Un-Copylocking?

HoorayforOliver

New member
I'd like to re-skin "Mallard", the Gresley A4 Pacific, into some of his brothers, such as "Union of South Africa" & "Dwight D. Eisenhower". However, the textures are locked. I do not want to use any other A4's on the Download Station, I only want to use this particular model. Is there a way to unlock the textures, so that I can re-skin the engine?
 
Have you tried cloning the object first? This should allow you to edit the copy rather than tampering with the original. What version of Trainz are you using?

John
 
Have you tried cloning the object first? This should allow you to edit the copy rather than tampering with the original. What version of Trainz are you using?

John

The 2009 Version.

And I tried to clone it, but the textures were still locked.
 
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To be able to redo the textures you need to convert them from .texture format to .tga/.texture.txt using Texture2TGA.exe by PEVSoft. My copy of 2010 includes that program in:
\TS2010\Extras\Third-party Addons\PEVSoft
The trick is that some textures are compressed, so you'll need to add -dxt to the command line. (You can't just drag all the textures onto the exe file.)

I did a quick reskin of it in red and it shows up right in CCP. (Gotta love that Hue-Saturation tool in GIMP. :) )
 
To be able to redo the textures you need to convert them from .texture format to .tga/.texture.txt using Texture2TGA.exe by PEVSoft. My copy of 2010 includes that program in:
\TS2010\Extras\Third-party Addons\PEVSoft
The trick is that some textures are compressed, so you'll need to add -dxt to the command line. (You can't just drag all the textures onto the exe file.)

I did a quick reskin of it in red and it shows up right in CCP. (Gotta love that Hue-Saturation tool in GIMP. :) )

Thanks for the help! Now, do you know how to re-copy lock it? There are no config files on my engine, and I need to save it as a .texture file again.
 
It's not "copy locking" it, just converting it to the game's natural format. When you commit the asset Trainz will convert it to .texture format automatically. (That's what the .texture.txt file is for, it tells the game what image file(s) to use.)

Edit: Oh, one thing I'm not sure about is if you need to delete the .texture file (or files) that you have converted and changed before committing. I did that before checking it out in CCP to make sure it'd use the "new" texture file. Note that if you don't convert all the .texture files via texture2tga then CMP will complain about missing .texture.txt files but you can probably ignore it since the texture files already exist.
 
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