Fixing with Hack #1 — Fixing CNR’s CP SD40-2Fs to work in 09/10/12

Seems I might need to start this series and add to the Modding with Hack series too….

Ok, I saw someone was trying to get CNR’s CP SD40-2Fs from Trainz Pro Routes working…. Here is how I did it….

WARNING!… a basic knowledge of CMP and how to open and commit an asset is needed. If you don’t know how…. learn. Yep, learn it. Nothing helps a person more than learning for him or her self.

First off, you need to have the units. Don’t have them? They are on the Trainz Pro Routes forum, under TPR goodies… you need to be registered on the forum to see the download links.

You need to access 2 messages:

http://www.trainzproroutes.org/forum…hp?f=37&t=3381

http://www.trainzproroutes.org/forum…hp?f=37&t=3382

The first message has 3 units, the second message has 1 unit and the bogeys.

When you check the units for errors, you will get the following errors.. (Note, I will skip over the warnings…. warnings will not stop you from using the asset… usually it is a “older than build 2.7” or “no thumbnail warning”)

Error: The primary and alpha texture are not the same size for ‘C:\Program Files (x86)\Auran\TS2009/local/hash-08\kuid 95761 110\cp_sd402f_body/brake2-brake1a.texture.txt’
Error: Unable to load alpha texture ‘cp_sd402f_body/brake1a.bmp’ for texture file ‘cp_sd402f_body/brake2-brake1a.texture.txt’.
Error: Unable to load primary texture ‘cp_sd402f_body/brake2.bmp’ for texture file ‘cp_sd402f_body/brake2-brake1a.texture.txt’.
Error: Unable to load primary texture ‘cp_sd402f_body/mainlow.bmp’ for texture file ‘cp_sd402f_body/mainlow.texture.txt’.
Error: Unable to load primary texture ‘cp_sd402f_body/mainmed.bmp’ for texture file ‘cp_sd402f_body/mainmed.texture.txt’.
Error: Unable to load primary texture ‘cp_sd402f_body/gray5.bmp’ for texture file ‘cp_sd402f_body/gray5.texture.txt’. (NOTE – Only on unit #9015)

So lets deal with the texture problems

Click on the CP sd40-2f asset, and do a Edit – edit in explorer… this opens the asset for editing.

once the explorer window opens, double click on the cp_sd402f_body folder.

Delete the following xxx.texture.text files from the cp_sd402f_body folder:

cp_sd402f_body/brake2-brake1a.texture.txt

cp_sd402f_body/mainlow.texture.txt

cp_sd402f_body/mainmed.texture.txt

cp_sd402f_body/gray5.texture.text (NOTE – Unit #9015 only)

These entries are not used and are causing your problems. It will eliminate the following errors:

Error: Unable to load primary texture ‘cp_sd402f_body/brake2.bmp’ for texture file ‘cp_sd402f_body/brake2-brake1a.texture.txt’.
Error: Unable to load primary texture ‘cp_sd402f_body/mainlow.bmp’ for texture file ‘cp_sd402f_body/mainlow.texture.txt’.
Error: Unable to load primary texture ‘cp_sd402f_body/mainmed.bmp’ for texture file ‘cp_sd402f_body/mainmed.texture.txt’.
Error: Unable to load primary texture ‘cp_sd402f_body/gray5.bmp’ for texture file ‘cp_sd402f_body/gray5.texture.txt’. (NOTE – Only on unit #9015)

In addition to eliminating those errors, it also eliminates these last 2 errors:

Error: The primary and alpha texture are not the same size for ‘C:\Program Files (x86)\Auran\TS2009/local/hash-08\kuid 95761 110\cp_sd402f_body/brake2-brake1a.texture.txt’
Error: Unable to load alpha texture ‘cp_sd402f_body/brake1a.bmp’ for texture file ‘cp_sd402f_body/brake2-brake1a.texture.txt’.

After you have deleted these entries, close out the windows explorer window, make sure the cp sd40-2f is highlighted, and press Ctrl and M at the same time, or use edit – commit. This will commit the unit.

**NOTE** – you need to apply this fix to all 4 units.

That does it for now….Apply liberally and haul some freight.

Problems? Post them and lets see what went wrong.

Hmmm, I might have to do installment 2 and 3 on CNR’s CN SD50F and SD60Fs….

I didn’t get the gray5 faults, but others did. See messages below. Thanks guys!

“Go forth, fix your stuff, and lament no more”Fixing with Hack #2 — Fixing CNR’s CN SD50Fs to work in 09/10/12

Fixing with Hack #2 — Fixing CNR’s CN SD50Fs to work in 09/10/12

Ok gang, time for the second installment.This time we are taking on the Canadian National SD50Fs by CNR…..WARNING!… a basic knowledge of CMP and how to open and commit an asset is needed. If you don’t know how…. learn. Yep, learn it. Nothing helps a person more than learning for him or her self.

First off, you need to have the units. Don’t have them? They are on the Trainz Pro Routes forum, under TPR goodies… you need to be registered on the forum to see the download links.

