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Trolca

Train Mods

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Ok thanks.

How do I open .dat file, so I can just replace the old textures of one of your wagons with mine? For the time being.

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    Here's two tanker car templates.

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    Here are two British Rail cars.

    <ahttps://www.simtropolis.com/idealbb/files//BXEUROBR01.jpg align=baseline><ahttps://www.simtropolis.com/idealbb/files//BXEUROBR02.jpg align=baseline>

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    Posted:
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    Ah, thanks man, turned out better than I expected. A few things I need to adjust though, I will make some more textures tommorow maybe.

    Could you please explain how I could open the .dat file and replace the texture? I have quite a few textures that I want to implement into SC4, I have asked in the other part of the forum and no-one has helped. I learn by fiddling with things, but I can't open the .dat file, so any help would be apprciated.

    Thanks again.

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    Date: 3/16/2005 7:18:02 PM Author: PureMassacre Ah, thanks man, turned out better than I expected. A few things I need to adjust though, I will make some more textures tommorow maybe. Could you please explain how I could open the .dat file and replace the texture? I have quite a few textures that I want to implement into SC4, I have asked in the other part of the forum and no-one has helped. I learn by fiddling with things, but I can't open the .dat file, so any help would be apprciated. Thanks again.
    quote>

    You'll need applications from this site. FiSHman will convert textures with or without alpha channels into FSH files. With ilive Reader or DatGen you can replaces textures in the FSH format. Somewhere in this thread I posted all of the steps. I think it's near the beginning of the thread.

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    Trolca-

     
    If you ever feel interested in doing another passenger train, i have an idea for ya.
    Either using the existing River Haven passenger engine, or a new model of an F-type diesal, you could try the Spirit of Washington Dinner Train as seen below. The train runs near me on daily excursions up to a winery.
    <img width=412 align=baseline><img width=377 align=baseline>
    <img align=baseline><ahttps://www.simtropolis.com/idealbb/files//Train.jpg width=399 align=baseline>
    Again only a suggestion. I'd rather see what comes out of your mind. ^^^
     

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    Posted:
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    Ok, I think I've got it sorted now. I have replaced the textures, and now I want to save it as a NEW .dat file. How do I do this, and is there any naming system that I should use, so that they do not interfere with any other addons.

    Is there any way of setting how often it appears in trains?

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    Date: 3/17/2005 11:49:03 AM Author: PureMassacre Ok, I think I've got it sorted now. I have replaced the textures, and now I want to save it as a NEW .dat file. How do I do this, and is there any naming system that I should use, so that they do not interfere with any other addons. Is there any way of setting how often it appears in trains?
    quote>
    In the following examples I'm using the ilive Reader.
     
    The Instance number shouldn't be used by files not related to the mod in question. One of the British Rail cars is shown in the example below. the Exemplar, S3D and FSH files share the same Instance but each is a different file format and belong to the same mod. In some cases different mods can share common files as trucks (wheels).
     
    <ahttps://www.simtropolis.com/idealbb/files//iliveExample01.jpg align=baseline>
     
    One way to start out would be to first replace all of the original equipment in the game by using those Instance numbers. I'll see what I can do about coming up with a block of unused numbers.
     
    To change the file Instance numbers click on the File Info button. You should get the File Info window.
     
    <ahttps://www.simtropolis.com/idealbb/files//iliveExample01b.jpg align=baseline>
     
    Click on Edit and you should get the Header - Edit window. Change the hexadecimal number to one that's not being used or the same as the original car you want to replace.
     
    Click OK in the Header - Edit window but leave the File Info window open and click on the next file that you want to change the Instance number and click on Edit and repeat as needed.
     
    <ahttps://www.simtropolis.com/idealbb/files//iliveExample01c.jpg align=baseline>
     
    Once the Instances have been changed. Click on the Exemplar file on the left. You should see this on the right.
     
    <ahttps://www.simtropolis.com/idealbb/files//iliveExample02.jpg align=baseline>
     
    Double click on Model Resource Key and this window should open.
     
