PWeiser's IC MU cars seemingly break when reskinned.


Hello all! I've recently tried to make a reskin of PWeiser's excellently detailed Illinois Central MU Coaches for a seaside route I'm making, taking very, very heavy inspiration from MSGSapper's New England Coastal livery (It's a good color scheme!), but there's an issue I'm having with them. For some reason, in driver, the model seems to just... break when I click on the cars in chase camera. I don't understand why, or how, but it seems that the model decides to awkwardly "mutate" itself, for lack of a better term, where parts clip and layer themselves improperly. Other things are that the marker lights don't work, and neither does the headlight corona, though it still shows the light beam at night. It also affects the nameplates on the window opposite of the engineer's cab. I don't know what's causing the issue, but it's very frustrating regardless. I have attached screenshots, both in driver and surveyor, to show what I mean. Is there a fix for this?
 
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Hello all! I've recently tried to make a reskin of PWeiser's excellently detailed Illinois Central MU Coaches for a seaside route I'm making, taking very, very heavy inspiration from MSGSapper's New England Coastal livery (It's a good color scheme!), but there's an issue I'm having with them. For some reason, in driver, the model seems to just... break when I click on the cars in chase camera. I don't understand why, or how, but it seems that the model decides to awkwardly "mutate" itself, for lack of a better term, where parts clip and layer themselves improperly. Other things are that the marker lights don't work, and neither does the headlight corona, though it still shows the light beam at night. It also affects the nameplates on the window opposite of the engineer's cab. I don't know what's causing the issue, but it's very frustrating regardless. I have attached screenshots, both in driver and surveyor, to show what I mean. Is there a fix for this?
Marker lights suggest a script problem. Seeing through everything, but only when looking through the front scissors-gate, suggests an alpha-mask handling problem - as in TS2009 native mode where an alpha-masked mesh would "glass" everything behind it. Check your reskin .tga files to make sure you copied the alpha layer for each of them, and that the alpha layer contains *only* colors 0,0,0, and 255,255,255, no other shades (which will cause weird transparency effects). Note that there may be two texture.txt files in the config.txt pointing at the same .tga file, one calling for alpha and the other not. This little trick may now be discommended or just not working.

Missing markers may be due to (1) script error/not handled correctly by your game version, (2) attachment points not included in your modified mesh (unlikely), or (3) marker light asset not handled by your game version. What Trainz version/build are you using? Do the bogeys and pantograph look OK in-game?

Thanks for compliment on detailing. There are a lot of little content tricks in these cars which may break in either the reskinning process, or progeny Trainz versions.
 
I'm using T:ANE, and I've only had issues with the marker lights and the model.

The original IC MUs work entirely fine, no issues whatsoever. I have also downloaded MSGSapper's NEC reskins of these MUs, as to see if the issues persist onto them as well. However, both variants worked entirely fine. Scripts, textures, models, etc. Both are unmodified from the download, aside from the NEC reskins being with their NEC lettering. As for bogeys & pantographs, both work entirely fine on the stock versions. The only things I had changed on the bogeys was the texture & gave them a bogey sound, and those are fine. Same for the pantos, only change was editing the colors.

The script itself is seemingly fine for the most part, as everything functions. In night mode on my reskins, the light from the headlamp illuminates the ground, but the corona doesn't appear. This issue only seems to affect the IC MUs, as well. I used your NH 4400 class to reskin into a stand-in for Pennsy Silverliners, and it functions entirely fine. I haven't had this issue on any other of your assets, either. Though I did have a similar issue on your updated DL-109s, since the interior wouldn't show. I'm not at my main computer, so I'll have to provide screenshots later. Also, your welcome for the compliment. Your content is an electric train gold mine. And thank you for the help!
 
Marker lights suggest a script problem. Seeing through everything, but only when looking through the front scissors-gate, suggests an alpha-mask handling problem - as in TS2009 native mode where an alpha-masked mesh would "glass" everything behind it. Check your reskin .tga files to make sure you copied the alpha layer for each of them, and that the alpha layer contains *only* colors 0,0,0, and 255,255,255, no other shades (which will cause weird transparency effects). Note that there may be two texture.txt files in the config.txt pointing at the same .tga file, one calling for alpha and the other not. This little trick may now be discommended or just not working.

Missing markers may be due to (1) script error/not handled correctly by your game version, (2) attachment points not included in your modified mesh (unlikely), or (3) marker light asset not handled by your game version. What Trainz version/build are you using? Do the bogeys and pantograph look OK in-game?

Thanks for compliment on detailing. There are a lot of little content tricks in these cars which may break in either the reskinning process, or progeny Trainz versions.
Well, I just fixed it! You were right about the alpha layer being messy, all it needed was a touch up with the transparency, because there WAS some transparency in the alpha layer. The assets work fine now. I'll keep it in mind for future reskins, but thank you for the help!
 
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