Steam Kwg Dosto Cab Car Has High Beam Permanently Turned On

Discussion in 'TSW Troubleshooting & Issues Discussion' started by Myron, Mar 1, 2024.

  1. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    upload_2024-3-1_16-44-9.png
    the 766 from Kassel-Würzburg has permanent highbeams which won't go off. flip the switch off? they stay on. turn off train lights? they stay on. turn the main headlight switch off? they stay on. cut the power? they stay on. they only go out when I do the final power removal: the battery.
     
    • Like Like x 1
    • Helpful Helpful x 1
  2. Midnight

    Midnight Well-Known Member

    Joined:
    Jul 9, 2018
    Messages:
    1,106
    Likes Received:
    2,026
    CONFIRMED

    Also broken on XBOX Series S

    Train Sim World 4®-2024_03_01-23-32-17.png
     
    • Like Like x 1
  3. rennekton#1349

    rennekton#1349 Well-Known Member

    Joined:
    Jun 5, 2022
    Messages:
    7,641
    Likes Received:
    4,939
    It's been like that since tsw3 released so not a new bug
     
  4. TKessel

    TKessel Well-Known Member

    Joined:
    May 5, 2021
    Messages:
    581
    Likes Received:
    1,402
    Abandonware, don't expect any fixes.
     
  5. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    so should we just not report anything if there won't be fixes anyways?
     
  6. Midnight

    Midnight Well-Known Member

    Joined:
    Jul 9, 2018
    Messages:
    1,106
    Likes Received:
    2,026
    I sent a support ticket last night, and another one for your OHLE mast on Munich-Augsburg... doesn't hurt to keep sending the things, just in case they eventually get fixed. ;)
     
    • Like Like x 1
  7. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    I should start sending support tickets aswell... as I never did before, this is gonna be a joyride :)
     
  8. Spikee1975

    Spikee1975 Guest

    As this is an AI unit, quick fix would be just to disable the spotlights completely via a mod.
     
    • Like Like x 1
  9. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    it also presists on non-AI units, for a side note. Basically doesn't matter what it is or what it isn't, it's just there regardless. Menacingly.
     
  10. Spikee1975

    Spikee1975 Guest

    It's not that easy anyway. Simply disabling the SpotlightComponent is easy - this removed the actual cast light. But the lamp texture must be removed also, as we can't modify the script. So you'd have to extract the according texture file and copy the unlit over the lit area.

    As it's not something I need to drive (we have enough Dostos to choose from), I'll simply ignore it. biggrin.gif
     
    Last edited by a moderator: Mar 2, 2024
  11. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    I wish I had your willpower because I can still see these things on Kassel-Würzburg and Maintalbahn as AI traffic, and it I T C H E S :(
     
  12. Spikee1975

    Spikee1975 Guest

    Then let's work together. You make the texture and I'll pack it into a mod. I've already disabled the lights so they're not blinding me, it's just they appear to be lit.

    I've not fiddled with extracting and cooking textures yet, so I need you to find the location of that headlight texture, and replace the area that represents the lit headlight with a copypaste selection of the unlit lamp.

    We cannot avoid power going to that lamp, but we can virtually destroy it perfekt.gif
     
    Last edited by a moderator: Mar 2, 2024
  13. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    say less ;)
    T_Dostos_Emissive_BC.png
    (I hope this is the correct one)
     
  14. Spikee1975

    Spikee1975 Guest

    Where's the textures for the unlit lamps? If the same lit texture is used both for markers and highbeams, we're busted.
     
  15. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    upload_2024-3-2_21-29-18.png
    this?
    it's part of something else but hold on a sec
     
  16. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    I think it's on this mess somewhere
    upload_2024-3-2_21-30-28.png
    upload_2024-3-2_21-30-50.png
    the file itself is too large :mad:
     
  17. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    I recently today figured out how this headlight replacing thing works as I experienced it myself being low res for no reason on my EP for le certain vehicle:
    upload_2024-3-2_21-32-28.png
    all you need to do is replace the emissive textures, really. I did not go further as cooking is not a thing yet though so the rest is on you :)
     
    • Like Like x 1
  18. Spikee1975

    Spikee1975 Guest

    I've used GodMode to turn them off, you can see how the texture looks.

    1.png 3.png 2.png

    Take your time. But I think it's the same light emissive texture used for marker and high beams (the first one you've posted) - so we'd kill both...

    Btw, you could just cook a texture without any hassle via the standard UE4.26 editor (drag it there and just save, then put it in the correct plugin path and unrealpak it), not the TSW one? It's not a TSW specific data structure I guess.
     
    Last edited by a moderator: Mar 2, 2024
  19. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    don't really know what you need that for as doing the thing with the emissive texture I told you further about above is already enough but maybe I missed something so sure
     
  20. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    I legit told you
    upload_2024-3-2_21-46-34.png
    T_Dostos_Emissive_BC - Copy.png
     
    • Like Like x 1
  21. Spikee1975

    Spikee1975 Guest

    Nice!! How come the black area in the first image was rendered as a light before? Alpha Channel? Or have you already posted an edited version?
     
  22. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    I guess? don't know much about that. but it seems that black in texture equals nothing in-game so I think it does have to do with alpha channels.
    responding to your edit (why you gotta keep editing man :() which first image now?
    [​IMG]
    this one? because I just turned off the headlights (we know the high beams stays on which is seen here) and it's the left headlights from the cab car's view (explaining stuff sucks)
     
  23. Spikee1975

    Spikee1975 Guest

    Was the first texture you posted the original? Because the 4th square was already black?? Which is why I thought square #3 was used for both lights.
     
