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DennR
December 26th, 2015, 08:40 AM
Hi,

I have copied my data files from T:ANE b78667 to b80201 and I have one faulty asset in the route. The asset is <kuid:321936:100722> RR Crossing 12x20 ST LA.

the Errors and Warnings are: -

! VE48: This asset uses an obsolete trainz-build number. Trainz-build numbers below 3.5 are no longer supported.
- VE170: Failed to open compiled texture 'gate_bump.texture' for 'arc:fld:$(local)/hash-2C||kuid 321936 102110.tzarc|'
- VE165: Texture 'gate_bump.texture' is missing or could not be loaded in mesh '1220.im', material 'gate.m.tbumptex'.
! VE144: Category code 'ZX - Paintshed template' is obsolete.
! VE109: The low-detail meshes total more than 500 polygons. This may have a negative impact on performance: 0: 5188

I did try making a cdp from the original installation and importing it to b80201 but it still reverted to the same fault condition.

jointedrail
December 26th, 2015, 08:46 AM
For now youll have to replace it or let it missing, we will need some time to look into this and any other errors and issues SP1 seems to have created. Unfortunately that kuid isnt one of our actual assets, its merely referenced, so theres not much we can do on that kuid itself.

DennR
December 26th, 2015, 09:32 AM
I can highlight one more issue I have found.

<kuid2:45324:100278:1> UP Dash 9-44CW (ex-CNW)shows up as faulty due to an integer error.

I reset the "size" value to the same as the "initial-count" value and it commits OK.

queues
{
diesel
{
size 18927.24373
initial-count 18920

JCitron
December 26th, 2015, 12:15 PM
I fixed the gate issue, which was my only error by the way, by finding another gate that was working and copied the texture. There is no noticeable difference when I looked at the gate that had the error.

jbaxter1964
December 26th, 2015, 01:11 PM
I fixed the gate issue, which was my only error by the way, by finding another gate that was working and copied the texture. There is no noticeable difference when I looked at the gate that had the error.
John,
Would you please explain your process for pulling in the copied texture? I tried to open for edit a similiar gate that was working and could not find the texture file referred to. Maybe I was not looking in the right spot. Thanks!

pdkoester
December 26th, 2015, 05:42 PM
fixed with matching this part:

mesh-table
{
default
{
mesh-asset <kuid:321936:102110>
auto-create 1
mesh "1220LA.im"
anim "1220LA.kin"



and adding in KUID in this part:

thumbnails
{
0
{
image "$screenshot$.jpg"
width 240
height 180
}
}
kuid <kuid:321936:100722>
kuid-table
{
codelib <kuid:122285:900>
roadtex <kuid:321936:102207>
platetex <kuid:321936:102206>
1 <kuid:321936:102110>
2 <kuid:321936:102212>
3 <kuid:321936:100929>
4 <kuid:-10:137>
}

jbaxter1964
December 26th, 2015, 05:54 PM
That got it! Thanks!

Now on to the BN Bulkhead flats... :-/

pdkoester
December 26th, 2015, 07:30 PM
That got it! Thanks!

Now on to the BN Bulkhead flats... :-/

umm... what does that mean? something else not working?

Matt3985
December 26th, 2015, 08:51 PM
Thanks PD now I can fix the crossing gates. :)

jbaxter1964
December 26th, 2015, 10:13 PM
umm... what does that mean? something else not working?


Yeah,
The BN 62ft. Bulkheads now have the below fault in 80201:

- VE76: Unable to load mesh file: 'shadow.im'

In TS12, I would probably try one of PEV's tools to attempt a fix. Not sure if that will work here.

pdkoester
December 27th, 2015, 12:34 AM
Yeah,
The BN 62ft. Bulkheads now have the below fault in 80201:

- VE76: Unable to load mesh file: 'shadow.im'

In TS12, I would probably try one of PEV's tools to attempt a fix. Not sure if that will work here.

Is there another one to look at, that is similar, without errors? Might be another spelling thing to change or add a kuid?

<kuid:506034:621608> BN 62Ft. Bulkhead 621608
<kuid:506034:621610> BN 62Ft. Bulkhead 621614
<kuid:506034:621609> BN 62Ft. Bulkhead 621630


Are these them?

JCitron
December 27th, 2015, 01:03 AM
Is there another one to look at, that is similar, without errors? Might be another spelling thing to change or add a kuid?

<kuid:506034:621608> BN 62Ft. Bulkhead 621608
<kuid:506034:621610> BN 62Ft. Bulkhead 621614
<kuid:506034:621609> BN 62Ft. Bulkhead 621630


Are these them?

I fixed mine with Quick Shadows by PEV. It took about 12 seconds to repair. :)

John

jbaxter1964
December 27th, 2015, 07:24 AM
I fixed mine with Quick Shadows by PEV. It took about 12 seconds to repair. :)

John

John,
I'm trying to use Quick Shadows on this 3 cars, but no luck. It still says TANE is unable to read the shadow mesh. I'm still learning QS, but I understand that I should make a shadow from the highest LOD .im. Is that correct? Not sure what I am doing here. When used with TS12's CM, the trawl feature did all the work for me! :-)
J

Wearsprada
December 27th, 2015, 01:37 PM
Quick notification. After holidays here i will update this pack and route, that's will be wide additional version. All bugs will be check in new build and must be fixed.

JCitron
December 27th, 2015, 02:27 PM
Quick notification. After holidays here i will update this pack and route, that's will be wide additional version. All bugs will be check in new build and must be fixed.

Thank you...

And happy holidays. :)

John

JCitron
December 27th, 2015, 02:28 PM
John,
I'm trying to use Quick Shadows on this 3 cars, but no luck. It still says TANE is unable to read the shadow mesh. I'm still learning QS, but I understand that I should make a shadow from the highest LOD .im. Is that correct? Not sure what I am doing here. When used with TS12's CM, the trawl feature did all the work for me! :-)
J

Yup...

I replaced the shadow mesh by creating a new one using Quick Shadows on the body mesh then put the shadow in the proper folder mentioned in the error. Sorry for not saying that last night. I just remembered that now!

John

jbaxter1964
December 27th, 2015, 05:02 PM
Yup...

I replaced the shadow mesh by creating a new one using Quick Shadows on the body mesh then put the shadow in the proper folder mentioned in the error. Sorry for not saying that last night. I just remembered that now!


John
Fixed them! Thanks, John! When I opened the files again for edit, I realized that the shadow.im files already there were in the wrong place for this build to recognize. Your comment on proper folder gave the hint. Didn't need to create any shadows, just moved them to the root folder for each asset. Good to go now!

JCitron
December 27th, 2015, 06:16 PM
Fixed them! Thanks, John! When I opened the files again for edit, I realized that the shadow.im files already there were in the wrong place for this build to recognize. Your comment on proper folder gave the hint. Didn't need to create any shadows, just moved them to the root folder for each asset. Good to go now!

Awesome! I'm glad you got them fixed. :)

John

Switcher84
December 28th, 2015, 06:14 PM
I have given up on Tane for now. Got the standard edition still dealing with missing textures. Still think they should of waited for release until they worked out more of the bugs:confused: