So, if objects are faulty, they don't work?

rastis

3Ds MAX will be my demise
G'day! :wave:

So, in TS12, if objects are marked faulty and don't have missing dependencies, they will not work? For example, this:

Error: Texture 'mesh_body/digit_3a.texture' is missing or could not be loaded for mesh 'mesh_body\body.im'.
Error: Texture 'mesh_body/digit_4a.texture' is missing or could not be loaded for mesh 'mesh_body\body.im'.
Error: Texture 'mesh_body/digit_5a.texture' is missing or could not be loaded for mesh 'mesh_body\body.im'.
Error: Texture 'mesh_body/digit_6a.texture' is missing or could not be loaded for mesh 'mesh_body\body.im'.

This is from one of the CSX GP40-2's from USLW, but as far as I can see, they all have the same problem. This shouldn't stop them from working. They ran fine in TS2009 with the same error. It is the same for most of my faulty Trains, how do I fix this?

Cheers! :)

Jake.
 
There is no compatability mode in TS12 as there was in TS2009. This means if an asset has an error (red exclamation mark) it will not be useable in TS12. Most assets are fixable though.
 
I have tons of assets marked faulty and they work just fine. This is crazy! If they work perfectly, then why are they faulty?
 
I have tons of assets marked faulty and they work just fine. This is crazy! If they work perfectly, then why are they faulty?

They probably don't work perfectly.

But in simple terms the programme used to work around the fault, which cost processing cycles.

Now in TS2010 SP4 and TS12 faulty assets wont work, but the game code works faster as a result, meaning better frame rates.
 
I have tons of assets marked faulty and they work just fine. This is crazy! If they work perfectly, then why are they faulty?
That is the rub, they never worked perfectly. First, there is a difference between warnings and errors. A missing thumbnail is a warning. The asset is functional but non-critical pieces are missing from the config file. Perhaps a thumbnail container and image. You might also have a description tag with no description. Nothing fatal, just annoying.

If, on the other hand textures are missing, then obviously the object can't be shown in game and is flagged. The fix depends on why. If a texture is needed but not included, adding the texture file, if you know what it looks like, will fix that. If a texture was referenced in the wrong material slot, then you have a bigger problem. In the past, Trainz could do a work around at the price of wasted CPU cycles. This is why people thought they had perfectly working assets. To improve performance and stability, these are not acceptable any more. If you have the original mesh files, you could edit them to remove the unwanted reference. If not, PEV has some tools that can strip them out too.

Either way, better to fix than to perpetuate a fault. If the creator is still active, he / she could correct the version on the DLS . If not, there is a project to have others correct them on the DLS.
 
Jake,
The digit textures are necessary for the loco to display running numbers. A loco without running numbers is like a car without license plates. Can't have that:cool:.

Bob Weber
 
I've also been working on trying to get these same GP40-2s fixed.

The thing is despite the error reported, the textures are not missing.
They have the correct information entered in their texture.txt file too.

I have even checked to the byte level, there are no strange invisible characters or incorrect paths either, which leads me to believe that perhaps the error being reported is misleading - perhaps the issue is something else to do with the tga files.
 
As I mentioned, if during creation, a texture was referenced in an inappropriate material slot, then that will now be reported as an error. You would need the original mesh files to fix that or use one of PEV's utilities.

After downloading and looking:
If you're talking about a CSX GP40-2 YN2 from the DLS, it was made for TRS2004. In TS12, the missing textures are, as I suspected, faulty texture references in the material slots made at the time of creation. I was able to remove them by using one of PEV's handy utilities. Another problem with the script needs the original creator to fix because the script file is encrypted.

Since I don't care for this engine, I'm just going top dump it but if I really wanted it, I would politely ask the original creator if he would update the files.
 
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They will not work in TRS 12 due to their not being a compatability mode. Without this most of the stuff from USLW and several things from RR mods and most of sporbust content will not work. "Compatability mode reduces game performance but enables older content to work in new versions of trainz where they would otherwise fail."
 
To remove the unwanted texture references I used (bold by me) from PEV's website:

PM2IM
A program to convert Auran Progressive Mesh files to Indexed Meshes. Can convert one or many PM's depending on launch method, and can search for files to convert.
The program now has an improved method to remove unsupported texture types from IM meshes, and can adjust specular values that cause incorrect shiny surfaces. Alternative language and AssetX support added, and TS12 OpenWith added.
 
Good tip Martin, I've just been working on that. It worked perfectly. Next up I found a 'missing shadow mesh' problem, and used QuickShadows for TS12 to fix it.

Then, I found.... more dependencies with even more warnings and errors! Meshes that don't exist, textures that can't be loaded, tga file size mismatches... what fun :)

These PEV tools are great.
 
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