    <ahttps://www.simtropolis.com/idealbb/files//iliveExample02b.jpg align=baseline>
     
    Click on the third number and change it to the new Instance but leave the leading 0x and click Apply at the bottom.
    On the left side of the screen click on the S3D file. On the right you should see the tabs in the example below.
    Click on the Mats tab then click on one of the Material IDs that matches the Instance number being replaced.
     
    <ahttps://www.simtropolis.com/idealbb/files//iliveExample03a.jpg align=baseline>
     
    Right click on that Material ID and you should get the Change Instance/Name window.
     
    iliveExample03b.jpg
     
    Change the Instance number after the 0x and click OK.
    Repeat the process for each Material ID that matches the one being changed.
    The final step for the S3D file is to click on the Apply located above the tabs.
     
    <ahttps://www.simtropolis.com/idealbb/files//iliveExample04.jpg align=baseline>
     
    Now you can save the mod. I suggest adding the Instance number to the end of the file name so if there are conflicts, it's easier to locate by looking at the file names. The file name for the British Rail car I'm using as an example is RHBoxBR01_109b8840.dat.

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    Date: 3/17/2005 3:41:18 PM Author: PureMassacre Thank you. But what should I use for the group number, does it affect anything?
    quote>

    You should only change the Instance numbers. All of the freight train equipment has the same group number.

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    I think I've got all that sorted now, thanks alot.

    A have encounted a problem though:

    Screen1
    Screen2

    The textures aren't molding to the model, now I'm not sure how you correct it, ive tried playing around with it, but I haven't solved it. Help 42.gif

    What is the multi coloured thing underneath? Is it an alpha layer shadow or something.

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    Trolca, if you remember backa ages ago, I said that I would host your files on an easy to navigate site, shall I start redoing the site for you, and host them

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    Date: 3/17/2005 7:40:58 PM Author: PureMassacre I think I've got all that sorted now, thanks alot. A have encounted a problem though: Screen1 Screen2 The textures aren't 'molding' to the model, now I'm not sure how you correct it, ive tried playing around with it, but I haven't solved it. Help 42.gif What is the multi coloured thing underneath? Is it an alpha layer shadow or something.
    quote>
     
    There's an easier way to bring in the new FSH image. I took this from the previous instrutions. When you right click on Material ID, select Replace texture. Browse and select the new texture. This way you have the old FSH file but with the new image.
    <ahttps://www.simtropolis.com/idealbb/files//iliveExample03b.jpg align=baseline>
     
    I don't see anything wrong with the second image except the way the end parts don't follow the roof line. You should focus on looking at the model only from the default angle while rotating it with the Home and End keys. If you notice flaws from other angles, it doesn't matter because you'll never view it from those angles in the game. Many other small flaws will not show up as well. The multi-colored part is the shadow piece. That's just how it shows up in the reader but not in the game.
     

    Trolca, if you remember backa ages ago, I said that I would host your files on an easy to navigate site, shall I start redoing the site for you, and host them

    Admiral of the Fleet Lee John Edward Braden

    quote>

    Yes. It would be helpful. Perhaps just posting the sets I've completed for the STEX. So far only the River Haven set is posted but I hope to place the Burlington Northern set soon.

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    Yeah. The shadows are strange, because the SC4 engine actually has to draw them itself. You can't really view them outside of the game.

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    Posted:
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    Progress so far:

    British Rail Wagon (Black) - Reworked
    British Rail Wagon (Black) Dirty - New
    British Rail Wagon Railfreight (Black) - Reworked
    British Rail Wagon Railfreight (Black) Dirty - New
    British Rail Wagon (Black) Graffiti - New

    BRWagon5.jpg

    Train1.jpg

    That is one of the Graffiti wagons, i'm working on. I've only done 2 for the time being, because I don't think I will be using them myself, and I am unsure of the demand for a graffiti wagons.

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    Posted:
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    If any one has any spare time, I would like the Class 40 to be made.

    145_bri_gt1.jpg

    I might have a go at modelling it myself, but I don't think I have the time.

    But for now I have just rextextured the SD-40 to the old British Rail paint scheme. The textures still need alot of work done to them, shading and weathering mainly.

    BRTrain2.jpg

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    You're off to a good start.

