Question about Container Repaints

Discussion of rolling-stock creation & re-painting.

Question about Container Repaints

Unread postby inc3pt » Mon Mar 25, 2013 3:30 pm

http://rail-sim.de/railsimnew/index.php ... -pack-v2-0

The above link goes to a container repaint pack that's been around for quite some time. I had a few questions about it while I'm reading up at work.

Does this pack actually reskin the default cars? Meaning, can I run scenarios without changing anything and have these skins show up on the containers?

If not, is there any way to do that, or do I have to go into the scenarios and replace the rolling stock with these once I've installed the pack?


I'm sorry in advance if this has been asked a million times. I did my best searching via the forum and google. !!det!!
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Re: Question about Container Repaints

Unread postby krellnut » Mon Mar 25, 2013 3:35 pm

The default cars will get reskins, but that's it. All the other skins are on there own cars. There should be no problem with scenarios.
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Re: Question about Container Repaints

Unread postby Chacal » Mon Mar 25, 2013 4:37 pm

Reskins (repaints) are supplemental (additional) skins.

After installing them on your PC, you will see them in the game IF you are playing a scenario that uses them. In that case you have nothing else to do. So it is the scenario author who decides what skins are used. It is useless to install repaints if you don't need them for a scenario.

If you would like to see them in a scenario that does not use them, you must modify the scenario, using the RW scenario editor or the RW-Tools scenario editor, replacing existing rolling stock with the repaints. In a sense, you become the scenario author for a modified version of the scenario.
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Re: Question about Container Repaints

Unread postby inc3pt » Mon Mar 25, 2013 4:43 pm

Chacal wrote:Reskins (repaints) are supplemental (additional) skins.

After installing them on your PC, you will see them in the game IF you are playing a scenario that uses them. In that case you have nothing else to do. So it is the scenario author who decides what skins are used. It is useless to install repaints if you don't need them for a scenario.

If you would like to see them in a scenario that does not use them, you must modify the scenario, using the RW scenario editor or the RW-Tools scenario editor, replacing existing rolling stock with the repaints. In a sense, you become the scenario author for a modified version of the scenario.


Unless I'm misunderstanding, this seems to differ from what krellnut said.

I was really hoping I wouldn't have to edit any default scenarios!
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Re: Question about Container Repaints

Unread postby Chacal » Mon Mar 25, 2013 7:30 pm

I don't know about this pack in particular. Maybe it replaces default material. Krellnut probably knows it better.
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Re: Question about Container Repaints

Unread postby inc3pt » Mon Apr 01, 2013 1:54 pm

I've noticed that the container cars are swapped to the repaint skins on Cajon Pass for example, but not Sherman Hill. Does anybody know why that might be? **!!bow!!**
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Re: Question about Container Repaints

Unread postby artimrj » Mon Apr 01, 2013 2:01 pm

The containers were made to replace the "old default" containers that reside in the Kuju asset folder structure. The ones for Sherman Hill are a completely different batch in a different folder. You would have to manually work on the Sherman Hill containers or any others that are not in the Kuju folders ( or are older).
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Re: Question about Container Repaints

Unread postby inc3pt » Mon Apr 01, 2013 2:39 pm

artimrj wrote:The containers were made to replace the "old default" containers that reside in the Kuju asset folder structure. The ones for Sherman Hill are a completely different batch in a different folder. You would have to manually work on the Sherman Hill containers or any others that are not in the Kuju folders ( or are older).


Ahh, that makes sense I think. I saw in another thread about Krellnut's wagon sounds not working on Sherman Hill that they needed to be copied over.

viewtopic.php?f=29&t=8191

It looks like Buzz made a tool to do that. I'm guessing that tool won't work for these container repaints too?
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Re: Question about Container Repaints

Unread postby Chacal » Mon Apr 01, 2013 3:48 pm

No it's just for sound files.
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Re: Question about Container Repaints

