Dead engines-How to convert them without editing the config file.

haddock56

New member
So here's my first little snippet of information for all those who are new to the Trainz community and simulator and those who have tried to create scrap engines but have had to revert the steam engine to it's original config.

Step One: Find the engine you want and select Edit in Content Creator Plus.

Step Two: In the 'traincar' folder, remove the hornsound and enginesound kuid, then uncheck the box labeled 'engine'.

Step Three: Go to each of the 'smoke' folders and change all the values to 0 wherever there are other numbers.
Ex: 255.00000 is changed to 000.00000

Step Four: After you've changed all the smoke values to 0, commit the assett. It should show up with no problems at all.
 
That's cool.

I can see setting up a nice little static display somewhere or maybe even some exhibits in a rail museum. This of course would mean I'll need to have a live one for excursions too! :)

John
 
No problem. I tried this with bdaneals' 4-6-0 and it worked perfectly. Just one little shadow of black smoke puffs that I'll have to figure out what's going on with them. This should work good with diesels too; haven't tried that yet but will upload some screenshots of it once I can get to modifying one of them.
 
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Should I assume that I should make a clone of the loco in CMP first, and turn the clone into scrap? Or is there a reason this would not work?

As you can probably tell, I'm not an expert and these are maybe silly questions. But a wise man once told me is that the only silly question is the one you don't ask!

Ken
 
No problem. I tried this with bdaneals' 4-6-0 and it worked perfectly. Just one little shadow of black smoke puffs that I'll have to figure out what's going on with them. This should work good with diesels too; haven't tried that yet but will upload some screenshots of it once I can get to modifying one of them.
haddock56 the 1st smokeX container in Ben's config for the 4-6-0 is I think your problem:
Code:
smoke0
{
  attachment                            "a.stack0"
  mode                                  "stack"
  file                                  "stack.tfx"
  scale                                 12
}
IIRC just changing the 12 to 0 won't eliminate this smoke effect.

So I'd delete the whole smoke0 container.

Personally I'd just delete all the smoke containers. The only problem I can see is if the pfx effects are controlled by the loco's custom script and from tests I've run the scripts don't cause an error conditon if the smoke containers referenced and called by them for pxf effects don't exist in the config. Trainz seems to ignore that problem for the present at least.

For diesels and also a few steam locos, besides the smokeX containers you might find a few of the older smoke tags:
smoke_fastlife
smoke_fastspeed
smoke_height
smoke_random
smoke_shade
smoke_slowlife

You can just delete them too.

Bob Pearson
 
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Should I assume that I should make a clone of the loco in CMP first, and turn the clone into scrap? Or is there a reason this would not work?

As you can probably tell, I'm not an expert and these are maybe silly questions. But a wise man once told me is that the only silly question is the one you don't ask!

Ken

Correct, make a clone and alter that. In fact until you get the hang of altering config files always clone then make sure it works to your satisfaction then change the original.
 
Should I assume that I should make a clone of the loco in CMP first, and turn the clone into scrap? Or is there a reason this would not work?

As you can probably tell, I'm not an expert and these are maybe silly questions. But a wise man once told me is that the only silly question is the one you don't ask!

Ken

By all means, make the clone. This gives you the ability to make mistakes and start over if need be because you will be fudging the copy without affecting the original unit. Just be sure you ALWAYS alter the name of the copy so as to not over write the original. Just adding the word copy or nonpower or whatever your mind can come up with is perfect.
 
Definitely clone the engine, it's better to do it that way. That Class 37 dutch scrap unit is a neat engine, but we're talking american engines here, guys! RPearson, thanks for letting me know. I'll see if that doesn't fix it later tonight in TRS 2010. I'll see if I can't post some screenshots of the dead engine versions. Anyone got some info on a program to weather these content pieces? I've heard about EyeCandy being used for that.
 
That Class 37 dutch scrap unit is a neat engine, but we're talking american engines here, guys!

The class 37 & class 50 were just given as examples of what can be done with a loco, it doesn't matter whether it's a British, Australian, German or French loco, the technique is exactly the same, American loco's are no different, in fact they are all so much of a sameness that they should be even easier to do.
 
The class 37 & class 50 were just given as examples of what can be done with a loco, it doesn't matter whether it's a British, Australian, German or French loco, the technique is exactly the same, American loco's are no different, in fact they are all so much of a sameness that they should be even easier to do.

They're bigger/taller/longer so can have bigger taller longer rust streaks marks spots whatever:eek:
 
Just hold your horsepower there, Blackwatch!:hehe: I was jokin' around, not trying to call anyone specific out! So what's the joke, fran?
 
So here's my first little snippet of information for all those who are new to the Trainz community and simulator and those who have tried to create scrap engines but have had to revert the steam engine to it's original config.

Step One: Find the engine you want and select Edit in Content Creator Plus.

Step Two: In the 'traincar' folder, remove the hornsound and enginesound kuid, then uncheck the box labeled 'engine'.

Step Three: Go to each of the 'smoke' folders and change all the values to 0 wherever there are other numbers.
Ex: 255.00000 is changed to 000.00000

Step Four: After you've changed all the smoke values to 0, commit the assett. It should show up with no problems at all.

Watch out if you do this in TS2009 or later using a pre-2.9 asset.

CCP will automatically update the trainz-build to at least 2.9 which may cause the asset to become faulty due to changes in requirements between 2.7/2.8 and 2.9.

Shane
 
Regarding Shane's point, would it not be possible to delete the tags and kuids for hornsound, enginesound, engine and all of smoke references in the config, then commit.

And should the kind be Scenery?

Ken
 
Regarding Shane's point, would it not be possible to delete the tags and kuids for hornsound, enginesound, engine and all of smoke references in the config, then commit.

And should the kind be Scenery?

Ken

Good point Ken, but then the bogeys become invalid and will have to be removed from the asset. By disabling the engine special effects like smoke and sound, it's still an engine so the wheel trucks stay with it.

John
 
Ah, Yes John. I forgot about the bogeys, after all we want to be able to place it on track. So, leave as Traincar then and change Engine tag to 0.

I think I'll give that a go on a clone and see what happens.

Ken

Tried that and it worked. Also deleted driver and fireman, as they looked silly standing there doing nothing on a scrap loco. Now all I have to do is figure out how to rust it up a little.
 
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