Basin & Range Demo map

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snoopy55
Posts: 1962
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Location: Centralia, Ill, USA

Post by snoopy55 » Mon Mar 26, 2007 10:57 pm

choobacca - I tried to use the Dual GP38s in my Side To Side map, and got CTD. After much teeth grinding I think I found the problem. I'm not sure where the GP38s came from, but you added a TenderCar section to your map. you use this code:

Code: Select all

      <TenderCar>
         <szName>GP38Dummy</szName>
         <szModel>santafeblue_gp38_2b.kfm</szModel>
         <szDummyModel>santafeblue_gp38_2b_dummies.nif</szDummyModel>
      </TenderCar>
And the GLOBALS use this code:

Code: Select all

        <TenderCar>
            <szName>GP38Dummy</szName>
            <szModel>emd_gp38_2b.kfm</szModel>
            <szDummyModel>emd_gp38_2b_dummies.nif</szDummyModel>
            <szGroundClackSound>AS3D_CLACK_PLANET_GROUND</szGroundClackSound>
            <szBridgeClackSound>AS3D_CLACK_PLANET_BRIDGE</szBridgeClackSound>
            <RunLength>25</RunLength>
        </TenderCar>
The GLOBAL version won't work, but the TenderCar section needs to be removed from your map so as not to interfer with others. I'm not familiar with the KFM and NIF files used in the 2, or where they are. Can you find a few minutes (or hours) to look into this? I can get it to work, but I have to rewrite the file to do this, and loose the original paint job. (I think)

thanks
I'm correct 97% of the time..... who cares about the other 4%....

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atani
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Post by atani » Mon Mar 26, 2007 11:56 pm

snoopy55 wrote: The GLOBAL version won't work, but the TenderCar section needs to be removed from your map so as not to interfer with others. I'm not familiar with the KFM and NIF files used in the 2, or where they are. Can you find a few minutes (or hours) to look into this? I can get it to work, but I have to rewrite the file to do this, and loose the original paint job. (I think)
I will dig into the GP38 global entries tonight and see what I can come up with.

Mike

choobacca
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Joined: Wed Jan 24, 2007 7:46 pm

Post by choobacca » Tue Mar 27, 2007 3:54 am

snoopy55, atani, and dwax,
The problem is that I never included the emd_gp38_2b.nif, emd_gp38_2b.kfm, and emd_gp38_2b_dummies.nif files, only the santafeblue files for the yellowbonnet paint scheme used in Basin And Range Demo. Sorry about that. :oops:
I have attached these files in the FPK.

With this file in CustomAssets, and after installing BasinAndRangeDemo to add the TAG_NAME_GP38_DUAL train to RRT_Trains.xml and GP38Dummy Tender to RRT_TrainCars.xml, I added the following to RRT_Trains_Sides.xml:
<Train>
<szName>TAG_NAME_GP38_DUAL</szName>
<Year>1850</Year>
</Train>

and the following to RRT_TrainCars_Sides.xml:
<RRTTenderCars>
<TenderCar>
<szName>GP38Dummy</szName>
</TenderCar>
</RRTTenderCars>

And the map loaded and ran fine with the GP38 Dual.
Attachments
GP38Dual.zip
Support for the GP38Dummy tender.
(112.63 KiB) Downloaded 423 times

snoopy55
Posts: 1962
Joined: Mon Nov 06, 2006 5:13 am
Location: Centralia, Ill, USA

Post by snoopy55 » Tue Mar 27, 2007 4:44 am

We'll forgive you this time, but only if you finish eilelwen's SW1, with a Slug to match.......

I made the changes, renamed the Sante Fe dummy to GP38DummySF so I could use it with another engine in the SF colors.

One note, do not make the entry into RRT_TrainCars_Sides.xml. It has been found that the TenderCar section is not really needed and has been found to cause cancer in some maps........I mean cause some maps to fail.

We really need to find out if he got anywhere on that SW1. I tested the above change on my Side To Side map, and it looks silly to be hauling 3 little grape cars with 2 GP38s :? . Even 1 is overkill :roll: . What happened to our engine builders????? :cry:
I'm correct 97% of the time..... who cares about the other 4%....

2391212
Posts: 11
Joined: Wed Jan 10, 2007 11:04 pm

Question

Post by 2391212 » Wed Mar 28, 2007 6:43 pm

How exactly did you do it? Can I just replace the global Traincars file with the Basin Traincar file?
Will

choobacca
Posts: 190
Joined: Wed Jan 24, 2007 7:46 pm

Re: Question

Post by choobacca » Wed Mar 28, 2007 6:55 pm

2391212 wrote:How exactly did you do it? Can I just replace the global Traincars file with the Basin Traincar file?
Will
This will require modifying your map's RRT_TrainCars.xml or your global RRT_TrainCars.xml file.

Which cars from BasinAndRangeDemo do you want to add to other maps?

