Wednesday, July 4, 2018

Adding ground textures to the CC

Adding ground textures to the CC


An interesting question came up over at RWA on how to add to your current ground textures. I guess I wasnt the only one that felt trapped by the Blueprint Editor when creating their route where you can only pick one. I already knew there were more ground textures out there, but until now I didnt know how to work with them. I know Im not inventing the wheel here, but I will devote a few posts on how I am modifying my textures for the CC.

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... dont 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">EnvironmentTerrainEUTexturing.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">EnvironmentTerrainTexturing.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...).

Part 1 | Part 2 | Part 3 | Part 4


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