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Re: Blueprint problem.

Posted: Tue Jun 30, 2015 7:45 pm
by Acorncomputer
Hi

Yes, the model has been textured with a file that is not in your source folder.

Although I use 3DC and Gimp to create my models I always keep the original .tga file (could be a .bmp file) used to texture my model in the texture file of my model within the source folder. With 3DC you need to convert the .tga file into an .ace file for export so that is in the same place together with the original GIMP file (or photoshop file). This way I know exactly where all my latest graphics files are at any point in time and when exporting, the exporter just ignores all the files except the .ace file.

I have done this for a long time now and can easily find my graphics files, even if I have not worked on a model for some time.

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Re: Blueprint problem.

Posted: Tue Jun 30, 2015 8:37 pm
by class1987
Arh that makes sense now il go and try that. Ta for that :) acorncomputer I do actually remember using 3dc sometime back and it only searched for the ace file in the main source folder as 3dc was rather complicated for me to use I swapped to 3ds max as I'm used to using that by using gmax some years so I have some knowledge of the program to create models that I made for trainz (freight wagons) so il be starting to make scenery objects for train sim 2015 now. :D

Re: Blueprint problem.

Posted: Tue Jun 30, 2015 9:47 pm
by class1987
Ok great news I have successfully exported the box model in the game but the bad news is the same thing as before just the shadow is only showing I did the reset xform that didn't work, I have 2 images of my material editor just want to make sure I've got this right. If not can someone tell me what I'm doing wrong so I can fix it.

Cheers, Ian.

p.s ignore the stretched parts of the texture this is just a test to get a model into train sim 2015.

Re: Blueprint problem.

Posted: Fri Jul 03, 2015 9:22 am
by egates
Have you called it just box or something like 1_1000_Box to set the lodding, thats the mistake I normally make

Re: Blueprint problem.

Posted: Fri Jul 03, 2015 6:41 pm
by class1987
I just called it box

Re: Blueprint problem.

Posted: Fri Jul 03, 2015 9:55 pm
by egates
You need to set the object name in max to something like 1_1000_Box to set the lodding, without this it will not draw. The 1 bit I am not to sure what it does but it is needed. The 1000 however defines how many meters away the object disappears, 1000m in this case, or you could use 50m for rivits so the rivit counters are happy.

This is what you call the mesh in max and not the file, the file can be what you like.

Re: Blueprint problem.

Posted: Sat Jul 04, 2015 10:14 am
by class1987
Ok then I'll try that and see if that works. Got to admit I would never of thought of that when I used gmax some years back for trainz you just typed in a name and that was it. Oh well you learn something new every day :)

Re: Blueprint problem.

Posted: Sat Jul 04, 2015 1:49 pm
by malkymackay
A read of the Dev Docs would be in order. Object naming is explained here - http://railworkswiki.com/tiki-index.php ... e%20Manual

Re: Blueprint problem.

Posted: Sat Jul 04, 2015 3:36 pm
by class1987
I read the instructions on the link you sent me, thanks anyways :) I understood it I did exactly what it said, I can see my object but only when I'm right next to it when I zoom out it vanishes.? I typed in the naming menu 3_1000_box exported it etc. What am I doing wrong this time?

Cheers, Ian.

Re: Blueprint problem.

Posted: Sat Jul 04, 2015 6:22 pm
by malkymackay
As it is only a simple object, I would stick with naming your object 1_1000_box, as you are not trying to achieve multiple LODs yet.

Re: Blueprint problem.

Posted: Sat Jul 04, 2015 10:03 pm
by class1987
Right great news my model is in train sim 2015 now :D down side now is that it's blue and not textured with the brick texture I placed on it in 3ds max (I used the RW material but found this texture online) how do I fix this I have 2 images on this page of how I've textured it, is what I've done on there wrong? If so can you tell me so I can fix that. Plus I've noticed when you create a shape it creates faces on the inside is there a setting to stop that? In gmax this never happened when creating objects. Here is an image of my model in gameplay.

Cheers, Ian :)

Re: Blueprint problem.

Posted: Sun Jul 05, 2015 5:50 pm
by class1987
Can anyone help me out with this?

Re: Blueprint problem.

Posted: Sun Jul 05, 2015 6:42 pm
by DaveDewhurst
class1987 wrote:Plus I've noticed when you create a shape it creates faces on the inside is there a setting to stop that? In gmax this never happened when creating objects
That will depend on the material chosen, you used TexDiff which is a two sided material, I think the equivalent one sided material is TrainBasicObjectDiffuse.

Dave

Re: Blueprint problem.

Posted: Mon Jul 06, 2015 10:19 am
by class1987
Ok I'll try that if it doesn't change the texture correctly in train sim 2015 any advice of fixing that as it is appearing blue as you can see on the screenshot?

Re: Blueprint problem.

Posted: Mon Jul 06, 2015 1:08 pm
by Acorncomputer
Hi

I don't have any experience with Max so I am not sure what sort of default provisions there are, but as there seems to be no logic as to where the blue texture has come from, it is perhaps a default colour that is applied when the actual texture is unavailable.

It still seems possible that when you are exporting your model to TS2015, the texture you applied to your model is not being converted along with the model itself. Perhaps your texture sheet is not a valid size (being in multiples of 2) such as 1024 pixels x 1024 pixels or perhaps 512 pixels x 512 pixels or even 512 pixels by 1024 pixels. This would prevent the texture sheet from converting to the TgPcDx format that TS2015 uses.

I hope this helps

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