You can globally (for all maps) change the Manufactured Goods car with the Box car by modifying the global RRT_TrainCars.xml by replacing the following lines:

<szName>Manufactured Goods Car</szName>
<szGood>Manufactured Goods</szGood>
<szModel>Goods_Car.kfm</szModel>
<szDummyModel>Goods_Car_dummies.nif</szDummyModel>

with the following lines:

<szName>Manufactured Goods Car</szName>
<szGood>Manufactured Goods</szGood>
<szModel>Box_Car.kfm</szModel>
<szDummyModel>Box_Car_dummies.nif</szDummyModel>


You can globally change the Passenger and Mail cars by replacing the following lines:

<szName>Mail Car</szName>
<szGood>Mail</szGood>
<szModel>Mail_Car.kfm</szModel>
<szDummyModel>Mail_Car_dummies.nif</szDummyModel>

<szName>Passenger Car</szName>
<szGood>Passengers</szGood>
<szModel>Passenger_Car.kfm</szModel>
<szDummyModel>Passenger_Car_dummies.nif</szDummyModel>

with the following:

<szName>Mail Car</szName>
<szGood>Mail</szGood>
<szModel>sfsc_Mail_Car.kfm</szModel>
<szDummyModel>sfsc_Mail_Car_dummies.nif</szDummyModel>

<szName>Passenger Car</szName>
<szGood>Passengers</szGood>
<szModel>sfsc_Passenger_Car.kfm</szModel>
<szDummyModel>sfsc_Passenger_Car_dummies.nif</szDummyModel>


Keep in mind this requires the BasinAndRangeDemoMods.FPK file in your CustomAssets directory.

2391212
Posts: 11
Joined: Wed Jan 10, 2007 11:04 pm

Question

Post by 2391212 » Wed Mar 28, 2007 9:20 pm

Thanks, I'll try that tonight when I get home.
Will

2391212
Posts: 11
Joined: Wed Jan 10, 2007 11:04 pm

Question

Post by 2391212 » Wed Mar 28, 2007 11:03 pm

Where do I find the kfm files? What editor should I use?
Will

gforce
Posts: 234
Joined: Thu Nov 09, 2006 3:24 am
Location: Belgium, Brussels

Post by gforce » Wed Mar 28, 2007 11:09 pm

use a fpk unpacker fe dragon unpacker 5
unpack the fpk file,
put the files you want in custom assets dir

snoopy55
Posts: 1962
Joined: Mon Nov 06, 2006 5:13 am
Location: Centralia, Ill, USA

Post by snoopy55 » Wed Apr 04, 2007 6:02 am

Choobaca - as you knoe I've been playing around with you container cars and I decided to try to give each load the same color as its' icon. Well, it worked, to a point. I can see the containers being loaded as a different color, but then it changes to the color scheme you set up. The attached ZIP contains 1 of 17 sets I made. What else do I need to change? Also, I cannot find the 'icon_car_goods.dds' in the XML, but I did find 3 TGAs with the names icon_doublestack_16.tga, icon_doublestack_32.tga and icon_doublestack_64.tga. I can change these, but how do I go about having them match up with each different colored car?

There is no rush on this info as I know you are working on the Big Kahooy map. I'm just learning how to screw around with things people like you make. (yes, I'm trying to put it into my map. You very seldom see a train of containers running all the same color)
I'm correct 97% of the time..... who cares about the other 4%....

choobacca
Posts: 190
Joined: Wed Jan 24, 2007 7:46 pm

Post by choobacca » Wed Apr 04, 2007 3:16 pm

snoopy55 wrote:Choobaca - as you knoe I've been playing around with you container cars and I decided to try to give each load the same color as its' icon. Well, it worked, to a point. I can see the containers being loaded as a different color, but then it changes to the color scheme you set up. The attached ZIP contains 1 of 17 sets I made. What else do I need to change? Also, I cannot find the 'icon_car_goods.dds' in the XML, but I did find 3 TGAs with the names icon_doublestack_16.tga, icon_doublestack_32.tga and icon_doublestack_64.tga. I can change these, but how do I go about having them match up with each different colored car?
Snoopy55,
Basically, you have to connect the dots between the Goods and TrainCars.

1) Resources you will need:
*new icon files (16, 32, 64-pixel-sized TGAs) for each of the 17 new Goods
*new train car FULL icons in a TGA file and EMPTY icons in another TGA file
*new model and texture files (KFM, NIF, DIFF.DDS) for each of the 17 new Train Cars

2) Set up the Train Car model files:
If you want each container a different color to represent the Good it contains, you will need 17 different DIFF.DDS texture files.
These DIFF.DDS texture files are referenced by their own NIF files.
These NIF files are referenced by their own KFM files.
So once you have all 17 DIFF.DDS, 17 NIF, and 17 KFM files properly linked, you are ready to add everything to the XML.

3) XML changes:
Each of the new Goods needs to be defined in the Goods.xml. Each Good points to its 3 new icon TGA files (16, 32, 64) and its FULL and EMPTY train car icon files and the X and Y pixel coordinates.
Each of the new Train Cars needs to be defined in the TrainCars.xml. Each TrainCar defines which of the new Goods it hauls. In TrainCars.xml, you also define the model of the car by its KFM file.