  24. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    no that was edited hold on
     
  25. Spikee1975

    Spikee1975 Guest

    Then we're ready to make a mod.
     
    • Like Like x 1
  26. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    upload_2024-3-2_22-3-3.png this is the original (mind my cursor displaying that small info card rn lmao)
     
  27. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    the issue is that whatever size the original texture is, the reimported one always shrinks down to 64x64. I don't think it's much of a problem here as the original texture is only twice the size of the size the bug causes, and it's almost all just a filled color for each light (unlike on the ICE 3 headlights which has thousands of little dots whereas it becomes problematic) so we should be good to go with that
     
  28. Spikee1975

    Spikee1975 Guest

    Ok, I'll check UModel, paint that square black (listening to the Stones), and see if I can cook it in standard UE4.26. The RVV is already modded to not cast a lightcone (markers still do).
     
    • Like Like x 1
  29. Spikee1975

    Spikee1975 Guest

    Which one is it?

    3434.png
     
  30. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    T_Dostos_Emissive_BC, mind you may I ask what you're trying to do as I already sent you the edited texture?
     
  31. Spikee1975

    Spikee1975 Guest

    Nevermind

    2024-03-02 22_12_33-Window.png
     
  32. Spikee1975

    Spikee1975 Guest

    I'm checking - mine is in DDS format. You mentioned something about reduced size when reimporting...

    Having fun learning new stuff (did texture mods for TSC though, but not for UE)
    2024-03-02 22_17_32-.png
     
    Last edited by a moderator: Mar 2, 2024
  33. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    reimporting into the editor. oddly it says the imported size is 128² (original size) but it displays at 64² which I cannot seem to fix...
    upload_2024-3-2_22-16-54.png
     
  34. Spikee1975

    Spikee1975 Guest

    I'll now install the UE4.26 editor and (try to) cook it there, then throw it into a mod.
     
  35. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    do you think it'd work on my end with my extra plugin folders I made as it doesnt have the source content to refer to such as with the RVV parent classes etc... and the unofficial editor doesnt work anyways. or can I open the TS2Prototype.uproject with the normal editor and it works? as I never tried that
     
  36. Spikee1975

    Spikee1975 Guest

    I have no idea. I avoid the TSW editor as it's too complicated (for me). I only need the cooked file, the rest can be done outside very quickly. It's just setting up the correct folders, throwing the uassets in and paking them.

    2024-03-02 22_26_21-Epic Games Launcher.png
     
    Last edited by a moderator: Mar 2, 2024
  37. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    you got some damn knowledge because I don't even get far here lmao

    4.26.2 or 4.26-Chaos? yup saw your edit once again, silly
     
    Last edited: Mar 2, 2024
    • Like Like x 1
  38. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    where/how may I ask do you do your pa(c)king? with what program?
     
  39. Spikee1975

    Spikee1975 Guest

    It's no magic. Just setup a folder anywhere on your PC, create "TS2Prototype\Plugins\DLC\xyz\Content\View\Textures", move the cooked file there and pak it using the correct mounting point.

    I'm using default Unrealpak.exe that comes with the editor.

    So, it'll take some time till the editor's installed. Gonna take a walk outside. See you later or tomorrow when this mod is ready to hit the stores
    haumichwech.gif
     
    Last edited by a moderator: Mar 2, 2024
  40. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    don't forget to add me as a collaborator!!!1 :D

    and what about AssetRegistry.bin by the way?
     
    • Like Like x 1
  41. Spikee1975

    Spikee1975 Guest

    Sure, that's a combined effort.

    Empty AssetRegistry.bin next to "Content" folder is currently needed for texture mods, but not for pure blueprint modding any more since Winter Core Update.

    Forgetting that will lead to the game freezing on splash screen.
     
    Last edited by a moderator: Mar 2, 2024
  42. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    whereas switching the headlight textures falls under that right?
     
  43. Spikee1975

    Spikee1975 Guest

    Yes.

    And that's all there is to it - so for your ICE Enhancement pack you do not need the TSW Editor at all - original UE4.26.2 will do unless you want to not just modify, but create additional variants.
    2024-03-02 23_08_07-Unreal Engine Texture Cooking _ PW Modding Wiki – Mozilla Firefox.png
     
    Last edited by a moderator: Mar 2, 2024
  44. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    my EP however contains more than just texture stuff you know that right or am I dumb once again

    sorry for all this confusion I am just. confused myself.
     
    • Like Like x 1
  45. Spikee1975

    Spikee1975 Guest

    No worries. We're learning as we're going. You gave me the push to dig into texture modding, so I'm thankful for this thread.

    2024-03-02 23_25_37-.png

    Cooking done:
    434.png

    Test - SUCCESS!
    2024-03-02 23_38_56-Train Sim World 4®.png
     
    Last edited by a moderator: Mar 2, 2024
  46. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    splendid
     
    • Like Like x 1
  47. Spikee1975

    Spikee1975 Guest

    I will include this in my next CabCam mod update, but also release it separately as our collaboration.
     
    Last edited by a moderator: Mar 2, 2024
  48. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    sounds good. thanks and you're welcome equally for getting this issue fixed and getting you to texture modding as you said :)
     
    • Like Like x 1
  49. Spikee1975

    Spikee1975 Guest

  50. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,113
    Likes Received:
    3,055
    I feel famous bruh ok thats it for this thread then goodbye :applause:
     
    • Like Like x 1

Share This Page