Loco's on bdaneals Subpar site

nimec

Member
I have downloaded most of the steam from bdaneal's subpar site but have a problem with three of the kuids.
blw con b2,<kuid:96914:504862>
blw dec b2,<kuid:96914:504872>
blw tw b2,<kuid:96914:504842>
Each has the message Texture 'engine_black.texture' is missing or could not be loaded for mesh 'blw_con_b2.im'
Anyone got any ideas how to fix it?

Also in USRA Light 2-10-2,<kuid:96914:4770> and
USRA Light 4-8-2,<kuid:96914:4780>
I have the following error, Attachment point attachment[a.stoker]in soundscript\dayloop2' was not found
All help appreciated. Thanks in advance
Cheers



Thanks in advance. Cheers
 
Last edited:
I've got those missing depends/errors too, and the only reason i can come up with is that CM3.3 is rejecting those parts for some reason. If you download them in "compatibility" mode, they work fine and all the dependencies install (except for the 2-10-2, but it works without it). compatibility mode is the only way i can get Ben's engines to work...I'm not that inclined to chase down and fix all the little errors everything has in TS2010. I know native mode is supposedly better, but for me, compatibility mode is fine.
 
Run PEVsoft tool's Images2TGA and see if that fixes the problem.

I was able to get a copy of the tiff file from another loco, and copy and paste it where it is supposed to go. This fixed the problem.

John
 
I havent had any experiece with PEV's tools and dont have them downloaded yet. This problem is interesting in that If I go to the config files for the 'a,stoker' missing problem, they are showing in the file despite the fact that the 'errors and warnings' say they are missing. They just dont seem to be recognised. I checked another USRA loco file and no problem, but they are just not recognised in the two kuids mentioned.
The other three are all bogey file so perhaps these locos are not ready for 2010 and need to be dumped? I emailed Ben Neal to the address on his website early last week but received no reply so perhaps he is no longer about? I havent had to run anything in compatability mode and if it doesnt work Im afraid I'm a bit like Mrscri and dump them. They should either work in native mode or they are not suitable to run in 2010. However I know there will be people out there who have solved these problems so hopefully they will respond. Cheers
 
Ok I have created the .jpg file in windows paint, you said to save it, but where ? I saved it on the desktop initially then My Pictures which seemed to be the natural place for it. I opened a page in notepad as you suggested typed it the text as suggested, then opened CM, then the config file of the faulty kuid and tried to copy and paste it in. No go so I typed it into the config file, saved and committed but no change. A look back into the config file showed it didnt save it. You say to place it in the body folder. What is the body folder I cant see that name in the config file. Should the brackets be used as well and exactly where in the config file should it be typed. i.e before what or after what? I typed it in as [FONT='Verdana','sans-serif']engine_black.texture,txt on the left and [FONT='Verdana','sans-serif']Primary=engine_black.jpg with[/font]
[FONT='Verdana','sans-serif']Tile=st on oppposite [on the right.] How does this find the .jpg file?[/font][/font]

[FONT='Verdana','sans-serif'][FONT='Verdana','sans-serif']I'm only learning to gewt familiar with config files and have never [/font][/font]used Paint before but managed to get a 32 pixels black square drawn and saved as suggested. I followed your instructions as written, however still no go. By 'notepad' do you mean the config file which is is notepad or a seperate page in notepad. If so what is the purpose of it?
Cheers
 
Last edited:
I havent had any experiece with PEV's tools and dont have them downloaded yet. This problem is interesting in that If I go to the config files for the 'a,stoker' missing problem, they are showing in the file despite the fact that the 'errors and warnings' say they are missing. They just dont seem to be recognised. I checked another USRA loco file and no problem, but they are just not recognised in the two kuids mentioned.
The other three are all bogey file so perhaps these locos are not ready for 2010 and need to be dumped? I emailed Ben Neal to the address on his website early last week but received no reply so perhaps he is no longer about? I havent had to run anything in compatability mode and if it doesnt work Im afraid I'm a bit like Mrscri and dump them. They should either work in native mode or they are not suitable to run in 2010. However I know there will be people out there who have solved these problems so hopefully they will respond. Cheers
There's no need to use PEV's tools for any of these errors and while running in comp mode can hide a few problems I've been able to get Ben's locos working in native mode by fixing the few errors that cm flags.

The a.stoker problem is a missing attachment point in the mesh file not the config. While PEV's programs can add attachment points to models for this I don't think it would work as the new attachment points are actually added as new attached mesh assets.

The missing point is used only as a reference for the stoker engine sounds and an existing attachment point is available in the mesh quite near to where the missing point would be located.

Edit the config.txt file by changing a.stoker to a.limback. It will now reference an existing point, Trainz will be happy and you won't notice the sound is coming from a point a few feet from where it should be.

