We've got a problem with several of bengolle and Lotharhake's vehicles

jordon412

33 Year Old Railfan
There's a problem with several of bengolle and Lotharhake's vehicles, specifically, 'Cadillac 59 Green Cab', <kuid:73394:101919>, 'Cadillac 59 Green', <kuid:73394:101912>, 'Cadillac 59 Bluegreen', <kuid:73394:101911>, 'Cadillac 59 Beige', <kuid:73394:101915>, 'Cadillac 59 Black', <kuid:73394:101632>, 'Cadillac 59 Black Cab', <kuid:73394:101628>, 'Cadillac 59 Pink', <kuid:73394:101884>, 'Ford Fairlane 15', <kuid:73394:101551>, 'Ford Fairlane 25', <kuid:73394:101564>, 'Jaguar MKII Red', <kuid:73394:101935>, 'HP_US_Car_08_Scenery', <kuid2:68787:100339:1>, 'HP_Deville_Coupe', <kuid2:68787:100249:1>, 'HP_Deville_Cabrio', <kuid2:68787:100248:1>, 'HP-Deville_Coupe_rosa', <kuid2:68787:200604:2>, 'HP-Deville_Cabrio_rot', <kuid2:68787:200603:2>, and 'Ford_Fairlane01', <kuid2:68787:100798:1>. I suspect that there's something going on regarding the alpha layer and the fix might be here: https://forums.auran.com/trainz/showthread.php?156231-PWeiser-New-Contents-Site/page7
Picture of problem:
My-Trainz-Screenshot-Image.jpg
 
Your post gives me so many questions.

For starters: Who is “we”?

But more important:
Did you try the fix you suggest yourself?
If not, why not?
If you did, did it fix your problem?
If so, why do you still have the problem?
If not, why do you still think it is the solution?
Did you contact the creator?

I am sure answering those questions will help me, but it might also help you; they probably give you ideas either what actions to take or what more information you can share with us that clarifies the situation.

And yes, all the staying inside does start to have effect on my posts, but maybe more on my weird humor.
 
Your post gives me so many questions.

For starters: Who is “we”?

But more important:
Did you try the fix you suggest yourself?
If not, why not?
If you did, did it fix your problem?
If so, why do you still have the problem?
If not, why do you still think it is the solution?
Did you contact the creator?

I am sure answering those questions will help me, but it might also help you; they probably give you ideas either what actions to take or what more information you can share with us that clarifies the situation.

And yes, all the staying inside does start to have effect on my posts, but maybe more on my weird humor.

"We" as in the Trainz Community. I've checked 'Ford Fairlane 15', <kuid:73394:101551>, and it doesn't have an alpha layer on the texture file that is effected, so my solution won't work on it. Also, Lotharhake's profile, whose vehicles bengolle's are reskins of, hasn't been active since March 13th, 2019, and bengolle's last activity was January 28th, 2018, 2+ years ago, so they're unlikely to answer any PM's I send them. I had the same problem in TANE and could not figure out how to fix it.
 
Failing to see any relevance of the link https://forums.auran.com/trainz/showthread.php?156231-PWeiser-New-Contents-Site/page7

Regardless of that, doesn't the opaque green indicate a badly constructed m.reflect texture material? I recall some discussion when Dave Snow's bogey wheel surfaces came out green instead of reflective silver. I have forgotten what the fix was and whether it can be applied locally or if it requires a correction and update by the original author.

By the way, is there something seriously wrong with the scale of the 3 Cadillacs at the bottom/right of the screenshot. They look way too big, even for American mobile environmental crimes.


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The diffuse slot for the m.reflect materials is empty. If you have IM Editor, adding a white or light grey texture to that slot will solve it for you locally.
 
The diffuse slot for the m.reflect materials is empty. If you have IM Editor, adding a white or light grey texture to that slot will solve it for you locally.

Deleted. Just Googled 'IM Editor'. And that is out of my area of experience. Do you know of any assets that has that file so I can just steal it from that asset instead of making it?
 
