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No, I mean just the crossbuck, no post.
No, I mean just the crossbuck, no post.
Reggietrains's signals look nice, but I cant use them since theyre not compatible with Trainz 12
They do say that, but I have Trainz 12 and by adjusting the build number in config.txt I got them to work just fine.
What number do I put for the build number?
This has worked for some, however I need the dependencies for the TRC 3 trigger so I can modify the build, and all of the cantilevered crossings have an error saying it failed to load mesh 'lod.lm'. In addition, the flashing lights fail to show in surveyor
This has worked for some, however I need the dependencies for the TRC 3 trigger so I can modify the build, and all of the cantilevered crossings have an error saying it failed to load mesh 'lod.lm'. In addition, the flashing lights fail to show in surveyor
One of the crossings has the error message "Error: Unable to load indexed mesh 'kuid 839374 1017\lod.lm'"If you are saying that the dependencies are for a different version of Trainz then those dependencies need to have their build numbers adjusted also. If that's what you have done and you are getting an error then you need to quote the KUIDs that now have an error, what change you made, and the exact error message. The original comment referred to signals - if you are trying to make a similar adjustment for some crossings then perhaps that fix is inappropriate for those assets.
One of the crossings has the error message "Error: Unable to load indexed mesh 'kuid 839374 1017\lod.lm'"
mesh-table {
lod0 {
mesh "lod0.im"
auto-create 1
lod-level 0
effects {
light1 {
kind "corona"
att "a.red0"
texture-kuid <kuid:378673:104065>
object-size 0.15
}
light2 {
kind "corona"
att "a.red1"
texture-kuid <kuid:378673:104065>
object-size 0.15
}
light3 {
kind "corona"
att "a.red2"
texture-kuid <kuid:378673:104065>
object-size 0.15
}
light4 {
kind "corona"
att "a.red3"
texture-kuid <kuid:378673:104065>
object-size 0.15
}
}
}
lod1 {
mesh "lod1.im"
auto-create 1
lod-level 1
effects {
light1 {
kind "corona"
att "a.red0"
texture-kuid <kuid:378673:104065>
object-size 0.15
}
light2 {
kind "corona"
att "a.red1"
texture-kuid <kuid:378673:104065>
object-size 0.15
}
light3 {
kind "corona"
att "a.red2"
texture-kuid <kuid:378673:104065>
object-size 0.15
}
light4 {
kind "corona"
att "a.red3"
texture-kuid <kuid:378673:104065>
object-size 0.15
}
}
}
lod2 {
mesh "lod2.im"
auto-create 1
lod-level 2
}
}
mesh-detail-level-count 3
Do you mean that you altered the build number to 3.7 and this error appeared? If so, then it is likely due to an issue with the way that LOD has been implemented in that asset. It is not possible to simply change the build number for an asset without considering the differences that have occurred between the build numbers with respect to the features that are supported and the validation that is applied. In this case the LOD needs to be adjusted to the format previously available for simple scenery assets, instead of the more recent format. The relevant change to the config is:
Code:mesh-table { lod0 { mesh "lod0.im" auto-create 1 lod-level 0 effects { light1 { kind "corona" att "a.red0" texture-kuid <kuid:378673:104065> object-size 0.15 } light2 { kind "corona" att "a.red1" texture-kuid <kuid:378673:104065> object-size 0.15 } light3 { kind "corona" att "a.red2" texture-kuid <kuid:378673:104065> object-size 0.15 } light4 { kind "corona" att "a.red3" texture-kuid <kuid:378673:104065> object-size 0.15 } } } lod1 { mesh "lod1.im" auto-create 1 lod-level 1 effects { light1 { kind "corona" att "a.red0" texture-kuid <kuid:378673:104065> object-size 0.15 } light2 { kind "corona" att "a.red1" texture-kuid <kuid:378673:104065> object-size 0.15 } light3 { kind "corona" att "a.red2" texture-kuid <kuid:378673:104065> object-size 0.15 } light4 { kind "corona" att "a.red3" texture-kuid <kuid:378673:104065> object-size 0.15 } } } lod2 { mesh "lod2.im" auto-create 1 lod-level 2 } } mesh-detail-level-count 3
Do you mean that you altered the build number to 3.7 and this error appeared? If so, then it is likely due to an issue with the way that LOD has been implemented in that asset. It is not possible to simply change the build number for an asset without considering the differences that have occurred between the build numbers with respect to the features that are supported and the validation that is applied. In this case the LOD needs to be adjusted to the format previously available for simple scenery assets, instead of the more recent format. The relevant change to the config is:
Code:mesh-table { lod0 { mesh "lod0.im" auto-create 1 lod-level 0 effects { light1 { kind "corona" att "a.red0" texture-kuid <kuid:378673:104065> object-size 0.15 } light2 { kind "corona" att "a.red1" texture-kuid <kuid:378673:104065> object-size 0.15 } light3 { kind "corona" att "a.red2" texture-kuid <kuid:378673:104065> object-size 0.15 } light4 { kind "corona" att "a.red3" texture-kuid <kuid:378673:104065> object-size 0.15 } } } lod1 { mesh "lod1.im" auto-create 1 lod-level 1 effects { light1 { kind "corona" att "a.red0" texture-kuid <kuid:378673:104065> object-size 0.15 } light2 { kind "corona" att "a.red1" texture-kuid <kuid:378673:104065> object-size 0.15 } light3 { kind "corona" att "a.red2" texture-kuid <kuid:378673:104065> object-size 0.15 } light4 { kind "corona" att "a.red3" texture-kuid <kuid:378673:104065> object-size 0.15 } } } lod2 { mesh "lod2.im" auto-create 1 lod-level 2 } } mesh-detail-level-count 3
mesh-table
{
default
{
mesh-asset <kuid:839374:1200>
mesh "content/us grs light 1a.lm"
auto-create 1
effects
{
light1
{
kind "corona"
att "a.red0"
texture-kuid <kuid:378673:104065>
object-size 0.15
}
}
}
}
string-table
{
typeofcrossing "TRC"
}
The changes I posted solved the problem of "an error saying it failed to load mesh 'lod.lm'" created when the build number is changed. If you want the full functionality of the signals you probably have to address that with a rewrite of the trigger to cope with the differences between T:ane and TS12. If you are looking for a crossbuck only then lights and bells are not relevant.This did work, however the bells (and I checked that they were on) Failed to work, as well I am still having the problem where the individual flashers are invisible.