First I need to know which texture BIN file my route is using. I can do that by looking at my RouteProperties.xml file. BUT, before I do that I backed up my RoutePorpteries.xml put it somewhere safe. If I mess up the XML I will have the original to fall back on.
Now I can open up my RouteProperties.xml and look for the TerrainBlueprint section. Here is what mine looks like... don't ask why I chose EU texturing.... I simply did not know better.
<TerrainBlueprint>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">Environment\Terrain\EUTexturing.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</TerrainBlueprint>
Now I know what texture BIN my route is using. I want to copy that file (rename it as well) to my own asset folder. Then I can change the Provider and Product (and file name) in my RouteProperties.<TerrainBlueprint>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">DMV</Provider>
<Product d:type="cDeltaString">CC_Route</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">Environment\Terrain\Texturing.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</TerrainBlueprint>
The reason I made a copy of the current BIN the route was using and say not clone the BIN that G-TraX Portland Terminal used was because I was warned (by artimrj of RWA) that the editor remembers which order the textures were read in as. This means if Dry Grass was read in second when I created the route (remember this is just an example) and then I reordered the list in the BIN by adding texture above it, say Corn Fields, then I would get a huge surprise next time I reload the route (Niles was not known for its Corn Fields...).
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