You need to access this message:

http://www.trainzproroutes.org/forum…hp?f=37&t=3571

The message has 3 units and the bogeys.

When you check the units for errors, you will get the following errors.. (Note, I will skip over the warnings…. warnings will not stop you from using the asset… usually it is a “older than build 2.7” or “no thumbnail warning”)

Error: Unable to load primary texture ‘cn_sd50f_body/brake2.bmp’ for texture file ‘cn_sd50f_body/brake2-brake1a.texture.txt’.
Error: Unable to load alpha texture ‘cn_sd50f_body/brake1a.bmp’ for texture file ‘cn_sd50f_body/brake2-brake1a.texture.txt’.
Error: The primary and alpha texture are not the same size for ‘cn_sd50f_body/brake2-brake1a.texture.txt’
Error: Unable to load primary texture ‘cn_sd50f_body/gray5.bmp’ for texture file ‘cn_sd50f_body/gray5.texture.txt’.
Error: Unable to load primary texture ‘cn_sd50f_body/mainlow.bmp’ for texture file ‘cn_sd50f_body/mainlow.texture.txt’.
Error: Unable to load primary texture ‘cn_sd50f_body/mainmed.bmp’ for texture file ‘cn_sd50f_body/mainmed.texture.txt’.
Error: Unable to load primary texture ‘cn_sd50f_body/sd40main2.bmp’ for texture file ‘cn_sd50f_body/sd40main2.texture.txt’.

So lets deal with the texture problems

Click on the CN SD50f asset, and do a Edit – edit in explorer… this opens the asset for editing.

once the explorer window opens, double click on the cn_sd50f_body folder.

Delete the following xxx.texture.text files from the cn_sd50f_body folder folder:

brake2-brake1a.texture.txt

mainlow.texture.txt

mainmed.texture.txt

gray5.texture.txt

sd40main2.texture.txt

These entries are not used and are causing your problems. It will eliminate the following errors:

Error: Unable to load primary texture ‘cn_sd50f_body/brake2.bmp’ for texture file ‘cn_sd50f_body/brake2-brake1a.texture.txt’.
Error: Unable to load primary texture ‘cn_sd50f_body/gray5.bmp’ for texture file ‘cn_sd50f_body/gray5.texture.txt’.
Error: Unable to load primary texture ‘cn_sd50f_body/mainlow.bmp’ for texture file ‘cn_sd50f_body/mainlow.texture.txt’.
Error: Unable to load primary texture ‘cn_sd50f_body/mainmed.bmp’ for texture file ‘cn_sd50f_body/mainmed.texture.txt’.
Error: Unable to load primary texture ‘cn_sd50f_body/sd40main2.bmp’ for texture file ‘cn_sd50f_body/sd40main2.texture.txt’.

In addition to eliminating those errors, it also eliminates these last 2 errors:

Error: Unable to load alpha texture ‘cn_sd50f_body/brake1a.bmp’ for texture file ‘cn_sd50f_body/brake2-brake1a.texture.txt’.
Error: The primary and alpha texture are not the same size for ‘cn_sd50f_body/brake2-brake1a.texture.txt’

After you have deleted these entries, close out the windows explorer window, make sure the CN SD50f is highlighted, and press Ctrl and M at the same time, or use edit – commit. This will commit the unit.

**NOTE** – you need to apply this fix to all 3 units.

That does it for now….Apply liberally and haul some freight.

Problems? Post them and lets see what went wrong.

Post pics in the Canandian Hi Res screenshot thread, lets see these units in action!

“Go forth, fix your stuff, and lament no more”

Fixing with Hack #3 — Fixing CNR’s CN SD60Fs to work in 09/10/12

Ok gang, time for the third installment.

This time we are taking on the Canadian National SD60Fs by CNR…..

WARNING!... a basic knowledge of CMP and how to open and commit an asset is needed. If you don’t know how…. learn. Yep, learn it. Nothing helps a person more than learning for him or her self.

First off, you need to have the units. Don’t have them? They are on the Trainz Pro Routes download station… you need to be registered to access the download depot .

You need to access this entry:

http://trainzproroutes.org/tprdownlo…category&id=58

The message has 2 unit. (NOTE if you have been following this series in order, you will already hve the bogeys)

When you check the units for errors, you will get the following errors.. (Note, I will skip over the warnings…. warnings will not stop you from using the asset… usually it is a “older than build 2.7” or “no thumbnail warning”)

Error: Unable to load primary texture ‘cn_sd60f_1_body/brake2.bmp’ for texture file ‘cn_sd60f_1_body/brake2-brake1a.texture.txt’.
Error: Unable to load alpha texture ‘cn_sd60f_1_body/brake1a.bmp’ for texture file ‘cn_sd60f_1_body/brake2-brake1a.texture.txt’.
Error: The primary and alpha texture are not the same size for ‘cn_sd60f_1_body/brake2-brake1a.texture.txt’
Error: Unable to load primary texture ‘cn_sd60f_1_body/gray5.bmp’ for texture file ‘cn_sd60f_1_body/gray5.texture.txt’.
Error: Unable to load primary texture ‘cn_sd60f_1_body/mainlow.bmp’ for texture file ‘cn_sd60f_1_body/mainlow.texture.txt’.
Error: Unable to load primary texture ‘cn_sd60f_1_body/mainmed.bmp’ for texture file ‘cn_sd60f_1_body/mainmed.texture.txt’.
Error: Unable to load primary texture ‘cn_sd60f_1_body/sd40main2.bmp’ for texture file ‘cn_sd60f_1_body/sd40main2.texture.txt’.

