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How to do speedsigns

Posted: Sun Mar 07, 2010 12:04 pm
by stigc
Hi
I have been looking in the documentation of Railworks :
http://www.railsimdownloads.com/wiki/ti ... e%20Manual

On the picture for the model, it says 'primarydigits',
but on the blueprint tey suddenly write 'primarynumber'
What did I miss here ?

Re: How to do speedsigns

Posted: Sun Mar 07, 2010 1:52 pm
by Bullet399
..._primarydigits_... is to form the shape/groupname and
primarynumber_... is to form the material/texturename.

Re: How to do speedsigns

Posted: Sun Mar 07, 2010 2:36 pm
by stigc
Bullet399 wrote:..._primarydigits_... is to form the shape/groupname and
primarynumber_... is to form the material/texturename.
So each face on a 3 digitnumber should have it's own texture ?

Re: How to do speedsigns

Posted: Mon Mar 08, 2010 12:19 am
by Bullet399
stigc wrote:So each face on a 3 digitnumber should have it's own texture ?
Yes, you have to use a primarydigit_... for each face. For your example of a three digit numbering you have to create a primarydigit_0, primarydigit_1 and primarydigit_2 material/texture.
Keep in mind that these primarydigit_... textures can be anything but have to be named as described. They are only used as placeholders and will be exchanged inside the game by other/seperated textures grouped in a so called Textureset.

In the past there was an example speedsign from RS.com. Try to ask RS.com if they can provide this file to you as i can't find a link for download.

Re: How to do speedsigns

Posted: Fri Mar 12, 2010 4:38 pm
by stigc
I have managed to create igs-file now, but when I try to validate my sign within the blueprint-editor, the program
ConvertToTG is crashing with an windows errors message saying it stopped working ?
I thought it might be my .ace file that was'nt correct, so I found an ace file within
the railworks structure, just to eliminate any kind of error with my ace-file,
but this doesn't work either.
I'm running Vista home 32 bit edition.

Re: How to do speedsigns

Posted: Fri Mar 12, 2010 5:24 pm
by Bullet399
...

Re: How to do speedsigns

Posted: Fri Mar 12, 2010 6:47 pm
by bab7000
Hej Stig.

Har du husket at lægge texturen på som kuju materiel?. Jeg fik samme fejl, fordi jeg bare have brugt alm. materiel.

And in english :) : Did you remember to use the texture as Kuju Materiel?

Bab

Re: How to do speedsigns

Posted: Fri Mar 12, 2010 7:34 pm
by stigc
hi
I'm using 3D Canvas to create the sign
@BAB7000 where do I put in the info 'KUJU material' ?

Re: How to do speedsigns

Posted: Fri Mar 12, 2010 9:16 pm
by bab7000
Sorry, I really dont know if and how it's used in 3DC. Im using 3Ds max

Bab

Re: How to do speedsigns

Posted: Sun Mar 14, 2010 2:03 pm
by stigc
I now managed to get the sign into the game :lol:
I was a problem setting the 'source' folder correctly,
next step would be to fill in the blueprint correctly so that the numbers will showup,
do I have to create my own texture-set, or can I reuse the one from KUJU ?

Re: How to do speedsigns

Posted: Sun Mar 14, 2010 4:25 pm
by Bullet399
you can reuse the Kuju ones

Re: How to do speedsigns

Posted: Sun Mar 14, 2010 8:42 pm
by stigc
Bullet399 wrote:you can reuse the Kuju ones
I finally managed to creta the sign and getting it to work,
thanks for the screendump, that did the trick, I created the number's my self,
now I jut need to adjust the height of the number, they are a bit small ;-)

Re: How to do speedsigns

Posted: Mon Mar 15, 2010 4:59 pm
by stigc
Done, now I only need to know how they behave in the real game with light and so .
Image

Re: How to do speedsigns

Posted: Mon Mar 15, 2010 6:29 pm
by Bullet399
stigc wrote:Done, now I only need to know how they behave in the real game with light and so .
Well done.

You should use the TexDiff or TrainLightMapWithDiffuse.fx shaders. If you haven't yet defined any shaders and exported successfully from 3DC then your models are using the TexDiff shader as this is the shader that is used automatically by 3DC Exporter.

Re: How to do speedsigns

Posted: Tue Mar 16, 2010 11:26 am
by stigc
Bullet399 wrote: You should use the TexDiff or TrainLightMapWithDiffuse.fx shaders. If you haven't yet defined any shaders and exported successfully from 3DC then your models are using the TexDiff shader as this is the shader that is used automatically by 3DC Exporter.
That would next to do with the signs, also the number needs to be increased.
Would the TexDiff shaders make the sign reflective (just like ordinary road sign) ?