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Re: Creating and modifying static underbody shadows
Posted: Thu Mar 31, 2022 1:19 am
by gptech
karma99 wrote: ↑Wed Mar 30, 2022 8:55 pm
The solution is to put the child objects in another add-on folder that's not encrypted, the downside doing that is that you need to remember to tick the other add-on folder whenever you add the loco/stock to a scenario, otherwise the child won't show up.
If you have the .bin file for the child object in the same folder as the stock item then there's no need to have other Provider/Product boxes ticked, the .Geo still needs to be outside of the parent item's folder tree though.
Many scenarios use at least one item from the default Kuju tree, so having a Kuju/RailSimulater/ChildObjects folder for additions such as this further negates the need for additional P/P box ticking.
Re: Creating and modifying static underbody shadows
Posted: Thu Mar 31, 2022 8:41 am
by karma99
Interesting.
Using the proper tools there's no way to reference a geo (or igs as they are in source mode) in another provider add-on as the Geometry ID box doesn't have a reference to Provider/Add-on like say a child object does.
I guess you can "hack it" using standard directory formatting? ../../ etc but that's not supported in the blueprint editor
I think I prefer the Kuju/RailSimulater folder idea
Anyway, whatever people want to do, I'm happy to provide a bunch of undershadow planes
Re: Creating and modifying static underbody shadows
Posted: Fri Apr 01, 2022 11:30 am
by gptech
If you download any reskin that uses child object decals for, as an example, TOC logos you'll see how it's usually done.
Blatant trumpet fanfare, but the last I did are at
https://ln5.sync.com/dl/322ffe7d0/j3tjp ... w-dxqmwkmg
Re: Creating and modifying static underbody shadows
Posted: Sun Apr 03, 2022 9:29 pm
by IronBidder
I've looked at the GeoPcDx files for Eisenhower and Mallard. Mallard is missing any reference to softshade_long, but Eisenhower has it. If I cut and paste the relevant code from Eisenhower into Mallard will the shadow appear? There is already a softshade_long.TgPcDx in Mallard's texture folder.
But what is the relevant code?
Re: Creating and modifying static underbody shadows
Posted: Tue Apr 05, 2022 3:22 am
by gptech
IronBidder wrote: ↑Sun Apr 03, 2022 9:29 pm
If I cut and paste the relevant code from Eisenhower into Mallard will the shadow appear?
Probably not; to make such changes usually needs access to the models source files. Nothing wrong with trying of course!
IronBidder wrote: ↑Sun Apr 03, 2022 9:29 pm
But what is the relevant code?
You've obviously found the code for the texture itself, but I'd say you'd also need the relevant lines from the <SourceLToPTransform> and <TransformName> sections.