So lets deal with the texture problems

Click on the CN SD60f asset, and do a Edit – edit in explorer… this opens the asset for editing.

once the explorer window opens, double click on the cn_sd60f_1_body folder.

Delete the following xxx.texture.text files from the cn_sd60f_1_body folder folder:

brake2-brake1a.texture.txt

mainlow.texture.txt

mainmed.texture.txt

gray5.texture.txt

sd40main2.texture.txt

These entries are not used and are causing your problems. It will eliminate the following errors:

Error: Unable to load primary texture ‘cn_sd60f_1_body/brake2.bmp’ for texture file ‘cn_sd60f_1_body/brake2-brake1a.texture.txt’.
Error: Unable to load primary texture ‘cn_sd60f_1_body/gray5.bmp’ for texture file ‘cn_sd60f_1_body/gray5.texture.txt’.
Error: Unable to load primary texture ‘cn_sd60f_1_body/mainlow.bmp’ for texture file ‘cn_sd60f_1_body/mainlow.texture.txt’.
Error: Unable to load primary texture ‘cn_sd60f_1_body/mainmed.bmp’ for texture file ‘cn_sd60f_1_body/mainmed.texture.txt’.
Error: Unable to load primary texture ‘cn_sd60f_1_body/sd40main2.bmp’ for texture file ‘cn_sd60f_1_body/sd40main2.texture.txt’.

In addition to eliminating those errors, it also eliminates these last 2 errors:

Error: Unable to load alpha texture ‘cn_sd60f_1_body/brake1a.bmp’ for texture file ‘cn_sd60f_1_body/brake2-brake1a.texture.txt’.
Error: The primary and alpha texture are not the same size for ‘cn_sd60f_1_body/brake2-brake1a.texture.txt’

After you have deleted these entries, close out the windows explorer window, make sure the CN SD60f is highlighted, and press Ctrl and M at the same time, or use edit – commit. This will commit the unit.

**NOTE** – you need to apply this fix to both units.

That does it for now….Apply liberally and haul some freight.

Problems? Post them and lets see what went wrong.

Post pics in the Canandian Hi Res screenshot thread, lets see these units in action!

“Go forth, fix your stuff, and lament no more”

Fixing with Hack #4 – Fixing the RRMODS TRS04 GP35s to work in 09/10/12

Many of us have been over looking thru the Freeware offerings at RRMODS.com and have seen the TRS04 heading and looked around….WOW, look at all those engines!

Link: http://rrmods.com/trs04.shtml

I believe you need to be registered to be able to download…

Once we import them, well, that is when reality hits….

Multiple errors relating to missing attachment points and missing texture files.

This installment is a little different, it presents a general overall how to fix it, seeing as many of those engines share the same faults.

WARNING!… a basic knowledge of CMP and how to open and commit an asset is needed. If you don’t know how…. learn. Yep, learn it. Nothing helps a person more than learning for him or her self.

Also, this time around you need to download PEV’s Trainz Mesh Viewer 2 and the Images2TGA program. In fact, you may wish to download and learn to use ALL of his tools, they are invaluable.

Download from this site:http://www.members.optusnet.com.au/villaump/pevsoft.htm

(Warning: many other sites have, without his permission, downloaded and offered his work on their own sites. Please see the warning on his site. Download with confidence from this original page for your own safety.)

Ok, lets start of with the faulty attachments:

You will need both CMP and Trainz Mesh Viewer for this.

The most common faulty attachment points are coronas 6 and 7.

Use PEVs Trainz Mesh Viewer 2, use the “Show attachment” option (right click on the screen).

Look for the attachment that popped up bad in the CMP error screen. If it doesn’t exist on the model, delete the reference in the config file.

Most of the time a.corona6 and a.corona7 pop up as being bad. Those would be the class lights on the low hoods that aren’t there on certain roads or plated over later in life.

EDIT: Look for the attachment name, IE a.corona6, and not entry 6… sometimes the entry and attachment name are not the same.

Ok, now were are going to address the missing graphics files.

What happens is when TS12 (10 also) imports the cdp, it deletes the .texture files, so now you have nothing to convert to a TGA and corresponding xxx.texture.txt files. Yes, these models use a different format for the graphics files, they are xxx.texture, with no corresponding xxx.texture.text files.

So what you have to do is import the cdp for the locomotive that you are working on a second time.

Why?

Because the CMP will ask you if you wish to over write the existing file, tell it yes.

Why?

