sniper297
03-02-2008, 02:06 AM
Subtitle, "dadblasted furriner dinkytoy bumpercars don't even LOOK like real trains!" :mad: Hee-hee, no US 3D cad guys coming in from MSTS yet, John Fowlis seems to have gone Asiatic with all them trips to China, and the one GP-7 source file Dick Cowen sent me won't open in the blueprint asset editor. So I'm stuck at this point with converting dinkytoys, thanks to BigPeter I got the dope on where the coupler heights are. Uploaded one of them German BR294 switchers converted for US couplers tonight, should be in the file library tomorrow or Monday. Meanwhile working on converting some freightcars, first thing is make a new folder and copy the contents of the one you're cloning in, rename the main bin file and edit with RStoolsTMB;
http://forums.flightsim.com/vbts/attachment.php?attachmentid=1962&stc=1&d=1204436761
To change the name internally so it shows up in the list as a different car. I don't bother with translations, but it's best to at least replace the different ones with the English name so some Dutchman don't download it and get two sylmmswagen or whatever it is in his list.
http://forums.flightsim.com/vbts/attachment.php?attachmentid=1963&stc=1&d=1204436767
Easiest way to do this part, open the main bin for a US engine or car, click and drag to select everything from the opening FrontCouplingBlueprintID to the closing RearCouplingBlueprintID inclusive, CTRL C to copy. Switch to the one you're hacking, click and drag the same text, CTRL V to paste and overwrite the whole smash.
http://forums.flightsim.com/vbts/attachment.php?attachmentid=1964&stc=1&d=1204436775
Next datablock is the front coupling pivot, count 14 lines down, that's the coupler attachment height. Change that to 0.873 for US couplers. Next go to the rear coupler pivot, count down 14 lines and change that to 0.873.
http://forums.flightsim.com/vbts/attachment.php?attachmentid=1965&stc=1&d=1204436781
Lot of the aliasing stuff can be left as is, but if you intend to repaint it you need to change the paths here so it don't alias back to whatever you cloned it from. Skip this step and you'll be looking at brown paint that you could have sworn you painted green 5 minutes ago. If you get the original textures or that weird looking missing texture skin, you probably have the path wrong in one of these blocks.
http://forums.flightsim.com/vbts/attachment.php?attachmentid=1966&stc=1&d=1204436787
End result ain't half bad altho it's gonna require some trial and erroring to figure out what maps where.
http://forums.flightsim.com/vbts/attachment.php?attachmentid=1962&stc=1&d=1204436761
To change the name internally so it shows up in the list as a different car. I don't bother with translations, but it's best to at least replace the different ones with the English name so some Dutchman don't download it and get two sylmmswagen or whatever it is in his list.
http://forums.flightsim.com/vbts/attachment.php?attachmentid=1963&stc=1&d=1204436767
Easiest way to do this part, open the main bin for a US engine or car, click and drag to select everything from the opening FrontCouplingBlueprintID to the closing RearCouplingBlueprintID inclusive, CTRL C to copy. Switch to the one you're hacking, click and drag the same text, CTRL V to paste and overwrite the whole smash.
http://forums.flightsim.com/vbts/attachment.php?attachmentid=1964&stc=1&d=1204436775
Next datablock is the front coupling pivot, count 14 lines down, that's the coupler attachment height. Change that to 0.873 for US couplers. Next go to the rear coupler pivot, count down 14 lines and change that to 0.873.
http://forums.flightsim.com/vbts/attachment.php?attachmentid=1965&stc=1&d=1204436781
Lot of the aliasing stuff can be left as is, but if you intend to repaint it you need to change the paths here so it don't alias back to whatever you cloned it from. Skip this step and you'll be looking at brown paint that you could have sworn you painted green 5 minutes ago. If you get the original textures or that weird looking missing texture skin, you probably have the path wrong in one of these blocks.
http://forums.flightsim.com/vbts/attachment.php?attachmentid=1966&stc=1&d=1204436787
End result ain't half bad altho it's gonna require some trial and erroring to figure out what maps where.