Anyone Having Problems With Downloads From Trainz SRS?

Railroader1970

Active member
None of the free downloads work on my TS12. They're all marked as faulty. I downloaded 10 units or so and none of them are playable. If anyone else has gone through the same thing and has some troubleshooting tips, let me know. Here is the link to the site: http://www.srstrainzdlc.com/
 
What errors are you getting (right click or control-click followed by View Errors and Warnings)?

Shane

It's the Mesh that is showing the error. Same error on all of the units I downloaded from that site. I emailed them yesterday and again today about it. No response yet. The first Loco I downloaded was the BNSF EMD SD60M TricLops and it can't play because the Mesh is apparently reJected. So I dunno what's going on. Not angry, just a bit annoyed. Who wouldn't be.
 
I can understand that. What's the actual mesh error you are getting? That may help in working out what's going on.

Shane

Sorry for the delayed response. Wasn't able to erspond until now. Ok, for the UP SD60M (Triclops) the error reads as: - Image file 'sd60m_images/sd60m_icon.tga' is incorrectly used as both a texture.txt source file and a raw image file. And for the BNSF Patched SD60M (Triclops) the error also reads as: - Image file 'sd60m_images/sd60m_icon.tga' is incorrectly used as both a texture.txt source file and a raw image file. Still no response from the website I got these from. Maybe they're realy busy or are on holidays or something. Or maybe they figure I don't have T:ANE so it's not their problem. I don't know.
 
If I recall, you need to edit the config file for the asset(s) giving the errors, and replace all instances of <filename>.tga with <filename>.texture. It was a simple error in the original config file which for some reason still has not been corrected by the author.
 
If I recall, you need to edit the config file for the asset(s) giving the errors, and replace all instances of <filename>.tga with <filename>.texture. It was a simple error in the original config file which for some reason still has not been corrected by the author.

So wHerever it says Tga, I replace it with Texture? Isn't it the other way around where if the Config file says Texture, then I should replace it with Tga? I'm going to have to figure something out because the website responded to my Email, asked me what system I used and after I gave my answer was then told that their Units aren't supported on Mac. They did mention that some Mac users were able to modify the units so they can be used on the Mac system. I was then told to go to the forums.
 
Replace TGA in the config with texture.
xxx.texture references xxx.texture.txt which in turn references the image file xxx.tga

The use of TGA in a config is from old assets and will only work in old versions of Trainz or maybe with some old assets of an old build version.

Seems to be a fairly common issue with icon.tga, the error message you are getting indicates that there is an icon.texture.txt file so the config just requires changing to icon.texture.
 
Replace TGA in the config with texture.
xxx.texture references xxx.texture.txt which in turn references the image file xxx.tga

The use of TGA in a config is from old assets and will only work in old versions of Trainz or maybe with some old assets of an old build version.

Seems to be a fairly common issue with icon.tga, the error message you are getting indicates that there is an icon.texture.txt file so the config just requires changing to icon.texture.

Ok, sounds good. I will replace ".tga" to "icon.texture" and see what happens. Thanks for your help. I'll fiddle around a bit. I'll keep this thread posted.
 
Just to add, I used to run a Mac version and had these operating fine once the tga to texture replacements had been made.

John
 
Just to add, I used to run a Mac version and had these operating fine once the tga to texture replacements had been made.

John

You had a Mac? What's the Mac term for "Clone" and "Commit" bc I can't find them so far? Some tutorials on this subject are for PC users, such as "Edit In Explorer". On the Mac, when it says "Edit In Finder", is that the Mac equivalent to PC Explorer for editing?So let me see if I have the procedure right so far: Basically I do the following steps: (1) go to Content Manager, (2) go to the asset, (3) right click and scroll down to Edit Config Text, (4) change .tga to .txt, (5) hit Save, (6) Commit the Asset (not sure what the Mac term for "Commit" bc I don't have the word "Clone" on there either), (7) quit the Trainz2 program, (8) Open Trainz2 again, (9) check asset to see if it works. Correct. Am I missing anything? What about the "Submit Edit" option? Or is that one for something else?
 