Because now those files will be open for editing and haven’t been committed, there by leaving the xxx.texture files in place. You can now convert the xxx.texture graphics files (using PEVs [ This repair brought to you from the fine folks at PEV software, taking the Dys and ctional away and just leaving the fun part ] Images2tga program) to TGA files and corresponding xxx.texture.txt files.

Save and commit.

The trucks for these need the same fixes to their graphics. Some of them are missing the files to begin with, copy and paste from another RRMODS GP35 truck set that is complete. (I.E EMD to EMD, AAR to AAR)

**NOTE** – you need to apply these fixs to all units and bogeys.

That does it for now….Apply liberally and haul some freight.

Problems? Post them and lets see what went wrong.

Post pics in the screenshot threads, lets see these units in action!

“Go forth, fix your stuff, and lament no more”

Fixing with Hack #5 – Fixing the RRMODS TRS04 SD35s to work in 09/10/12

Greetings gang, in this issue, we continue exploring the RRMODS TRS04 models, focusing on the SD35s offered there.

Link: http://rrmods.com/trs04.shtml

I believe you need to be registered to be able to download…

When you import them you get multiple errors relating to missing attachment points and missing texture files.

This installment presents a general overall how to fix it, seeing as many of those engines share the same faults.

WARNING!… a basic knowledge of CMP and how to open and commit an asset is needed. If you don’t know how…. learn. Yep, learn it. Nothing helps a person more than learning for him or her self.

Also, this time around you need to download PEV’s Trainz Mesh Viewer 2 and the Images2TGA program. In fact, you may wish to download and learn to use ALL of his tools, they are invaluable.

Download from this site:http://www.members.optusnet.com.au/villaump/pevsoft.htm

(Warning: many other sites have, without his permission, downloaded and offered his work on their own sites. Please see the warning on his site. Download with confidence from this original page for your own safety.)

Ok, lets start of with the faulty attachments:

You will need both CMP and Trainz Mesh Viewer for this.

The most common faulty attachment point is corona 3.

Use PEVs Trainz Mesh Viewer 2, use the “Show attachment” option (right click on the screen).

Look for the attachment that popped up bad in the CMP error screen. If it doesn’t exist on the model, delete the reference in the config file.

Most of the time a.corona3 pop ups as being bad. Those would be the class lights on the low hoods that aren’t there on certain roads or plated over later in life.

EDIT: Look for the attachment name, IE a.corona3, and not entry 3… sometimes the entry and attachment name are not the same.

Ok, now were are going to address the missing graphics files.

What happens is when TS12 (10 also) imports the cdp, it deletes the .texture files, so now you have nothing to convert to a TGA and corresponding xxx.texture.txt files. Yes, these models use a different format for the graphics files, they are xxx.texture, with no corresponding xxx.texture.text files.These faults are for map1 and map2.

So what you have to do is import the cdp for the locomotive that you are working on a second time.

Why?

Because the CMP will ask you if you wish to over write the existing file, tell it yes.

Why?

Because now those files will be open for editing and haven’t been committed, there by leaving the xxx.texture files in place. You can now convert the xxx.texture graphics files (using PEVs Images2tga program) to TGA files and corresponding xxx.texture.txt files.

Save and commit.

**NOTE** – you need to apply these fixs to all units.

That does it for now….Apply liberally and haul some freight.

Problems? Post them and lets see what went wrong.

Post pics in the screenshot threads, lets see these units in action!

“Go forth, fix your stuff, and lament no more”

Fixing with Hack #6 – Fixing the RRMODS TRS04 GP40s to work in 09/10/12

Welcome back to Fixing with Hack! (almost rhymes, doesn’t it?)In this issue, we continue exploring the RRMODS TRS04 models, focusing on the GP40s offered there.Link: http://rrmods.com/trs04.shtml

I believe you need to be registered to be able to download…

When you import them you get errors relating to multiple missing texture files, bad attachment points, and invalid entries in config files.

This installment presents a general overall how to fix it, seeing as many of those engines share the same faults.

WARNING!… a basic knowledge of CMP and how to open and commit an asset is needed. If you don’t know how…. learn. Yep, learn it. Nothing helps a person more than learning for him or her self.

Also, this time around you need to download PEV’s Trainz Mesh Viewer 2 and the Images2TGA program. In fact, you may wish to download and learn to use ALL of his tools, they are invaluable.

Download from this site:http://www.members.optusnet.com.au/villaump/pevsoft.htm

(Warning: many other sites have, without his permission, downloaded and offered his work on their own sites. Please see the warning on his site. Download with confidence from this original page for your own safety.)

Ok, lets start of with the faulty attachments:

You will need both CMP and Trainz Mesh Viewer for this.

The most common faulty attachment points are corona 0, 1, 5, and 6.

Use PEVs Trainz Mesh Viewer 2, use the “Show attachment” option (right click on the screen).

Look for the attachment that popped up bad in the CMP error screen. If it doesn’t exist on the model, delete the reference in the config file.

Look for the attachment name, IE a.corona0, and not entry 0… sometimes the entry and attachment name are not the same.

Ok, now were are going to address the missing graphics files.

