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Thing is though, I don't see that extra wheel in TS12.My guess would be that they are spares in case one of the driving wheels has a puncture? But I must admit it is a rather strange place to store the spare and must create havoc when going through tunnels and under bridges.
The locos are old, asset build number 1.3, which goes back to the original release of Trainz over 20 years ago.
This problem has been posted about in these forums before:-
https://forums.auran.com/threads/error-with-br-44-german-engine.146674/
There appears to be no solution. Other posts reveal that there seems to be no tenders available for these locos.
My recommendation, delete them and find something else.
Find Something Else like Pware says to do....Thing is though, I don't see that extra wheel in TS12.
Alright alright, I was just wondering y there’s a wheel there. :/Find Something Else like Pware says to do....
Or maybe some sort of special pantograph? Lmao.3rd rail
That would clearly indicate that the locos do not meet the standard for TRS22. Another reason for deleting them.Thing is though, I don't see that extra wheel in TS12.
I might make something to give the wheel a purpose. Pdkoester gave me an idea.That would clearly indicate that the locos do not meet the standard for TRS22. Another reason for deleting them.
I wonder if this has something to do with wheel animation and this is supposed to be a hidden reference object that is attached to the visible instance object wheels. I've seen this done to control many machines in a room where only a single model was created and the others were clones of that but there were no meshes for them.That would clearly indicate that the locos do not meet the standard for TRS22. Another reason for deleting them.
Primary=invisible.tga
Alpha=invisible.tga
What if it’s a pm instead of an im???To remove the flying wheel, the main bogies could be fixed using the IM Editor.
<kuid:48366:50003> fix the mesh br44_bogey.im
<kuid:48366:50006> fix the mesh br44_drg_bogey.im
<kuid:48366:50007> fix the mesh br44_drg_uekbogey.im
The fix is the same for all 3 bogeys:
- create a fully transparent file invisible.tga (alpha channel must be black)
- create the file invisible.texture.txt
- open the asset in explorerCode:Primary=invisible.tga Alpha=invisible.tga
- copy the 2 files to the opened folder
- open the .im file with the IM Editor
- at object 24 change the diffuse texture of the material to invisible.texture.txt
- change opacity to 0 (probably not required, but I did it)
- save the modified file, and exe IM Editor
- submit the changed asset.
Peter
You will need to convert the file to im using PEV's pm2im utility then update the config.txt file to reflect that change.What if it’s a pm instead of an im???
What way do I update the config.txt file?You will need to convert the file to im using PEV's pm2im utility then update the config.txt file to reflect that change.
You will need to open the asset for editing.What way do I update the config.txt file?
Yeah, but what do I edit in the notepad?You will need to open the asset for editing.
In Content Manager, right click on the asset and choose Open... Edit config file. This will open the config.txt file in Notepad or some other text editor. Never open up config.txt files in Word or some other word processor because that will corrupt it.
FYI: The asset will need to be opened before running pm2im anyway.
You'll need to find the .pm files and rename the .pm to .im.Yeah, but what do I edit in the notepad?
mesh-table
{
default
{
mesh "gp9 high hood undec_body/gp9 high hood undec_body.im"
auto-create 1
}
shadow
{
mesh "gp9 high hood undec_body/shadow.im"
}
}