Just to add, I used to run a Mac version and had these operating fine once the tga to texture replacements had been made.

John

Here is the table. I went to the file, right clicked and then clicked on Edit Config Text. Check it out. There is only one file that says .tga and that is the icon. So I changed it to xxx.textuer.txt, saved it, submitted the edit (committed) and it then said Modified/Faulty. Here is the original table:

Code:
kuid                                    <kuid:461273:100080>
username                                "BNSF Patched SD60M(Triclops)"
trainz-build                            3.4
category-class                          "AL"
kind                                    "traincar"
category-era                            "1970s;1980s;1990s;2000s;2010s"
category-region                         "US"
mass                                    166921
engine                                  1
enginespec                              <kuid:461273:100119>
enginesound                             <kuid2:507316:20710:1>
hornsound                               <kuid:461273:1012>
interior                                <kuid:461273:100079>
script                                  "fx_loco.gs"
class                                   "FX_Loco"
fonts                                   2
fonts-path                              "sd60m"
cabinsway                               1
description                             "BNSF Patched SD60M(Triclops)
"
license                                 "*Modeled, textured & configured by srs (Sashika Rangana)
*Loco FX script and advanced configuration settings by Justin Cornell (norfolksouthern37)
*Loco engine sounds by berez
This is a freeware content and use this content  for any kind of comercial use / release this content to public under another author KUIDs are prohibited. Reskins are allowed to personal use only.
****************************************
All Rights Reserved.©2016.www.srstrainz.com."
author                                  "srs(Sashika Rangana)"
contact-email                           "[address removed]"
contact-website                         "www.srstrainz.com"


mesh-table
{
  default
  {
    mesh                                "sd60m_body/numbers/numbers.im"
    auto-create                         1
  }
  
  loco
  {
    mesh                                "sd60m_body/sd60m_body.im"
    att-parent                          "default"
    auto-create                         1
    att                                 "a.sway"
    
    effects
    {
      map1
      {
        kind                            "texture-replacement"
        texture                         "map1.texture"
      }
      
      map2
      {
        kind                            "texture-replacement"
        texture                         "map2.texture"
      }
    }
  }
  
  fan1
  {
    mesh                                "sd60m_body/fan/fan.im"
    auto-create                         1
    anim                                "sd60m_body/fan/anim.kin"
    animation-loop-speed                1
    att                                 "a.fan0"
    att-parent                          "loco"
  }
  
  fan2
  {
    mesh                                "sd60m_body/fan/fan.im"
    auto-create                         1
    anim                                "sd60m_body/fan/anim.kin"
    animation-loop-speed                1
    att                                 "a.fan1"
    att-parent                          "loco"
  }
  
  fan3
  {
    mesh                                "sd60m_body/fan/fan.im"
    auto-create                         1
    anim                                "sd60m_body/fan/anim.kin"
    animation-loop-speed                1
    att                                 "a.fan2"
    att-parent                          "loco"
  }
  
  ditch_fr
  {
    mesh                                "sd60m_body/ditchlight/ditchlight.im"
    auto-create                         0
    att                                 "a.fditch1"
    att-parent                          "loco"
    
    effects
    {
      dl_corona
      {
        kind                            "corona"
        att                             "a.corona"
        texture-kuid                    <kuid2:45324:10100:4>
        max-distance                    2000
        max-size-mul                    8
      }
    }
  }
  
  ditch_fl
  {
    mesh                                "sd60m_body/ditchlight/ditchlight.im"
    auto-create                         0
    att                                 "a.fditch0"
    att-parent                          "loco"
    
    effects
    {
      dl_corona
      {
        kind                            "corona"
        att                             "a.corona"
        texture-kuid                    <kuid2:45324:10100:4>
        max-distance                    2000
        max-size-mul                    8
      }
    }
  }
  
  shadow
  {
    mesh                                "sd60m_shadow/sd60m_shadow.im"
  }
  
  default-night-forward
  {
    mesh                                "sd60m_night/night_foward.im"
  }
  
  default-night-backward
  {
    mesh                                "sd60m_night/night_backward.im"
  }
}


thumbnails
{
  0
  {
    image                               "sd60m_images/preview.jpg"
    width                               240
    height                              180
  }
  
