Using RW_Tools to fix missing texture help.

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Using RW_Tools to fix missing texture help.

Unread postby ssbobz » Thu Feb 02, 2017 5:47 pm

I have a few cars that are missing textures on the wheels, for example one of the CimPac gondolas, another is a coal hopper, also there is a flatcar or woodrack missing number textures.

I figured I could copy the correct data from one of the complete cars bins so I looked inside one and was somewhat overwhelmed with the number of lines and formatting having never worked with coding before. I understand RW_Tools can be used to fix problems like this but I'd appreciate any guidance, tips, walk-throughs anyone can provide.

Another similar issue is probably even easier to fix. I installed the CV 40 foot flat with the granite load but the load won't show up in game or the world/scenario editor, only in the QD builder. I assume that is due to not having all of the assets checked off but how can I find out which one is required?

Thanks for any help.
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Re: Using RW_Tools to fix missing texture help.

Unread postby tagsdm » Thu Feb 02, 2017 10:34 pm

RW_Tools may help with number textures. You can open the .bin and search for the word number, numbers, or textures to find a syntax where the bin is looking for the numbers. You will have to fix the syntax by hand to find the correct folder. The car should have autonumbering to work. There is also a dcsv file for numbering that should be fixed if required. And a numbers bin. All of this should be done by the builder or repainter though. A car may reference another car which you may not have. Dependencies should be made clear in the readme. For example, you must have David Brindley's original GP15 for my GP15 repaints to work.

I don't think RW_Tools will help with actual model textures. I've had a few missing and have copied and pasted from a similar car, namely some of the JesseJames repaints. But that's hit or miss. Dependencies should be in the readme.

I don't know how to find assets in reverse, except to look for a provider line in the bin. That works sometimes. Search for provider. The builder should, but many times doesn't, tell you which assets to check (Kuju, RSC or whatever). Sometimes there isn't even a readme with a product. There is an AnimationName line in the bin of an open car that may tell you where to look for loading information. Give it a try. A line with "cDeltaString">RSC\.. for example should mean that RSC should be checked.

Of course, to look at a bin file, you have to know which folder to look for in order to open the bin. Sort of like the lost motorist in Bert and I..."You can't get there from here."

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Re: Using RW_Tools to fix missing texture help.

Unread postby buzz456 » Fri Feb 03, 2017 8:14 am

"I don't think RW_Tools will help with actual model textures. I've had a few missing and have copied and pasted from a similar car, namely some of the JesseJames repaints. But that's hit or miss. Dependencies should be in the readme."

After you do a check route (make sure your item is in the route) If you keep saying yes when it asks you if you want it to check things eventually it gets to shapes and textures. In that page you can isolate the particular item you are having a problem with and see what's missing. There's probably a better way over on the asset page but the logic on that page has always escaped me for the most part.
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