ARN Issues In 2009

dej

DL Engineer
When I Open my engine for edit(even if I don't change/do anything to the loco) my ARN disappears from all locations on the locomotive. i Mainly open my enigines to change to horns. Can Anyone help with this issue????
 
I believe that RRMods and JR use the same, if not somewhat identical ARN assets. Try reverting the asset to original in CMP. Right Click on it, hover over edit, and click revert to original. But first the asset has to be committed. Don't try to revert the entire locomotive to original, just the dependencies if needed. I hope this helped.

-Blake
 
I Have No Dependencies With any errors, but i do have an error on the loco itself after its been opened, here it is

Error: Texture 'mesh_body/graycoat.texture' is missing or could not be loaded for mesh 'hash-B2\kuid 299301 1030\mesh_body\mesh_body.im'.
 
Is this one of the textures you edited? If so the texture .tga file cannot be compressed. You need to use a texture/photo editor and re-save the file as an uncompressed .tga
 
all i've done is clone the loco and then open it for edit. if i need to do that edit texture/photo, how difficult is that?
 
The question here is how did you edit it. If you opened it in Content Creator Plus (CCP) then this is whats breaking your ARN. Its pretty common. Its much easier if you simply go into it via Edit, Open via explorer and then edit the config for the hornsound you want in there ( youll need the kuid # of it though). This goes for JR stuff definitely and probably anyone else who uses ARN in general.
 
the problem with eidting old pre-2.9 configs is its strips the asset-filename tag out and does not replace it with a fonts-path tag. this is no longer a problem with items that were already created with 2.9 and up configs containing this tag.
 
Pretty sure you were the one who helped me out with the ARN for CNW F7A 1,<kuid:522774:100404> someplace, can't think of where the thread might be at the moment. But that one is updated to 2.9 from the original, added the ARN script and assorted kibbles & bits in the config file.

script "fx_loco"
class "FX_Loco"

And of course don't forget to add the fx_loco.gs file.

fonts 1
fonts-path "f7_drgw4s"

extensions
{
number_low "4000"
number_high "4200"
}

kuid-table
{
0 <kuid:-1:42004202>
1 <kuid:-12:2100>
2 <kuid:-1:42003101>
3 <kuid:522774:1095>
4 <kuid:-1:0>
arn_lib <kuid2:104722:2501038:2>
sfx_lib <kuid2:45324:54002:2>
}

That's all the pertinent sections AFAIK, there's also a thread somewhere describing the process of upgrading to 2.9 with ARN numbers - if they ever fix the forum search maybe it will turn up someday. :sleep:
 
the problem with eidting old pre-2.9 configs is its strips the asset-filename tag out and does not replace it with a fonts-path tag. this is no longer a problem with items that were already created with 2.9 and up configs containing this tag.

Ok if this is the case can i add that into the config? And if so how and where would i put that in?
 
Give us a KUID number for one you're trying to fix, some engines use different formats depending on what other scripts and libraries are used.
 
Um, yes.

http://www.trainsim.com/vbts/showthread.php?302069-My-choo-choo-is-broke

If you select it in content manager and right click, there's a "copy to clipboard" option. Then you open a replay window here in the forum, and instead of typing you hit CTRL V on your keyboard, that will paste the copied text in like this;

CNW F7A 1,<kuid:522774:100404>

And if you download that one, you'll find a 2.9 build F7 with ARN that you can look at to see how that was done.
 
Sporbust, that figures. I know everybody thinks he walks on water, but my experience from another sim is he don't support his own creations. That KUID don't show up in content manager, so I assume you downloaded from a 3rd party website somewhere. I would suggest starting over with an SD-40 either built in or on the DLS, reskin for NS and apply the ARN to that. ATSF SD40-2,<kuid:-1:100871> for example is built in, already a 2.9, and should be easy to add the ARN script to.
 
Okay, let's walk through this using the built in ATSF SD40-2,<kuid:-1:100871> since that's already build 2.9.

Select in content manager, right click, select Clone.
Since it's a clone of a built in you'll get a bunch of errors, so right click the clone and select Open With, Images2TGA.bat. If you don't already have Images2TGA;

http://members.optusnet.com.au/~villaump/pevsoft.htm

Download, install, configure, you should have Images2TGA, PM2IM, and Mesh Viewer if you want to get into reskinning anyway.

After Images2TGA is done close it, open the new SD40 in content creator. That will automatically delete the obsolete name-it tag. You can change the username while you're in here, then save and exit.

Back to content manager, edit, commit, check for errors.

Now download CNW F7A 1,<kuid:522774:100404> as this will be your template to steal all the ARN stuff from. Set it up so you have both your new clone and the CNW F7A in the main list, open both for edit in explorer. Copy the fx_loco.gs file from the CNW F7A, paste into the folder for your SD40. Open both config.txt files, move and resize the notepad windows so the CNW F7A is above to avoid confusion.

53944564.jpg


Copy the two lines script and class, paste into the SD40 config in the same location, right under the interior tag.

Scroll down;

81785143.jpg


Just above the mesh table copy and paste the datablock for the extensions. Scroll to the bottom;

23111510.jpg


And copy the arn_lib and sfx_lib and insert them into the SD40 KUID table. Save the config.txt, commit, check for errors, launch game and see if you have auto numbers.

54257585.jpg


Note here for the extensions I used
number_low "4000"
number_high "4200"

You can change those to whatever number series you prefer.
 
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