What happens is when TS12 (10 also) imports the cdp, it deletes the .texture files, so now you have nothing to convert to a TGA and corresponding xxx.texture.txt files. Yes, these models use a different format for the graphics files, they are xxx.texture, with no corresponding xxx.texture.text files.These faults are for map1 and map2.

So what you have to do is import the cdp for the locomotive that you are working on a second time. CMP will ask you if you wish to over write the existing file, tell it yes.

Why?

Because now those files will be open for editing and haven’t been committed, there by leaving the xxx.texture files in place. You can now convert the xxx.texture graphics files (using PEVs Images2tga program) to TGA files and corresponding xxx.texture.txt files.

Save and commit.

Fixing the Bogeys

The associated bogeys pop up with a error, it is a spelling error in the config file. Open the bogey for edit, open the config file, correct the spelling for organization, save the config file, close out the explorer window for the asset and commit.

**NOTE** – you need to apply these fixes to all units and bogeys.

That does it for now….Apply liberally and haul some freight.

Problems? Post them and lets see what went wrong.

Post pics in the screenshot threads, lets see these units in action!

“Go forth, fix your stuff, and lament no more”

Fixing with Hack #7 – Enabling the ARN on TUME’s FP45 and adjusting the mesh height

Welcome back to Fixing with Hack! (almost rhymes, doesn’t it?)In this issue, we will get the ARN up and running on Tume’s ATSF “Super Fleet” FP-45 (SDF-45). For those with Trainz Classic and above, there is a bonus mod that can be made to lower the engine to proto height….

For those of you who may not know what the Super Fleet FP-45s (ATSF Designation SDF-45) look like, here is a pic you can look at:

http://www.rr-fallenflags.org/atsf/atsf0090cwa.jpg

You will need a few downloads to make this work.

First off, you need the unit itself.

Go to the DLS and search for this kuid and download it:

SF-FP45-001

KUID2: 82412:73450001:1

It is a Trs2004 item, so remember to check the boxes on the left hand side in the search box for the DLS.

Remember to download all of the dependencies.

Secondly, you need the ARN and SFX libraries, ARN Icon, and ARN_SFX.gs script file.

Note: Check your version of Trainz, I believe most versions Trainz Classic and above already have these items installed.

You can downloads these from Trainz Pro Routes in their TPR Goodies section.

Note: You have to be registered with the website to get the download links to show up.

ARN_SFX.GS script file here: http://www.trainzproroutes.org/forum…hp?f=37&t=3883

ARN Library (note: The ARN icon is included in the ARN library) : http://www.trainzproroutes.org/forum…hp?f=37&t=3863

SFX Library (note: get the CDP file) : http://www.trainzproroutes.org/forum…hp?f=37&t=3780

Unzip all zipped files, install all cdp files if needed, put the ARN_SFX.gs file where you can find it… you will need it soon.

Ok, now that you have installed the FP-45, you need to find it, on the CMP go to the Today tab….

Now that you know where the unit is, right click on it and select “Edit” and then “Edit in explorer”.

You will get a Windows Explorer window with the assets files in it.

Find where you stored the ARN_SFX.gs script file at, copy it, then paste it into the FP-45s Windows Explorer window. That is all you have to do with that file.

Now open the config.txt file.

NOTE: If you screw something up, just close out the window and tell it not to save your changes. Re open the config file and try again.

NOTE 2: I tried to put in the needed spaces between the entires, but the board here keeps removing them.. try to keep your formatting similar to what is already there…

We need to make a couple of entries, one of which will differ depending on your Trainz version.

That entry is the one telling Trainz where to find the alpha numbers for the model.

In TRS 04/06/Classic, and I believe 09, you will need the asset-filename entry, it should already be in the config file, it looks like this:

asset-filename “SF-FP45-001”

So you need to do nothing, just hang on.

TRS 10 and 12 users, You need to add an entry, the fonts-path line. I usually just insert it under the fonts entry. It needs to be this:

fonts-path “sf-fp45-001”

Now the next entries are the “Script” and “Class” entries.

I usually insert them right under the “fonts-path” or “fonts” entry. They need to look like this:

script “arn_sfx_loco”
class “ARN_SFX_Loco”

The arn icon entry is an optional one, it will not keep the arn from functioning… if you want to have the arn icon show up on the asset in surveyor, you need to add this entry:

icon0 <kuid2:104722:1959365:2>

Now we need to insert the “Extensions” entry. This is where we will tell the ARN script what range of numbers to use for the engine. This entry is made right before the mesh table entry. It needs to look like this:

extensions
{
arn_data-82412
{
number_low “90”
number_high “100”
}
}

This will give you unit numbers 90-99. ARN never uses the highest number, hence that is why it is 100.

The last entries that need to be made will be in the Kuid table. These can be added at the end of the table before the last bracket. They are the ARN_lib, ARN_icon, and sfx_lib entries. This is how my kuid table looks:

kuid-table
{
0 <kuid2:9000:51000:1>
1 <kuid2:82412:53003:1>
2 <kuid2:82412:54002:1>
3 <kuid2:82412:3045005:1>
4 <kuid2:82412:73045012:1>
5 <kuid2:82412:73045011:1>
arn_lib <kuid2:104722:2501038:4>
arn_icon <kuid2:104722:1959365:2>
sfx_lib <kuid2:104722:2502000:1>
}

Ok, that is it for the needed entries in the config file. Do a “File-Save” to save this modified config file.

