Class Light and Marker Lights

mnrr

Hudson2640
Currently I am attempting to reskin the Amtrak f40PH. As the engine will be the trailing the train half the time I wanted to know if it was possible to change the class lights to either marker lights or to dpu markers. I noticed in that all three options are written into the script. Is doing this possible or is it something only the JR team can do?
 
You need to turn attachment point to correct degree that marker lights using. Also, you need to rename them. You also need to make entries in config file for them. Trust me, it`s very ahrd to do.
 
If its just a scripting thing, it'll be complicated unless you're super familiar with scripting, but the Folks here at JR might help you with it.

If its a Mesh thing, yea, totally new level of exponentially more difficult.... And probably the answer would be no, as it would require tampering with original files that I'm sure they're not going to send you.....

If all you're doing is trying to change the colors or behavior of already existing lights, its probably the previous.

But if you're trying to add lights, it might be the latter, in which case, yea, probably not.

Whatever happens, good luck,
-Falcus
 
As I mentioned, I did notice it in the script. But while driving and in surveyor the only option is the classification light which must be activated manually and don't function while the engine is at the rear.
 
Sorry, never noticed that post. I was still using the older f40 model. I just downloaded the new ones and they work. Thanks for the help.

One other thing. I want to create a new reskin of these, however the map1_bump shows the image heavily textured. Is there any thing I can do about this.

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True, but the way I have been show is to turn that into a blank template. The good news is that I grabbed the map off of the old version and work just fine. Thanks again.
 
The 'old' map will be missing several parts to the new models. This is really not an effective way to get a'blank' texture. It was simply an oversight in the creation process that caused this little fluke anyway. It was never intended that one should use the channel as a blank texture.
 
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