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    Here is the latest texture of my British Rail Engine. I've changed the colour to the BR Corporate Blue Livery, added dirt, and quickly re-did the top texture. I am still not happy with it, there are still remains of the lighter blue and I will rectify that tommorow morning. I will also be compeltly re-texturing the top. But I'm pretty pleased with the progress.

    BRTrain3.jpg

    Has a Union Pacific engine be done? I could have a go at that, it will take much less effort than this.

    All the truck textures are done, so maybe I might release the engine with a few trucks in the next few days. I plan to texture some open trucks and maybe some tankers (if someone makes me a model, hint, hint 2.gif)

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    Date: 3/19/2005 9:16:59 PM Author: PureMassacre Here is the latest texture of my British Rail Engine. I've changed the colour to the BR 'Corporate Blue' Livery, added dirt, and quickly re-did the top texture. I am still not happy with it, there are still remains of the lighter blue and I will rectify that tommorow morning. I will also be compeltly re-texturing the top. But I'm pretty pleased with the progress. BRTrain3.jpg Has a Union Pacific engine be done? I could have a go at that, it will take much less effort than this. All the truck textures are done, so maybe I might release the engine with a few trucks in the next few days. I plan to texture some open trucks and maybe some tankers (if someone makes me a model, hint, hint 2.gif)

    The freight engine looks good. If you lighten the horizonal surfaces slightly it might help them stand out better. If you want the tanker car to look more European I'll add those bumpers to one.

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    Date: 3/18/2005 5:17:13 PM Author: PureMassacre
    PureMassacre:
     
    Graffiti is good.  It makes the freight cars look less clean cut.  Weathering (rust, dirt, filth, etc) is another way to add to the look of your rolling stock.  I like the progress on that engine... if you need someone to test it, lemme know.
     
    EDIT
    I apologize for the useless quote... I didn't realize it got jacked up until after I posted it.

     

     

    I work for the US Army. I go places, visit mean people, and kill them.

     

    Winston Churchill is generall credited for saying something to the effect of: "People sleep soundly in their beds because rough men stand ready to do violence on their behalf". That about sums up my life, besides the "rough men" part.

     

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    Posted:
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    Todays Update:

    British Rail Engine - Corporate Blue Livery

    BRTrain4.jpg

    British Rail Engine - Railfreight Coal Livery

    BRTrain5.jpg

    The textures are pretty much done for now, any criticisms or points on what I should do to make them look better?

    Tommorow I will package them, and post them in the thread.

    Trolca: Is there anything difference for changing the instance numbers etc. from the wagons? I don't want to release it if it will stop another engine from working. 34.gif

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    Date: 3/20/2005 7:50:01 PM Author: PureMassacre Todays Update: British Rail Engine - Corporate Blue Livery  British Rail Engine - Railfreight Coal Livery  The textures are pretty much done for now, any criticisms or points on what I should do to make them look better? Tommorow I will package them, and post them in the thread. Trolca: Is there anything difference for changing the instance numbers etc. from the wagons? I don't want to release it if it will stop another engine from working. 34.gif
    quote>
    There is no difference between changing Instance numbers for train engines. To play it safe include the Instance number as part of the file name so if there is a conflict it can be easily spotted by the players.
     
    The original freight engine Instance is 10AA0000.
    The steam engine Instance is 11790000.

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     I heard about a program that oppie was developing that kept your train and all your other mods in a seperate folder from the rest of your plugins that would be very helpful if you have a lot of train mods and you can't find them in your plugin folder. Would you know anything about that ?

    And one other thing, Could you attach some of the files of  some of your first trains you made. The links to download do not work anymore. I wanted to get the Amtrak one, and the link didnt work.
     
      Thanks
     
     DragonAnime

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    Date: 3/22/2005 1:52:52 PM Author: DragonAnime

    I heard about a program that oppie was developing that kept your train and all your other mods in a seperate folder from the rest of your plugins that would be very helpful if you have a lot of train mods and you can't find them in your plugin folder. Would you know anything about that ?

    And one other thing, Could you attach some of the files of&nbsp; some of your first trains you made. The links to download do not work anymore. I wanted to get the Amtrak one, and the link didnt work.
    &nbsp; Thanks
    DragonAnime
    quote>

    I'm not familar with any program for that purpose. I created a folder inside the plugin folder for that reason though.

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