You can now close out the editor window and the Windows Explorer window for the asset.

Right click on the open asset, go to “Edit” and “Commit”

Now when you place this engine in suryeyor, ARN will randomly pick a number and display it on the engine.

BONUS MOD

For those with Trainz Classic and above:

You may have noticed that this engine rides a touch high….

To remedy this, you need to make a few changes

So to lower the engine mesh, you need to add a entry in the configuration file. It is a “Position” entry. The “position” entry can move a mesh in the x,y,z axis. It needs to go in the “Default” mesh entry. You add it right under the “auto-create 1” entry.

the entry needs to be:

Position 0,0,-0.1

This will LOWER the body of the engine 0.1 meters. This will bring it very close to prototypical height.

You would end up with something like this:

default
{
mesh “SF-FP45-001_body/SF-FP45-001_body.im”
auto-create 1
position 0,0,-0.10
}

So, open the asset for editing, open the config.txt file, make the entry, save and commit.

So, now that you LOWERED the engine mesh, you are going to need to RAISE the bogeys, otherwise they will be buried in the roadbed.

Open the Bogeys for editing, and you will add an almost similar position command to the default section of the bogeys default section.

The “position” entry will look like this:

position 0,0,0.1

You will notice that there isn’t a minus sign in front of the 0.100 number, this tells the position command to move the mesh UP in the Z axis.

Your entry should look like this:

default
{
mesh “sd40f_bogey.im”
auto-create 1
position 0,0,0.1
}

Again, save and commit.

NOTE: Remember to do this for BOTH bogeys.

That does it for now….Apply liberally and haul some freight.

Next time we tackle the Yellow Bonnet freight version.

Problems? Post them and lets see what went wrong.

Post pics in the screenshot threads, lets see these units in action!

“Go forth, fix your stuff, and lament no more”

Fixing with Hack #8 – Enabling the ARN on TUME’s Yellow Bonnet ATSF FP45 and adjusting the mesh height

Welcome back to Fixing with Hack! (almost rhymes, doesn’t it?)In this issue, we will get the ARN up and running on Tume’s ATSF Yellow Bonnet FP-45 (SDF-45). For those with Trainz Classic and above, there is a bonus mod that can be made to lower the engine to proto height….
You will need a few downloads to make this work.First off, you need the unit itself.Go to the DLS and search for this kuid and download it:SF-FP45-YB-001KUID2: 82412:73450002:1It is a Trs2004 item, so remember to check the boxes on the left hand side in the search box for the DLS.

Remember to download all of the dependencies.

NOTE: If you have accomplished the fixes on the Super Fleet unit, you do not want to over write the interior or the bogeys when you install the engine.

Secondly, you need the ARN and SFX libraries, ARN Icon, and ARN_SFX.gs script file.

Note: Check your version of Trainz, I believe most versions Trainz Classic and above already have these items installed.

You can downloads these from Trainz Pro Routes in their TPR Goodies section.

Note: You have to be registered with the website to get the download links to show up.

ARN_SFX.GS script file here: http://www.trainzproroutes.org/forum…hp?f=37&t=3883

ARN Library (note: The ARN icon is included in the ARN library) : http://www.trainzproroutes.org/forum…hp?f=37&t=3863

SFX Library (note: get the CDP file) : http://www.trainzproroutes.org/forum…hp?f=37&t=3780

Unzip all zipped files, install all cdp files if needed, put the ARN_SFX.gs file where you can find it… you will need it soon.

Ok, now that you have installed the FP-45, you need to find it, on the CMP go to the Today tab….

Now that you know where the unit is, right click on it and select “Edit” and then “Edit in explorer”.

You will get a Windows Explorer window with the assets files in it.

Find where you stored the ARN_SFX.gs script file at, copy it, then paste it into the FP-45s Windows Explorer window. That is all you have to do with that file.

Now open the config.txt file.

NOTE: If you screw something up, just close out the window and tell it not to save your changes. Re open the config file and try again.

NOTE 2: I tried to put in the needed spaces between the entires, but the board here keeps removing them.. try to keep your formatting similar to what is already there…

We need to make a couple of entries, one of which will differ depending on your Trainz version.

That entry is the one telling Trainz where to find the alpha numbers for the model.

In TRS 04/06/Classic, and I believe 09, you will need the asset-filename entry, it should already be in the config file, it looks like this:

asset-filename “SF-FP45-YB-001”

So you need to do nothing, just hang on.

TRS 10 and 12 users, You need to add an entry, the fonts-path line. I usually just insert it under the fonts entry. It needs to be this:

fonts-path “SF-FP45-YB-001”

Now the next entries are the “Script” and “Class” entries.