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Deleted. Just Googled 'IM Editor'. And that is out of my area of experience. Do you know of any assets that has that file so I can just steal it from that asset instead of making it?

Merely having that file won't help you. You need something (like IM Editor) to assign the file to the diffuse slot of the m.reflect material.
 
It's too bad something like the old PM2IM couldn't fix that the way it reassigns textures to the proper materials slots when they can't be found but are there in the asset folder.
 
By the way, is there something seriously wrong with the scale of the 3 Cadillacs at the bottom/right of the screenshot. They look way too big, even for American mobile environmental crimes.
That got me curious since with having seen a few I knew they were big, so let's see what Google can find for dimensions on a Cadillac ElDorado.
A bit of searching and 1959 looks close enough.

This source looks reliable; https://www.topspeed.com/cars/cadillac/1959-cadillac-eldorado-biarritz-convertible-ar184578.html
Boasted 45-inch-tall tail fins
...
Of course, the car is massive with a wheelbase of 130 inches (shared across the Eldorado range) and an overall length with the huge bumpers in place and everything of 225 inches. That’s a whopping 21 inches longer than Cadillac’s current full-size luxury sedan, the CT-6. It’s also three inches longer than the 2020 Lincoln Navigator L which, in itself, is 12 inches longer than the Navigator SWB. Even the extended Cadillac Escalade ESV falls one inch short off the length of its distant relative, the ’59 Eldorado Biarritz. The car is so big you could almost fit two entire 1959 Fiat 500s in the length of one Biarritz!

1959 Cadillac Eldorado Biarritz Convertible Exterior Dimensions

Wheelbase130.0 inches
Length225.0 inches
Width80.2 inches
Height54.4 inches

That 225 inch overall length divided by 12in per foot comes out to 18.75 ft (18ft 9in) or for the metric folks, 18.75ft/3.3 feet per meter, about 5.7m long.
That 80 inch width is just 4 inches shy of 7 feet wide. (some fast passenger steam locos had 80 inch drivers) or, in metric, approximately 2 meters wide.

So, the Cadillac is roughly 3 feet, 1m, longer than my old Dodge Caravan. But Cadillac is only a few inches wider.

Call those 45 inch tailfins 1.1 meters tall.

Now, as far as the technical glitch in the asset, that is well beyond my knowledge and experience.
 
..for the metric folks, 18.75ft/3.3 feet per meter, about 5.7m long.
That 80 inch width is, in metric, approximately 2 meters wide.

I did some illegal stuff locally and imported the pink Coupe deVille model into 3DS Max where I could measure its exact dimensions. I got;

Length 6.11 metres
Width 2.14 metres (at side panels) or 2.3 metres (at side mirrors)

So it is over-size by about 7% in both length and width.

I also confirmed that the texture materials used for the window glass and the bumpers were of the m.reflect type and both have no image assigned to their Diffuse slots, just an environment type of image in the Reflection slots. This error would not have been flagged by the green colour in the Trainz edition the car was built for (2.9) but is flagged this way in TANE and higher.

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I think he should start with contacting the author first.
So far, I am not getting the impression the OP tried to do so. He only assumed he would not get a reaction to PM, I don't get the impression he tried. I would try to find his email address instead though, but I am not having this problem.

As far as I know, the Content Repair Group is aimed at content that is technically broken, not visibly less good looking, and have a long list of those. I might be wrong though.
 
I think he should start with contacting the author first.
So far, I am not getting the impression the OP tried to do so. He only assumed he would not get a reaction to PM, I don't get the impression he tried. I would try to find his email address instead though, but I am not having this problem.

As far as I know, the Content Repair Group is aimed at content that is technically broken, not visibly less good looking, and have a long list of those. I might be wrong though.

I don't remember if I ever sent a PM to either creator, but given that they've not been active for at least a year (Lotharhake) and two years (bengolle), they probably wouldn't answer back, so it would be pointless to sent a PM. However, I do hope that the CRG can fix this, as this is a problem that needs fixing.
 
