Gimp reskins not showing up in game

higsy98

New member
I have reskinned 2 rrmods locos and one jr loco and the reskins are not showing up in game. the normal loco is but the reskin parts are not? can someone help me
 
Shane’s observation is certainly the solution to the trap I fell into. I gave up for two years until I understood the importance of what “save as uncompressed” meant.

I find that just doing a, “Save”, in Gimp will default the .tga file to compressed (which you don’t want!). You’d also think that by changing it once, then that would become the default until you change it back again. Wrong!

I find that I always have to do a, “Save as”, which allows access to the pop-up boxes where you can ensure that you have selected the .tga file extension AND (most important) uncheck the box which says RLE compression.

gimprlecompression.jpg
 
A quick note to those using versions 2.8 and up of GIMP; "save" and "save as" will always save a GIMP native format (~.xcf) file. An image is saved in ~.tga format by using "export" and "export to".

ns
 
the compression thing is not checked and i did export them but the locos show up in game but with out the reskins
 
~snip~the locos show up in game but with out the reskins
Are the locos you have "re-skinned" showing up with the original skins, or are they totally white?

If so it is possible that the config.txt file may not have been correctly edited to match your new .tga image file name.
 
Are the locos you have "re-skinned" showing up with the original skins, or are they totally white?

If so it is possible that the config.txt file may not have been correctly edited to match your new .tga image file name.
Just the original skins and what do you mean correctly edited
 
Are the locos you have "re-skinned" showing up with the original skins, or are they totally white?

If so it is possible that the config.txt file may not have been correctly edited to match your new .tga image file name.
Would gecko script have anything to do with this?
 
Normally when I re-skin, for my own use only, I copy (or clone) the original asset folder.

I leave the original folder as is, for future use, and then work on the copy.

I rename the folder copy with my own kuid. I then edit the config.txt file within that folder.

On the kuid line you need to use the same number as you have chosen on the folder, but use a left and right chevron at the start and end, and place colons between each division, with no spaces. Here’s an example <kuid:12345:67890>

You should also edit the line username with your new asset name in inverted commas. It’s not totally necessary to do this change, but it will make it easier to find your reskin in game if the name is slightly different to the original.

Once saved look at your kuid folder contents again. Your new .tga file with your modified textures should be there, not the one made by the original creator. If you have changed the file name of the .tga (which is not necessary) you will also need to change the .txt file which must have the same name (before the file type extension) as the image file.
 
Normally when I re-skin, for my own use only, I copy (or clone) the original asset folder.

I leave the original folder as is, for future use, and then work on the copy.

I rename the folder copy with my own kuid. I then edit the config.txt file within that folder.

On the kuid line you need to use the same number as you have chosen on the folder, but use a left and right chevron at the start and end, and place colons between each division, with no spaces. Here’s an example <kuid:12345:67890>

You should also edit the line username with your new asset name in inverted commas. It’s not totally necessary to do this change, but it will make it easier to find your reskin in game if the name is slightly different to the original.

Once saved look at your kuid folder contents again. Your new .tga file with your modified textures should be there, not the one made by the original creator. If you have changed the file name of the .tga (which is not necessary) you will also need to change the .txt file which must have the same name (before the file type extension) as the image file.

so you clone the mesh body?
 
so you clone the mesh body?

I copy the whole folder which automatically copies every file it contains, including the mesh body file, (which you don't need to mess with and shouldn't be able to open anyway).

To re-skin you have to change the texture imagery contained in the .tga file, then save it, replacing the original, not forgetting to change the other items as stated in my last post.
 
I copy the whole folder which automatically copies every file it contains, including the mesh body file, (which you don't need to mess with and shouldn't be able to open anyway).

To re-skin you have to change the texture imagery contained in the .tga file, then save it, replacing the original, not forgetting to change the other items as stated in my last post.
Im very sorry but i do not know what you mean by the whole folder
 
Im very sorry but i do not know what you mean by the whole folder

When you open the asset for edit (using Content Manager), you should find at least one asset folder (containing the config.txt and maybe other files) is now in your UserData\Editing folder. Within that asset folder, there may be more sub-folders. Mezzo meant that you need to make a copy of all of the asset's folders, and do all your editing and re-skinning in those.

When reskinning, you should not change the filenames or file types of the image files, although you are changing the image content of those files. The mesh is built to expect those same filenames and file types and will not recognise anything else. You should also not change the bit-depth of the images - if the original was a 24-bit .tga, then so should be your reskin tga. Be aware that images that are 32-bit have a built-in alpha channel, and you need to retain that too in your reskin. That means you need a graphics package that can see and edit the alpha channel if necessary.
 
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