I usually insert them right under the “fonts-path” or “fonts” entry. They need to look like this:

script “arn_sfx_loco”
class “ARN_SFX_Loco”

The arn icon entry is an optional one, it will not keep the arn from functioning… if you want to have the arn icon show up on the asset in surveyor, you need to add this entry:

icon0 <kuid2:104722:1959365:2>

NOTE: In 10 and above, the Icon0 may throw out an error in CMP. If so, don’t bother with this entry.

If you remember from the Fixing with Hack #7 I said that the Yellow Bonnet needed a little twist to make the ARN work, well, here it is.

Only digit 6 is in the correct format for ARN to manipulate it… the 599 prefix will never change…

So we have to modify the number in the extensions entry so that the ARN will change digit 6… by giving it a 6 digit number, IE 000000 Low 000010 High

Now we need to insert the “Extensions” entry. This is where we will tell the ARN script what range of numbers to use for the engine. This entry is made right before the mesh table entry. It needs to look like this:

extensions
{
arn_data-82412
{
number_low “000000”
number_high “000010”
}
}

This will give you unit numbers 5990-5999. ARN never uses the highest number, hence that is why it is 000010.

The last entries that need to be made will be in the Kuid table. These can be added at the end of the table before the last bracket. They are the ARN_lib, ARN_icon, and sfx_lib entries. This is how my kuid table looks:

kuid-table
{
0 <kuid2:9000:51000:1>
1 <kuid2:82412:53003:1>
2 <kuid2:82412:54002:1>
3 <kuid2:82412:3045005:1>
4 <kuid2:82412:73045012:1>
5 <kuid2:82412:73045011:1>
arn_lib <kuid2:104722:2501038:4>
arn_icon <kuid2:104722:1959365:2>
sfx_lib <kuid2:104722:2502000:1>
}

Ok, that is it for the needed entries in the config file. Do a “File-Save” to save this modified config file.

You can now close out the editor window and the Windows Explorer window for the asset.

Right click on the open asset, go to “Edit” and “Commit”

Now when you place this engine in suryeyor, ARN will randomly pick a number and display it on the engine.

BONUS MOD

For those with Trainz Classic and above:

You may have noticed that this engine rides a touch high….

To remedy this, you need to make a few changes

So to lower the engine mesh, you need to add a entry in the configuration file. It is a “Position” entry. The “position” entry can move a mesh in the x,y,z axis. It needs to go in the “Default” mesh entry. You add it right under the “auto-create 1” entry.

the entry needs to be:

Position 0,0,-0.1

This will LOWER the body of the engine 0.1 meters. This will bring it very close to prototypical height.

You would end up with something like this:

default
{
mesh “SF-FP45-YB-001_body/SF-FP45-YB-001_body.im”
auto-create 1
position 0,0,-0.10
}

So, open the asset for editing, open the config.txt file, make the entry, save and commit.

So, now that you LOWERED the engine mesh, you are going to need to RAISE the bogeys, otherwise they will be buried in the roadbed.

NOTE ** If you already modified the bogies from the previous installment, you do not need to do it again.

Open the Bogeys for editing, and you will add an almost similar position command to the default section of the bogeys default section.

The “position” entry will look like this:

position 0,0,0.1

You will notice that there isn’t a minus sign in front of the 0.100 number, this tells the position command to move the mesh UP in the Z axis.

Your entry should look like this:

default
{
mesh “sd40f_bogey.im”
auto-create 1
position 0,0,0.1
}

Again, save and commit.

NOTE: Remember to do this for BOTH bogeys.

That does it for now….Apply liberally and haul some freight (Mojave and Clovis await).

Problems? Post them and lets see what went wrong.

Post pics in the screenshot threads, lets see these units in action!

“Go forth, fix your stuff, and lament no more”

Fixing with Hack #9 – Repairing the USLW PS2 Hopper reskins by Sureshot

I had an inquiry as to how I managed to get these photo reskins working in TS12. So I figured what better way to get this series restarted by repairing some PS2 cd 4750 hopper cars that look good. This will net you 16 cars for your routes.

WARNING!… a basic knowledge of PEV’s mesh viewer, a graphics program, CMP and how to open and commit an asset is needed.

If you don’t know how… learn. Yep, learn it.

Nothing helps a person more than learning for him or her self.

OK, you will need a few downloads to make this work.

Go to USLW.com, look under “Downloads – rolling stock” Look for “PS2 Hopper reskins by Sureshot”.

Download and install.

Any dependencies that you will need will be on the DLS.

Next you will need PEV’s Mesh Viewer. It is on Shane Turner’s site now.

http://trainz.shaneturner.co.uk/tutorials/index.php/en/home/utilities/3rd-party-trainz-utilities/pevsoft-trainz-tools

You will need a graphics program. Gimp is free and a very powerful program if you don’t currently have one.

Ok, go to your today tab in cmp and pick one of the cars to start with.

Open the car for editing.

Look in the body folder and use PEVs Mesh Viewer and open “ps2_4750.im”. Check out the psychedelic colors……. wow…

Take note of all the BMP files. Almost all of these will need to be converted to TGA files.