It would be “pointless” if they are dead. Till that time, if you really want this stuff fixed, it is worth a shot.
 
The diffuse texture file is missing for the windscreen, yes it was using m.reflect however the entry for the diffuse was never included in the mesh, so it shouldn't have ever worked, can be added using IM editor as can only be fixed by editing the mesh, if you have a suitable white tga. There are other similar errors see below that need the same fix.

I've highlighted the bad points in bold.

Code:
; <kuid:73394:101919> Validating <kuid:73394:101919>
; <NULL> MeshResource::LoadResource> <NULL> | arc:fld:$(original)/hash-3D||kuid 73394 101919.tzarc|
; <NULL> Loading mesh caddy.im
! <kuid:73394:101919> VE217: [B]Material _caddy_devillevray_glass_salut.m.reflect in mesh file caddy.im has no texture assigned to a required slot: texture0[/B]
! <kuid:73394:101919> VE217:[B] Material _caddy_devillestandardmater13.m.reflect in mesh file caddy.im has no texture assigned to a required slot: texture0[/B]
! <kuid:73394:101919> VE217: [B]Material _caddy_devillemetal_chrome.m.reflect in mesh file caddy.im has no texture assigned to a required slot: texture0[/B]
! <kuid:73394:101919> VE217: [B]Material _caddy_devillemetal_chrome.m.reflect in mesh file caddy.im has no texture assigned to a required slot: texture0[/B]
! <kuid:73394:101919> VE166: [B]43 combined chunks (of 47 source) in .im file: [/B]
! <kuid:73394:101919> VE107:[B] The high-detail meshes total more than 10000 polygons. This may have a negative impact on performance: 0: 34451[/B]
! <kuid:73394:101919> VE109: [B]The low-detail meshes total more than 500 polygons. This may have a negative impact on performance: 0: 34451
[/B]; <NULL> Performing asset precache
; <kuid:73394:101919> Loading asset <kuid:73394:101919>
; <kuid:73394:101919> SpecsManager::CreateSpec> <kuid:73394:101919> "Cadillac 59 Green Cab"
; <kuid:73394:101919> PrecacheManager::PrecacheNow> <kuid:73394:101919>
; <kuid:73394:101919> PrecacheManager::PrecacheNow> <kuid:73394:101919>
; <kuid:73394:101919> MeshObject::LockMeshes> <kuid:73394:101919> "Cadillac 59 Green Cab"
; <kuid:73394:101919> MeshResource::LoadResource> <kuid:73394:101919> | arc:fld:$(original)/hash-3D||kuid 73394 101919.tzarc|
; <kuid:73394:101919> Loading mesh caddy.im
! <kuid:73394:101919> VE217: Material _caddy_devillevray_glass_salut.m.reflect in mesh file caddy.im has [B]no texture assigned to a required slot: texture0[/B]
! <kuid:73394:101919> VE217: Material _caddy_devillestandardmater13.m.reflect in mesh file caddy.im has [B]no texture assigned to a required slot: texture0[/B]
! <kuid:73394:101919> VE217: Material _caddy_devillemetal_chrome.m.reflect in mesh file caddy.im has [B]no texture assigned to a required slot: texture0[/B]
! <kuid:73394:101919> VE217: Material _caddy_devillemetal_chrome.m.reflect in mesh file caddy.im has[B] no texture assigned to a required slot: texture0[/B]
! <kuid:73394:101919> VE166: 43 combined chunks (of 47 source) in .im file:

Comment:
Whereas they may have worked in legacy Trainz, these are horrible assets for today's standards, the one, I just looked at is 34,451 poly and no lod, required for over 500 polys! So a potential frame rate killer if many of these are used, has 24 texture.txt files loads of notex materials, 28 image files, should be preferably one file with the images combined at most two, more textures add to the overheads. The CRG may get round to them after the other 5921 items on the list however there very few of us, currently just three who are active and we all have our own content creating and route building to do as well.
 
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