  1
  {
    image                               "sd60m_images/sd60m_icon.tga"
    width                               128
    height                              64
  }
}


bogeys
{
  0
  {
    reversed                            0
    bogey                               <kuid:461273:100077>
  }
  
  1
  {
    reversed                            1
    bogey                               <kuid:461273:100077>
  }
}


extensions
{
  number_low                            "8100"
  number_high                           "8199"
  num_skins                             "4"
  ditchlight                            "1"
  rollingindex                          "0.7"
  rollingf1                             "0.1"
  rollingf2                             "0.15"
  jumpingindex                          "0.7"
  jumpingf1                             "0.11"
  jumpingf2                             "0.13"
  minswayvel_                           "10"
}


kuid-table
{
  engine                                <kuid:461273:100119>
  engine_sound                          <kuid2:507316:20710:1>
  horn_sound                            <kuid:461273:1012>
  interior                              <kuid:461273:100079>
  bogey                                 <kuid:461273:100077>
  arn_lib                               <kuid2:104722:2501038:2>
  sfx_lib                               <kuid2:45324:54002:5>
  tex_lib                               <kuid:461273:100078>
  ditchlight                            <kuid2:45324:10100:4>
}
 
Last edited by a moderator:
Ok, in looking at that table again, I changed ".tga" (without quotes) to ".texture" (without quotes) and so far the asset seems to go from "Modified/Faulty" to "Modified", so that appears to be good news. Will check in the RailYard to see if they work. Still modifying faulty assets from .tga to .texture at the moment. Will keep you posted.
 
Ok, in looking at that table again, I changed ".tga" (without quotes) to ".texture" (without quotes) and so far the asset seems to go from "Modified/Faulty" to "Modified", so that appears to be good news. Will check in the RailYard to see if they work. Still modifying faulty assets from .tga to .texture at the moment. Will keep you posted.

SUCCESS. So the trick for Mac users is to change the .tga to .texture. That is all. So this is how I did it. (1) Go to Content Manager (2) Right Click on the desired asset and go to Edit Config File (3) Change .tga to .texture and also .jpg to .texture IF the Error scan tells you to. (4) Hit Save (5) Click off the Config window (6) Right Click on the Asset again and scroll down to where it says Submit Edits (Mac's version of "Commit"). After that, the Asset should go from "Modified/ Faulty" to "Modified". If THAT happens, you're in business. I have problems with a BNSF C44 I can't seem to fix. I will check that one out later today and explain what the situation is. But so far, thanks for everyone's help/input, especially to Vostrail and JCitron (from another thread about faulty railcars) who specified the changing of .tga to .texture. Thanks guys.
 
Last edited:
Glad you worked everything out.

For future reference, note that the use of <filename>.texture as a replacement will only work where there is a corresponding <filename>.texture.txt file (which is essentially the source code for the compiled texture). This can be checked using the edit in Finder option. You may encounter some older assets where the config file references <filename>.texture but there is no corresponding <filename>.texture.txt. For Mac users, such faulty assets cannot be repaired locally as the 3rd party tools to do so are only in Windows format. In such cases you have two options:

1. Hope that the original author or the Content Repair Group fix the asset (possible where, for example it is used as part of built-in content).
2. Delete the asset and move on with your life.

Personally, option 2 has never let me down:).
 
Yeah the PEV tool is in .exe format but you can try to run in as there's some script that run Windows format into T:ANE because sometimes you can't make some assets to work in MAC because you have to convert the .texture into .tga ( it will create it's .texture.txt file with the .tga )
 
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