What you need to do is open all of the BMP files with the exception of the “bwheel_alpha.bmp” and save them in TGA format.

Once these files are in TGA format, delete the old BMP files. Do not delete “bwheel_alpha.bmp”, you need this file.

Now open each one of the xxxxx.texture.txt files. Change the primary entry so that the .bmp is replaced with .tga

The one exception is the “”bwheel-bwheel_alpha.texture.txt” file. Only change the Primary entry, leave the Alpha entry alone.

Now open “ps2_4750.im” now. Quite the improvement, eh?

While your looking at the mesh, you will want to make a screen shot to replace the generic one in the main directory of the asset.

If you wish to do so, run the car thru content creator plus to update it to at least a 2.9 build number.

Once you are done, save and commit the car.

Wash, rinse, and repeat for the other cars.

Once you are done with all the cars, the only thing left to getting the cars working is to fix the trucks so they quit spinning whilst standing still.

Click on one of the cars and view the dependencies. Click on “View in main list” tab.

Open “36in_100t_truck” for editing.

Open the config.txt file.

In the “mesh-table” container, delete the “anim” and “animation-loop-speed” entries.

Save the config.txt.

Close the file.

Close the explorer window.

If you wish to do so, run the truck thru content creator plus to update it to at least a 2.9 build number.

Save and commit.

This is the minimum you need to do to get these cars working.

Coming soon is a mod for these cars that change out the trucks to NS37’s nice 100 ton truck with sound, adds air hose, CMTM compatibility, and adds to the products that the cars can carry.

Problems? Post them and lets see what went wrong.

“Go forth, fix your stuff, and lament no more”

Fixing with Hack #10 – Repairing the USLW EMD Spartan Cab

The other night I had a Trainz member need help to repair the EMD spartan cab that is used in many of the USLW locomotives. In this edition I show you what was needed to repair it.

WARNING!… a basic knowledge of Notepad, PEV’s mesh viewer, CMP and how to open and commit an asset is needed.

If you don’t know how… learn. Yep, learn it.

Nothing helps a person more than learning for him or her self.

First off you will need the locomotive from USLW that has the faulty cab (Your Choice).

Next you will need PEV’s Mesh Viewer. It is on Shane Turner’s site now.

http://trainz.shaneturner.co.uk/tuto…t-trainz-tools

The errors and warnings are as follows:

Warning: This asset uses an obsolete trainz-build number. Trainz-build numbers below 2.7 are no longer supported.

Error: Texture ‘switch.texture’ is missing or could not be loaded for mesh ‘switch.im’.

Error: Texture ‘switchlight-switchlight_op.texture’ is missing or could not be loaded for mesh ‘switchlight.im’.

Error: Texture ‘wheelslip-wheelslip_op.texture’ is missing or could not be loaded for mesh ‘wheelslip.im’.

Error: Texture ‘windows.texture’ is missing or could not be loaded for mesh ‘window_right.im’.

Error: Texture ‘windows.texture’ is missing or could not be loaded for mesh ‘window_left.im’.

Error: Texture ‘windows.texture’ is missing or could not be loaded for mesh ‘window_right.im’.

Error: Texture ‘windows.texture’ is missing or could not be loaded for mesh ‘window_left.im’.

Warning: Required container ‘thumbnails’ is missing.

Let’s tackle the errors first.

Ok, it looks like you are missing 4 xxxxxxxx.texture.txt files:
switch.texture.txt
switchlight-switchlight_op.texture.txt
wheelslip-wheelslip_op.texture.txt
windows.texture.txtThe first and last ones are pretty simple to make.

Open the asset for editing in CMP.

Copy the “black.texture.txt” file and past it back into the directoy.

Change the name of it from “Black.texture – copy.txt” to “Switch.texture.txt” and save.

Open the file (I use notepad)and change the primary tga reference from “black.tga” to “switch.tga”.

Save the file and close.

Repeat this process for windows.texture.txt substituting “windows” for “black”.

ok, now for the last two.

Copy “switchdial-switchdial_op.texture.txt” and paste it back into the directory.

Change the name to “Switchlight-switchlight_op.texture.txt” and save

Open the file and change the primary tga name to “switchlight.tga”

Change the alpha to “switchlight_op.bmp”

Save the file and close.

Repeat the process for “wheelslip-wheelslip_op.texture.txt”

Primary tga name needs to be “wheelslip.tga”

Alpha need to be “wheelslip_op.bmp”

Save and close.

Now on to the warnings.

For the screenshot, you can use PEV’s mesh viewer and take a screenshot.

You can now use content creator to add the neccessary entry for the screenshot

OR

Find another asset, copy the screenshot entry, and change the screenshot name to the one you used.

For the “Warning: This asset uses an obsolete trainz-build number. Trainz-build numbers below 2.7 are no longer supported.” you will need to run the asset thru Content creator and update it to at least a 2.9 build number.

Close any remaining explorer windows.

Commit the asset.

That is it, hopefully that repairs a number of engines for you.

Problems? Post them and lets see what went wrong.

“Go forth, fix your stuff, and lament no more”

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