Invisible Content - No Faults

BrianPacos

Creator, BMP Trainz
Having a weird issue in Trainz 22 and I'm scratching my head trying to figure it out. A while ago I lost all my Trainz content to Avast Cleanup Pro, and that's when I decided to get Trainz 22. I started building content back from scratch in some cases, and in others I had made some backup CDP's along the way and was able to reimport some content from an old backup folder. Recently got my old laptop from a few years ago out and discovered I had a lot of of that lost content in Trainz 19. Began importing some of it little by little (all types, routes, sessions, buildings, all content with my user ID number) and I noticed that (and I foresaw this when I found all my old content), I had a lot of overlapping KUID's to contend with. Spent the last few days cross-referencing all the remaining content from my old computer and checking to see what overlapped. I catalogued all the overlapped assets, cloned the "new" ones I had built in '22, replaced all the existing affected KUID's in dependent assets, and then wrote over the "new" content with the remaining content imported from Trainz. Did this all in one go so now I know nothing with overlap when I build a new asset.

It *mostly* worked. For example, I had to change some numbers for locomotive dependencies - after overwriting them with completely different items and changing the dependency KUID's in said locomotive assets, the engines loaded completely fine with everything displaying properly. I had to do this with several train cars I had built. The problem I'm having now is any *railcar* that I had to do this with now shows up "invisible" in the session I am trying to run. They have no faults in CM (I ran both a standard and extended database repair, which didn't bring up any new faults afterwards either), they display fine when I'm previewing the asset, show up in the session's dependency list perfectly fine, and can even be dropped into the session without any problem (shown in the screenshot below, the dining car next to the passenger consist is the same one as the "invisible" car creating that gap you can see). They appear on the map, can be coupled/decoupled to and from, and can be deleted [if I delete the whole consist]. What I can't do is pick them out with the "eyedropper" tool (for lack of a better term, whatever tool you use to pick an asset and see what it is in the content list) or delete them on their own. What is causing this issue? Going through all the affected sessions and trying to figure out where everything was (dead lines, consists, etc.) will be very tricky given that I don't have anything to reference, since they are invisible and I can pick them out. The sessions still run fine, still have all my settings for locomotives and things so I don't notice anything wrong other than these weird invisible railcars.

I apologize for the essay, I tried to be as clear and concise as possible but it is a very complex string of events that led to this problem. Things make perfect sense in my head but not always in writing so I can elaborate on anything if needed. I'm not sure anyone else has run into this before but does anyone have any suggestions? I can't really import everything back to my old laptop as I upgraded my computer for a reason, it was having a very difficult time remaining stable with Trainz 19 running so I don't know if this problem would be specific to 22 only. Thanks in advance if you read this far!

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In Content Manager is anything open for editing?

If it is, highlight the assets, right-click, and choose revert to original.
 
A simple-minded suggestion on my part, so don't be offended, but is every mesh-based thing that is supposed to be visible in the game configured with "auto-create 1" tags in the mesh-table? And have you done an extended database repair to make sure everything installed is properly registered by the database?
 
In Content Manager is anything open for editing?

If it is, highlight the assets, right-click, and choose revert to original.
Nope, everything is committed and shows up as "Modified".
A simple-minded suggestion on my part, so don't be offended, but is every mesh-based thing that is supposed to be visible in the game configured with "auto-create 1" tags in the mesh-table? And have you done an extended database repair to make sure everything installed is properly registered by the database?
It probably got lost in the length of my initial post but I mentioned that I ran both kinds of database repairs, and if you notice the single railcar next to the consist with the "gap" in it, THAT'S one of the "faulty" (not really faulty, as they don't show any faults in CM) cars. That exact same car occupies that gap in the foremost consist in the screenshot, except for some reason the car that already existed in the session is not visible, but if I place the exact same car into the session it shows up perfectly normal, so it's not an issue that's localized to something like "auto-create" not being set to "1".
 
Your post got lost in my mind. I am constantly interrupted with elder care which ruins every train of thought that passes by.

Anyway...

Go into Content-Manager.

Search for payware and installed.
Highlight all the content by clicking on one asset and then pressing CTRL+A
With the single asset still selected and the rest highlighted, right-click and choose revert to original.

Repeat the same with built-in assets.

It's possible that your faulty but not faulty assets reference built-in/DLC content and if the DLC and built-in content is marked as modified, this status can cause other assets not to load properly.

I also recommend checking for content updates. If you are using TRS22 PE or Plus, you can check for updates using the Content Store. I'm sorry but I can't remember how to update content in regular TRS22. I haven't used that since it first came out.
 
I've had this problem several times. The course is an error in de asset, which isn't recognized bij CM but still makes it impossible to 'draw' this piece of Rolling Stock in-game. It can have several courses. Most common is a mesh-error, by example missing endpoints (a.limfront and a.limback). Another cause can be an incorrect *.lm-file. A third, common cause is that a piece of rolling stock is marked als a locomotive in the config file (tag engine set to 1) but not all necessary parts are mentioned (bogey, engine, enginesound, hornsound, and interior).
Best way is to check the config file of one of your faulty cars for this 3 possible errors.
 
I've had this problem several times. The course is an error in de asset, which isn't recognized bij CM but still makes it impossible to 'draw' this piece of Rolling Stock in-game. It can have several courses. Most common is a mesh-error, by example missing endpoints (a.limfront and a.limback). Another cause can be an incorrect *.lm-file. A third, common cause is that a piece of rolling stock is marked als a locomotive in the config file (tag engine set to 1) but not all necessary parts are mentioned (bogey, engine, enginesound, hornsound, and interior).
Best way is to check the config file of one of your faulty cars for this 3 possible errors.
I would agree, except for the fact that duplicates of said assets can be placed without issue. That wouldn't work if it was some sort of fault with the assets or their dependencies.
 
You're right, that wouldn't be possible. Did I get it right that you placed the passenger consist as a consist? And the single dining car als a single car? In that case, there could be an error in the consist-config. It's weard that TRS22 'sees' a complete consist (otherwise there would be red and green arrows where the dining car is missing), but on the other hand isn't able to draw this particular dining car in place. Because the dining car itself works fine, the problem must be somewhere in the consist.
 
I had something similar happen with fairly complex, randomised fence splines in T:ANE. Sometimes it did not render every repeat unit within the spline. If I simply closed the route (without even saving), then re-opened it in Surveyor, the spline was always fully rendered. If it could read the spline file and render some instances of the repeat units, then it had the ability to render all instances, yet it seemed to fall asleep and need a prod to complete the rendering process. I found that the same splines didn't have this problem in TRS19 (on the same computer), so I concluded it was likely a T:ANE problem rather than something wrong with the splines or my computer.

Can you check whether you get the same consist problem in TRS19 on the same computer that you're running TS22 on?
 
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