu Mar 24, 2016 6:29 am

thebigroyboyski wrote:I've checked I've put the latest version of my texture in the folder and ran RWAceTool again just to be sure but i'm kinda stuck now


When that happens to me I've usually changed a filename, path or whatever by accident (or forgotten about it) and so the model/blueprint keeps using an old version of the file in question. Also check that RWAcetool actually converts the file (and sends it to the correct folder), maybe something is wrong in your source texture and it fails to convert it.

Regarding wagon loads... what savv_nz said. Unfortunately QuickDrive doesn't allow loaded cars, so if you want to see your loaded cars in QD you must set up the cargo as permanent child object and ignore the cargo component section in the blueprint.

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Michael
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Re: Texture and Wagon Load problems

Unread postby jalsina » Thu Mar 24, 2016 11:16 am

Since there is no animation like those for bulk products, to get QD to consider the load weight (and the custom editor), the mass should include the (total) gross weight, meaning both the flatcar and the load weight for the trailer(s). That would require to set the cargo component capacity to zero (as I did with the Abrams flatcars).

An empty can be used for unloaded flatcar. And if the flatcar has two trailers capacity, also a version with half the load (one trailer).
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Re: Texture and Wagon Load problems

Unread postby thebigroyboyski » Sat Mar 26, 2016 7:17 am

Hey Jalsina, savv_nz and GreatNorthener thank you for your help.
I have the correct texture on it now and i'll hopefully get a few hours to work on it over the weekend to sort the load out.
Once i get a wheel texture i'm happy with it'll be ready for beta and then release finally !!*ok*!!

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Roy
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Re: Texture and Wagon Load problems

Unread postby thebigroyboyski » Sat Apr 09, 2016 4:47 am

Hey guys unfortunately i'm still struggling with adding the trailer.
I got the texture problem sorted out thanks to your help !!*ok*!!
As for the trailer it's either always there or never there still.
I've tried copying a blueprint for another loaded wagon and just changed it to point to the RCAP trailer but still nothing.
Would any of the content builders be willing to share a screenshot of their source blueprint cargo section in the blueprint editor?
I fully understand that for any copyright, commercial reasons or such that you might not be able to do that though !!*ok*!!

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Roy
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Re: Texture and Wagon Load problems

Unread postby GreatNortherner » Sat Apr 09, 2016 6:40 am

Hi,

Something may be wrong in your folder/file linking, always worth checking. Also, if you're including assets from external sources in your BP (like for example linking to RCAP from withing your own assets directory) make sure that RCAP is actually enabled in that scenario's asset filter.

thebigroyboyski wrote:Would any of the content builders be willing to share a screenshot of their source blueprint cargo section in the blueprint editor?


Hope this helps... see attached images.

Cheers
Michael
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Re: Texture and Wagon Load problems

Unread postby thebigroyboyski » Sat Apr 09, 2016 6:45 am

Brilliant Michael thank you very much.
Once the kids are in bed i'll get checking and fingers crossed i'll have this sorted this evening *!!thnx!!*

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Roy
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Re: Texture and Wagon Load problems

Unread postby thebigroyboyski » Mon Apr 11, 2016 10:34 am

Still no luck with this.
I've filled out the blueprint as per your second example but the load is there all the time with no box to tick to say it's loaded or not.
20160411162720_1.jpg

Any ideas before i pull my remaining hair out **!!bang!!** *!!thnx!!*

Cheers
Roy
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Re: Texture and Wagon Load problems

Unread postby PapaXpress » Mon Apr 11, 2016 12:27 pm

Are you loading it as a child, or as cargo?
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Re: Texture and Wagon Load problems

Unread postby thebigroyboyski » Mon Apr 11, 2016 12:49 pm

I've got it loaded as a child object papa.
I filled in the blueprint the same as GreatNortherners second example.
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Re: Texture and Wagon Load problems

Unread postby GreatNortherner » Tue Apr 12, 2016 5:19 am

thebigroyboyski wrote:Still no luck with this.
I've filled out the blueprint as per your second example but the load is there all the time with no box to tick to say it's loaded or not.

Any ideas before i pull my remaining hair out **!!bang!!** *!!thnx!!*

Cheers
Roy


In that case, it is working as expected. The second example will do just that: add the load as an always-present attachment to the rail vehicle (hence the need to define the loaded weight in the "RailVehicleComponent" section).

To get a triggerable (un-/loadable) cargo, example 1 would be the way to go.

/Edit: Example 1 is the only way (that I know of) to make the cargo interactive -- un-/loadable in the editor and with the container cranes on various routes. Example 2 is in turn the only way (that I know of) that a cargo object will ever show up on the cars in QuickDrive mode, which seems to ignore the CargoComponent section in the rail vehicle blueprints entirely.

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Re: Texture and Wagon Load problems

Unread postby thebigroyboyski » Tue Apr 12, 2016 9:11 am

Thanks Michael.
I'll give that a shot tonight and see how I get on.

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Roy
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Re: Texture and Wagon Load problems

Unread postby thebigroyboyski » Mon Apr 18, 2016 2:19 pm

Sorry to still be dragging on with this guys.
I'm still having no luck with this even though you lot couldn't be anymore helpful and have directed me exactly what to do **!!bang!!** !DUH!
Anyway I have set up the blueprint as per example 1 from GreatNortherner but my trailer just will not appear with the box ticked.
If someone would be so good to have a look through my blueprint xml and see what very simple thing I've missed or screwed up i'd be very grateful.
Also how do I post a xml so that it can be read on screen instead of having to download?

20160418200518_1.jpg


Frontrunner Blueprint.jpg


Wagon blueprint1.xml


Thank you for your help guys

Roy
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