While some may not want to be bothered fixing the few errors in Ben's models I personally think it's shortsighted. For the most part the errors are easy to correct and if you're new to the game you'll learn a few things about how these assets get put together to function correctly in Trainz.

Ben's still around and is out there doing something. He just released his latest steam loco - N&W J clalss 601 - a few months ago. I suspect he may get back to you on this but maybe not as these problems have all been hashed out in the forums many times. I don't know if he's finished school yet but I hope he does have an active life outside Trainz although with all the locos he builds I can't see where he gets the time to do anything else.

To fix the bogeys:
Hopefully you didn't mess up the bogey config file trying to add the texture data. A delete and reinstall might be advised. The bogey config.txt files don't need to be touched at all. When Bob refers to notepad he means the text editor (notepad.exe) that comes with windows. It works with ascii text files and leaves no special characters embeded in the files. You can use it to edit any of the .txt files Trainz uses.

You already created the image and texture.txt files so all you have to do is to open the asset for editing in explorer using CM. This puts all the asset files in an editing folder and opens it up in a window so you can access them. jpgs are acceptable now for image files (and for this texture, image quality is not an issue). With earlier editions only uncompressed tga and bmp should be used. The main thing to verify is that the image pixel size height and width are both a power of 2 (2,4,8,16,32,64,128,256,512,1024 ...). 16x16 or 32x32 as per Bob's instruction is fine.

Move your new image file (drag or copy and paste) into the open editing folder. The new engine_black.texture.txt file that Bob's instructions have you make also gets added to this open folder as a separate file. DO NOT try to add it into the config.txt file you see there. You should how have 2 new files in the open folder in addition to the ones that were already there.

Commit the open asset in CM and check if you get any errors.

If you want to verify things you can right click on the bogey asset in CM and click view dependent assets to see which locos use it. Then you can check the loco to see if it shows any errors or missing dependencies and then right click and view it in railyard and see if it shows up with wheels attached.

Make the same changes to the other 2 bogey assets.

Good luck,
Bob Pearson
 
Last edited:
Thanks for your detailed reply. I wish I had seen it before I tried to work my way through Bob Webers fix. I tried to follow Bob's fix but got confused and to cut a long story short caused myself a major problem. I had to even reinstall all my keys to get back into the game then try a revert of all my content then an extended DB repair then fix many faults that were not there previously.
Im OK again now but have lost the locos I was trying to fix, lost EK 3 plus a heap of other downloaded content. your advice was very good though and I,ll keep it for when I download those locos again
Cheers
 
A question for RPearson

Thank you for your detailed explanation on how to fix nimec's problems to which I also used and also had to created a shadow and fix a Boolean number but I have one other question...

I downloaded subpar's generic USRA Light 4-8-2 and fixed the problems listed above and changed the attachment point but I am also getting a error message on part 'usra lmount b0' which has a text file "windows-windows_a.texture" but no bmp or tga to go with it and when I look at the file it has a primary and alpha tex listed which are not the same (as the error message warns me)

Should I change the text so the primary and alpha match? get rid of one? and will any bmp or tga image like a 16x16 or 32x32 black work? or just get rid of the text doc altogether?

Thank You :)

-----------------------------------------------------

A followup edit...

I just downloaded and fixed the 2-8-2 and everything came out great and I noticed that file "windows-windows_a.texture" was not in 'usra lmike b0' Hmmm... I wonder if I even need it in 'usra lmount b0'
 
Last edited:
jpj the usra lmount b0 bogey mesh doesn't use the windows-windows_a.texture.txt file so you should delete this one.

Pev's tools are really a great help in getting many models working. Use the mesh viewer program to look at the mesh .im files. Right clicking on the display brings up a menu with a lot of options. Checking textures is one of them. You can step thru a list of textures in the model one at a time. You can see if the texture is really needed and if so where it's used on the model. That can sometimes help in tracking down or making a replacement.

The primary and alpha files don't have to be the same file name. Depends on how it was created. If seperate they do have to be the same size - H x W. Older editions seemed to work without this restriction though the content probably didn't display correctly.

As to how to fix a mismatch in size between the primary and alpha files, you should always make the alpha the same size as the primary. It's purpose is to add transparency to the primary texture. This is done on a pixel by pixel basis - 1 to 1 correspondence between pixels in the 2 files. Pure white gives full transparency and pure black full opacity and shades of grey give something in between. Whether you can just resize it and get the correct result the content creator was trying to achieve is sometimes a matter of luck. It will however make the model viewable in Trainz even if not what was intended. Sometimes you can live with what's displayed sometimes you can't.

Bob Pearson
 
Last edited:
Back
Top