Search found 4 matches
- 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'. ...
- 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...
- 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...
- 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...