Exporting .igs
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- RiscaStation
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Exporting .igs
Hi,
I have just been looking at using Bigex and have a question on the Export function.
Can some one tell me if I can export an .igs file produced by Bigex directly to my source folder in Rail Simulator instead of the .blend file?
Regards
Mike
I have just been looking at using Bigex and have a question on the Export function.
Can some one tell me if I can export an .igs file produced by Bigex directly to my source folder in Rail Simulator instead of the .blend file?
Regards
Mike
- RiscaStation
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Re: Exporting .igs
Hi,
Would someone be kind enough to help me with a problem I am having Exporting a Wagon into RailWorks.
I have created a Wagon in Blender 2.49b, textured, saved, then run Bigex clicking "Export IGS".
Bigex produces a file "Wagon_exp.igs" which I have copied and pasted into the file I created in the Source folder of RailWorks.
When creating a Blue Print for this Wagon I keep getting "Unable to read Geometry" and therefore build fails.
I would be very grateful for any help the community could give.
Mike
Would someone be kind enough to help me with a problem I am having Exporting a Wagon into RailWorks.
I have created a Wagon in Blender 2.49b, textured, saved, then run Bigex clicking "Export IGS".
Bigex produces a file "Wagon_exp.igs" which I have copied and pasted into the file I created in the Source folder of RailWorks.
When creating a Blue Print for this Wagon I keep getting "Unable to read Geometry" and therefore build fails.
I would be very grateful for any help the community could give.
Mike
- henningBR218
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- Location: Wolfsburg, Germany
Re: Exporting .igs
Hey Mike,
A)
it is ok to hold your .blend and .igs files in your RW source project folder. RW, resp. the AE is picking out only the files it needs.
B)
make sure your reference to the geometry in the xml file matches the .igs file name. Otherwise the AE doesn't find the .igs file.
... or does the AE find the .igs file, but can't read it completely?
A)
it is ok to hold your .blend and .igs files in your RW source project folder. RW, resp. the AE is picking out only the files it needs.
B)
make sure your reference to the geometry in the xml file matches the .igs file name. Otherwise the AE doesn't find the .igs file.
... or does the AE find the .igs file, but can't read it completely?
- RiscaStation
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- Joined: Fri Feb 24, 2006 7:52 pm
- Location: Newport, South wales
Re: Exporting .igs
Hi henningBR218,
I have been working on getting a Box into Rail Works , following Andis tutorial, which I have managed to do but there is no texture showing in game.
I used the "to ace" that came with "Rail Simulator Developer Tools", entering into the top slot the .tga file but there is a "Failed to load" highlighted in red, so I don't get a chance to use the convert button.
I also used the Photoshop CS plug-in "to ace" and placed the file generated by this program into the texture folder and still failed to have them identified by the Blueprint editor.
Please can you tell me if there is another "to ace" I could use or I suspect I may be doing something wrong.
I am very grateful for any help you or the community can offer.
Mike
I have been working on getting a Box into Rail Works , following Andis tutorial, which I have managed to do but there is no texture showing in game.
I used the "to ace" that came with "Rail Simulator Developer Tools", entering into the top slot the .tga file but there is a "Failed to load" highlighted in red, so I don't get a chance to use the convert button.
I also used the Photoshop CS plug-in "to ace" and placed the file generated by this program into the texture folder and still failed to have them identified by the Blueprint editor.
Please can you tell me if there is another "to ace" I could use or I suspect I may be doing something wrong.
I am very grateful for any help you or the community can offer.
Mike
henningBR218 wrote:Hey Mike,
A)
it is ok to hold your .blend and .igs files in your RW source project folder. RW, resp. the AE is picking out only the files it needs.
B)
make sure your reference to the geometry in the xml file matches the .igs file name. Otherwise the AE doesn't find the .igs file.
... or does the AE find the .igs file, but can't read it completely?
-
mikeadams2k
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- Location: Ocala, FL USA
Re: Exporting .igs
Mike,
Have you tried the RWAce Tool available here: http://www.railsimdownloads.com/files/c ... ceTool.zip
Have you tried the RWAce Tool available here: http://www.railsimdownloads.com/files/c ... ceTool.zip
- henningBR218
- Been on the forums for a while
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- Joined: Fri Jun 16, 2006 11:59 am
- Location: Wolfsburg, Germany
Re: Exporting .igs
... right you should use the latest version of the RW ToAce tool.
Simply create the .ace files side by side with the .tga image files in your project RW source texture folder.
Maybe it is simple a prob with the texture file path?
What is the (verbose) export log file telling regarding the texture file spec?
Should be "textures\ImageFileName", means something relative in any case.
If it is an absolute file spec, then the AE will find it correctly but the game afterwards not.
(after the AE "exported" it over to the game folder)
Simply create the .ace files side by side with the .tga image files in your project RW source texture folder.
Maybe it is simple a prob with the texture file path?
What is the (verbose) export log file telling regarding the texture file spec?
Should be "textures\ImageFileName", means something relative in any case.
If it is an absolute file spec, then the AE will find it correctly but the game afterwards not.
(after the AE "exported" it over to the game folder)
- RiscaStation
- Very Active Forum Member
- Posts: 1466
- Joined: Fri Feb 24, 2006 7:52 pm
- Location: Newport, South wales
Re: Exporting .igs
Hi,
Thank you both for your advice I will check these out today and report back.
Mike
Thank you both for your advice I will check these out today and report back.
Mike
- Acorncomputer
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Re: Exporting .igs
Hi Mike
With To Ace you use the save button not the convert button.
With To Ace you use the save button not the convert button.
Geoff Potter
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
- RiscaStation
- Very Active Forum Member
- Posts: 1466
- Joined: Fri Feb 24, 2006 7:52 pm
- Location: Newport, South wales
Re: Exporting .igs
Hi,
I have a couple of "to ace" programs. I have tried using "RWAce Tool 1.0.0.8" and that only offers Convert.
The Rail Simulator "to ace" offers exactly the same as RW, Convert.
I will have another look at Photoshop CS to see what that offers I think it is save as but I will check again.
Mike
I have a couple of "to ace" programs. I have tried using "RWAce Tool 1.0.0.8" and that only offers Convert.
The Rail Simulator "to ace" offers exactly the same as RW, Convert.
I will have another look at Photoshop CS to see what that offers I think it is save as but I will check again.
Mike
Acorncomputer wrote:Hi Mike
With To Ace you use the save button not the convert button.
- Acorncomputer
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Re: Exporting .igs
Hi
I have been using this ToAce tool which came with Rail Simulator but on checking a few places I see that it is not included in the RailWorks folder and RS.com now offer RWAceTool instead as a free download. I still use ToAce as it converts .jpg files to .ace which RWAceTool does not.

