Blender tutorials

The intricacies, or simplicities of 3D modelling are worth understanding. Alongside other forums like Building Rolling Stock, Scenic Item Creation and the other tool specific forums here's another place to ask questions that just don't quite fit the other forums.

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StefanSchmidt
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Re: Blender tutorials

Post by StefanSchmidt »

Hi Andi
You can set relativ pathes as default:
Image
move the top window a little bit down.
Then do not forget file --> save default settings
Stefan
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henningBR218
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Re: Blender tutorials

Post by henningBR218 »

Quick correction (to Andis post above) ;):

1. you do not need to click on the "Relative Paths Default" button in Blenders "Users Preferences" window after
each strtup of Blender. You just need to set this once and do a: Pull-down menu: File => "Safe Default Settings"
or push CTRL-U afterwards.

2. The path to textures should be relative to the IGS file. Then, after import into RS, it is relative to the geometry file *.GeoPcX.

3. if you want to use a shared texture file (like primary numbers), easiest way is to add a modify rule for Bigex.
Within Blender you use the (primary number) textures in the "normal" textures folder right below your .blend/.igs.
At the export the texture path (and name if you like) is replaced by the correct one required for the use of
shared textures.
Benefit is: you do not need to create an odd folder structure just to have the correct path in the IGS file.
regards.....BR218
Henning
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AndiS
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Re: Blender tutorials

Post by AndiS »

I did not discover the "Safe Default Settings" before! I should have thought that there must be something like that.
Thanks to both who pointed it out.

Re. item 2: the path must be relative to the .igs, of course. Blender makes it relative to the .blend file. Which means that the path from the .blend file to the .tga must be the same as that from the .igs to the .ace. In practice, for me it is easiest to have .blend and .igs side by side and .ace and .tga in a subfolder textures from there. And a copy it to the source folder as required.
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GRUMPL
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Re: Blender tutorials

Post by GRUMPL »

:D :D Success... many thanks AndiS, changed to relative address for texture, made sure it was "//Textures\cube.ace" ( I originally had full path) and also inserted "UVTex" in UV position rather than having a blank as default. Shown here in my Testing Route, a couple of very tiny concrete blocks and of course Bigex example objects. :D :D

Image
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gavo01
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Re: Blender tutorials

Post by gavo01 »

Ok heres the latest.

I've got the correct path, //textures\WhateverTextureFile.tga, as described in the tutorial and I've followed the rest of the turorial to the last letter but now I'm getting the error cannot map shader TrDiff when exporting.

Have I missed something?

I thought I was getting somewhere but its not to be.

I'll get there even if it kills me.
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henningBR218
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Re: Blender tutorials

Post by henningBR218 »

The "cannot map shader TrDiff" seems to be from AE/ConvToGeo.exe tool.

Do you have the file with the modify expressions in the right place: IGS target folder.

The short versions of the RS shader names we use in Blender is expanded to the correct RS shader name at export time.
But the file with the modify expressions need to be in place.

It can be checked very easy. just have a look into your export log file. It should look like:

Code: Select all

...
Info   : 18 modify statements from 1 section read from default modify file
        '.../Bigex_Examples/IGS_ExpModFile.txt'.
Info   : 11 modify statements from 1 section read from specific modify file
        '.../Bigex_Examples/Bigex_ExampleObject_2_IGSExpModFile.txt'.
Info   : 29 valid modify statements in 2 sections read. All modify statements will be applied at the export.
...
[/size]
and a bit downwards: the "execution" message:

Code: Select all

...
Applying modify statements...
     1 : IGfMaterial[1] 'Lichtgrau 7035', ShaderName 'TrDiff' ==> 'TrainBasicObjectDiffuse.fx'
Info   : 1 modifications applied.
...
[/size]
The default modify expression file did come with the Bigex package. It is called IGS_ExpModFile.txt and is in the Bigex_ExampleObjects folder.
It contains the expressions for replacing the most common RS shader names. And in there you can find a lot of more examples...

