Search found 4 matches

by troel
Wed May 05, 2010 3:09 pm
Forum: [RW] 3D Modelling
Topic: Blender IA/IGS Exporter V2.0 Release
Replies: 22
Views: 13883

Re: Blender IA/IGS Exporter V2.0 Release

Dear Henning, Thanks for your fast response! 2) The original IGS_Export_ModFile.txt file is correct. The problem is the first slot in the Texture stack (F6, tab Texture). If you type there LoftTexDiffTr, the string is not replaced by ‘LoftTexDiffTrans.fx’ but by the wrong string ‘LoftTexDiff.fxTr'. ...
by troel
Wed May 05, 2010 10:28 am
Forum: [RW] 3D Modelling
Topic: Blender IA/IGS Exporter V2.0 Release
Replies: 22
Views: 13883

Re: Blender IA/IGS Exporter V2.0 Release

Dear henningBR218, 1) First I want to thank you for your new Blender exporter and the very professional documentation. 2) I tried to make a loft object with the shader LoftTexDiffTr and encountered a little problem. Probably you misspelled the shortname for this shadername, a ‘f’ is missing. Logfile...
by troel
Wed Aug 26, 2009 6:55 pm
Forum: [RW] Signalling
Topic: LogMate and Signalscripts
Replies: 3
Views: 2236

Re: LogMate and Signalscripts

AndiS, Thank you for your reply. I tried this option ( -LogMate -SetLogFilters="Script Manager" -lua-debug-messages) with the Steam-client, My Games, RailWorks, Properties, StartOptions. But.... no succes, no print-outputs! I tried another Signal, inserted DEBUG=true statements in the lua-scripts, b...
by troel
Tue Aug 25, 2009 3:25 pm
Forum: [RW] Signalling
Topic: LogMate and Signalscripts
Replies: 3
Views: 2236

LogMate and Signalscripts

Who knows? I made a copy of an simple (shunt exit) signal and inserted extra PrintDebug statements. I like to see those PrintDebug's in the ouput in the LogMate-window. Two signals are placed in a new route to secure a junction and works OK (as in the example in the Wiki). I also inserted a DEBUG=tr...

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