Make sense?

snoopy55
Posts: 1962
Joined: Mon Nov 06, 2006 5:13 am
Location: Centralia, Ill, USA

Post by snoopy55 » Wed Apr 04, 2007 9:15 pm

Sorry bout that, I ment to put the attached ZIP into the previous post.

If I understand you correctly, I need to take the 3 Doublestack TGAs, rename them (Icon_DSC_C_64.tga) and change the color, save them and rename them in the XML. What this will give me when I go to the Distribution point is an icon to match the color of the car. What I don't have is the car on the track matching the color of the icon. As I said, it does as it is being loaded onto the car, but it fades from the correct colors to the ones you created.
Attachments
DSC_C.zip
(444.31 KiB) Downloaded 430 times
DSC Colors.jpg
DSC Colors.jpg (66.44 KiB) Viewed 12396 times
I'm correct 97% of the time..... who cares about the other 4%....

choobacca
Posts: 190
Joined: Wed Jan 24, 2007 7:46 pm

Post by choobacca » Wed Apr 04, 2007 9:40 pm

Snoopy,

The car looks fine. But from the XML you gave me, the Good and TrainCar don't line up.
You sent me the TrainCar for Autos:
<TrainCar>
<szName>Double Stack Container Automobiles Car</szName>
<szGood>DSC Automobiles</szGood>
<szModel>DSC_C_car.kfm</szModel>
...

but the Good was for Steel:
<Good>
<szName>DSC Steel</szName>
...

Change the DSC Steel to DSC Automobiles in the line above.

Otherwise when you add a train car, you are seeing the icon for DSC Automobiles but the XML assigns it to DSC Steel. So the game loads the Steel container car, not the Autos car as you are expecting.

snoopy55
Posts: 1962
Joined: Mon Nov 06, 2006 5:13 am
Location: Centralia, Ill, USA

Post by snoopy55 » Wed Apr 04, 2007 9:52 pm

Not a good week for me.....

Here is the code that was supposed to be in there......

Code: Select all

    <Good>
        <szName>DSC Automobiles</szName>
        <szClass>BulkFreight</szClass>
        <szGTMLIcon>icon_DoubleStack_32.tga</szGTMLIcon>
<!-- ____________________ Rename to  Icon_DSC_C_32.tga  -->
        <BitmapLarge>
            <szFile>icon_DoubleStack_64.tga</szFile>
<!-- ____________________ Rename to  Icon_DSC_C_64.tga  -->
        </BitmapLarge>
        <BitmapSmall>
            <szFile>icon_DoubleStack_32.tga</szFile>
<!-- ____________________ Rename to  Icon_DSC_C_32.tga  -->
        </BitmapSmall>
        <BitmapTiny>
            <szFile>icon_DoubleStack_16.tga</szFile>
<!-- ____________________ Rename to  Icon_DSC_C_16.tga  -->
        </BitmapTiny>
        <BitmapCar>
            <szFile>Container_car.tga</szFile>
            <uiX>32</uiX>
            <uiY>0</uiY>
            <uiWidth>32</uiWidth>
            <uiHeight>16</uiHeight>
        </BitmapCar>
        <BitmapCarEmpty>
            <szFile>Container_car_empty.tga</szFile>
            <uiX>32</uiX>
            <uiY>0</uiY>
            <uiWidth>32</uiWidth>
            <uiHeight>16</uiHeight>
        </BitmapCarEmpty>
        <Color>250,145,30</Color>
        <MinPrice>1000</MinPrice>
        <MaxPrice>2000</MaxPrice>
        <szIndustryLeaderTitle>Double Stacker</szIndustryLeaderTitle>
        <szIndustryPlayerTitle>Boxcar</szIndustryPlayerTitle>
    </Good>
The icons for the different goods are showing up OK, the maps is posted. I'm just making an attempt to get different colored cars on the train. The 2 cars in the picture are for the same good. When the second one hit the car, it also changed to blue and grey instead of the green and brown of the Jelly I'm loading there.

Am I confusing you more?
I'm correct 97% of the time..... who cares about the other 4%....

snoopy55
Posts: 1962
Joined: Mon Nov 06, 2006 5:13 am
Location: Centralia, Ill, USA

Post by snoopy55 » Fri Apr 06, 2007 6:22 am

You're not gonna believe this.......I decided to check my DSC cars to see if I had the 4 DDS files correct in the NIFs. Had that correct. But when I checked the DIFF DDS, it had the wrong colors. I figured I must have forgot to put them in the folder in CustomAssets. So, I recopied them. Same thing. I loooked at my Construction folder. Out of 17 cars I recolored, only ONE was changed! I know I did it, it took 2 hours. I put the one that was changed into the DSC_Cars folder and IT WORKS :!:

I apoligize for questioning you so much. Now back to a couple of hours work....... :shock:
I'm correct 97% of the time..... who cares about the other 4%....

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