Unread postby inc3pt » Mon Apr 01, 2013 5:19 pm

I tried fudging around and copying all the files from

C:\Program Files (x86)\Steam\steamapps\common\RailWorks\Assets\Kuju\RailSimulatorUS\RailVehicles\Freight\DoubleStackCar\Default\Wagon

to

C:\Program Files (x86)\Steam\steamapps\common\RailWorks\Assets\RSC\ShermanHill\RailVehicles\Freight\DoubleStackCar\Default\Wagon

and then going to Sherman Hill to run a scenario. When I loaded up something with container cars, I got an error saying it couldn't load the files. Do you know how I might fix that/make these work on Sherman Hill? **!!bang!!**

Edit: While I'm at it, how could I make these work for Donner Pass as well? *!greengrin!*
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Re: Question about Container Repaints

Unread postby artimrj » Mon Apr 01, 2013 7:45 pm

You cant just copy the files, you also have to edit the paths inside them. No I am not doing it either.
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Re: Question about Container Repaints

Unread postby inc3pt » Mon Apr 01, 2013 8:25 pm

artimrj wrote:You cant just copy the files, you also have to edit the paths inside them. No I am not doing it either.


I apologize if I've upset you in some way or come across as expecting you to do it for me. If anybody has a tutorial they could point me to or a resource that might help me along, I'd appreciate it. Otherwise I will continue my digging around and see if I can figure it out.
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Re: Question about Container Repaints

Unread postby krellnut » Mon Apr 01, 2013 8:37 pm

I'm sure Bob was joking about that, but to do this will take some time. I don't have Sherman Hill so I don't know how many cars to change. This is the section that has to changed for containers. The repaints actually live in RailSimulator not RailSimulatorUS. This section is in each xml at the bottom of the page for each wagon. Try one and see if you get it to work. I would do it for you, but like I said I don't have that route. The way this section is posted here is not the way it looks in the xml, can't get it to show the correct way. The bottom of this section where it says Kuju as the provider and below is where you have to change. Open up a Sherman Hill xml to see the differences.

<CargoComponent>
<cCargoComponentBlueprint>
<CargoDef>
<cContainerCargoDef d:id="27632504">
<MassInKg d:type="sFloat32" d:alt_encoding="00000000006AE840" d:precision="string">55000</MassInKg>
<Position>
<cHcRMatrix4x4>
<Element>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="00000080E2C7D83F" d:precision="string">0.3872</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
</Element>
</cHcRMatrix4x4>
</Position>
</cContainerCargoDef>
</CargoDef>
<CargoBlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">RailNetwork\Interactive\Conti_1x_40ft_001.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</CargoBlueprintID>
</cCargoComponentBlueprint>
</CargoComponent>
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Re: Question about Container Repaints

Unread postby inc3pt » Mon Apr 01, 2013 8:53 pm

krellnut wrote:I'm sure Bob was joking about that, but to do this will take some time. I don't have Sherman Hill so I don't know how many cars to change. This is the section that has to changed for containers. The repaints actually live in RailSimulator not RailSimulatorUS. This section is in each xml at the bottom of the page for each wagon. Try one and see if you get it to work. I would do it for you, but like I said I don't have that route. The way this section is posted here is not the way it looks in the xml, can't get it to show the correct way. The bottom of this section where it says Kuju as the provider and below is where you have to change. Open up a Sherman Hill xml to see the differences.

<CargoComponent>
<cCargoComponentBlueprint>
<CargoDef>
<cContainerCargoDef d:id="27632504">
<MassInKg d:type="sFloat32" d:alt_encoding="00000000006AE840" d:precision="string">55000</MassInKg>
<Position>
<cHcRMatrix4x4>
<Element>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="00000080E2C7D83F" d:precision="string">0.3872</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
</Element>
</cHcRMatrix4x4>
</Position>
</cContainerCargoDef>
</CargoDef>
<CargoBlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">RailNetwork\Interactive\Conti_1x_40ft_001.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</CargoBlueprintID>
</cCargoComponentBlueprint>
</CargoComponent>


Understood. Thank you both! I will see what I can come up with. !*salute*!
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Re: Question about Container Repaints

Unread postby artimrj » Tue Apr 02, 2013 5:44 am

Not joking but serious, but definitely not upset. As you can see why now that I dont want to do it. Actually I do not get upset at all. Life is too short for that and I am getting closer to the end.
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