Just copy it over to your IGS target folder.
Last edited by henningBR218 on Tue May 04, 2010 8:22 pm, edited 2 times in total.
regards.....BR218
Henning
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AndiS
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Re: Blender tutorials

Post by AndiS »

That's one point I forgot in my tutorial!

You need to copy this IGS_ExpModFile.txt to the folder where your .blend files are, simply put.
You find it in the exporter ZIP, as far as I remember. It was very easy, just check out the manual on installation.
I will fix the tutorial later.
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gavo01
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Re: Blender tutorials

Post by gavo01 »

I've finally done it guys. :D :D :D

Many thanks to everyone who has helped me get this simple box into RW, its been one hell of journey!! :lol:

Maybe now I can start to get my projects in RW.

Image
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henningBR218
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Re: Blender tutorials

Post by henningBR218 »

Great! :D

Have more fun, and show us. :D

And if you have any questions: feel free to ask here :)
regards.....BR218
Henning
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GRUMPL
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Re: Blender tutorials

Post by GRUMPL »

:D Great Gavo well done, regards :D
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RiscaStation
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Re: Blender tutorials

Post by RiscaStation »

Hi,

Just been reading this tropic through and would like to know 2 things;--

1) I am using Blender 2.48 with Python 2.5.4 together with the original exporter. Would I still be able to use the original exporter if I upgrade to Blender 2.49b and python 2.6.2?

2) There is reference made to Bigex V2.0.157 can you tell me where I can download this from?

Regards
Mike
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henningBR218
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Re: Blender tutorials

Post by henningBR218 »

Hey Mike,

regarding your 1):

Support & Information about my Blender Export Script/Plugin to be found here: Blender IA/IGS Exporter V2.0 Release

Summary is:
Blender 2.48x with Python 2.5.x: Both exporter are running
Blender 2.49x with Python 2.6.x: Bigex is running
Blender 2.5.x with Python 3.x: None is running

It is tricky but possible:
Blender 2.49x with Python 2.5.x: Both exporter are running



regarding 2)
Blender IA/IGS exporter 2.0

Note: latest Version of the script is V2.0.158. For download info see thread of first link.
regards.....BR218
Henning
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RiscaStation
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Re: Blender tutorials

Post by RiscaStation »

Hi henning,

Thank you for the prompt reply.
Could you tell me how I get the igs and the ia exporter scripts into Blender 2.49b please.
I have installed Blender 2.49b along with Python 2.6.2 ( I have Python 2.5.4 ) but I am having a problem finding the scripts part of Blender 2.49b to install the exporter into.

I would appreciate your help.

Regards
Mike
henningBR218 wrote:Hey Mike,

regarding your 1):

Support & Information about my Blender Export Script/Plugin to be found here: Blender IA/IGS Exporter V2.0 Release

Summary is:
Blender 2.48x with Python 2.5.x: Both exporter are running
Blender 2.49x with Python 2.6.x: Bigex is running
Blender 2.5.x with Python 3.x: None is running

It is tricky but possible:
Blender 2.49x with Python 2.5.x: Both exporter are running



regarding 2)
Blender IA/IGS exporter 2.0

Note: latest Version of the script is V2.0.158. For download info see thread of first link.
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henningBR218
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Re: Blender tutorials

Post by henningBR218 »

... the question regarding the Blender script path(es) is discussed & answered already in the message Re: Blender IA/IGS Exporter V2.0 Release

For using Python 2.5.x with Blender 2.49x it should be sufficient to set/change the environment variable PYTHONPATH to point to your Python 2.5.x intallation.
regards.....BR218
Henning
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AndiS
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Re: Blender tutorials

Post by AndiS »

Like mentioned there, mine are in c:\Documents and Settings\<User name>\Application Data\Blender Foundation\Blender\.blender\scripts .
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