Anyway, the point was that you click the SAVE button and not the CONVERT button to create the .ace file.

I have been using this ToAce tool which came with Rail Simulator but on checking a few places I see that it is not included in the RailWorks folder and RS.com now offer RWAceTool instead as a free download. I still use ToAce as it converts .jpg files to .ace which RWAceTool does not.

Anyway, the point was that you click the SAVE button and not the CONVERT button to create the .ace file.

Geoff Potter
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
- RiscaStation
- Very Active Forum Member
- Posts: 1466
- Joined: Fri Feb 24, 2006 7:52 pm
- Location: Newport, South wales
Re: Exporting .igs
Hi henningBR218,
I am still having problems trying to get the textures to show in the game. I am having no success despite the Blueprint editor giving me a successful build.
I have tried using both "AndiS Tutorial" and also "steamsi Tutorial" to get a Box into RailWorks only getting as far as placing the object without textures showing.
I must be doing something wrong here and I am not sure what.
On each ocassion I have run the "Verbose", not sure what I should be looking at but this is what I got for the Box;--
IGfMaterials : [ 1 ]
--------------------------------------------------------------------------------
IGfMaterials [ 1 / 1 ] (216) : 'Material'
------------------------------.
Name : 'Material'
ShaderName : 'TexDiff'
RenderStageCount : 1
RenderStage0 -------------------.
TextureNameStartOffset : 88 ==> TextureName[0]
Padding : ''
UVChannelIndex : 0
FilterMode : 3
UVOperation : 0
UVWrapU : 0
UVWrapV : 0
MipLODBias : 0.0
AnimateUVs : 0
NumFrames : 0
FPS : 25
ScrollUVs : 0
ScrollU : 0.0
ScrollV : 0.0
UVArguments : [0.0, 0.0, 0.0, 0.0, 0.0, 0.0]
RenderStage1 -------------------.
TextureNameStartOffset : 0 NULL ==> None
Padding : ''
UVChannelIndex : 0
FilterMode : 0
UVOperation : 0
UVWrapU : 0
UVWrapV : 0
MipLODBias : 0.0
AnimateUVs : 0
NumFrames : 0
FPS : 0
ScrollUVs : 0
ScrollU : 0.0
ScrollV : 0.0
UVArguments : [0.0, 0.0, 0.0, 0.0, 0.0, 0.0]
RenderStage2 -------------------.
TextureNameStartOffset : 0 NULL ==> None
This is what I got for the "Simplebox" I tried earlier.
================================================================================
IGfTextureNames : [ 1 ]
--------------------------------------------------------------------------------
IGfTextureNames [ 1 / 1 ] (17564)
------------------------------.
TextureNameListLength : 124
TextureNameCount : 1
TextureNameStartOffsetList -----.
TextureNameStartOffset[0] : 0
TextureNameList ----------------.
TextureName[0] : 'c:\Program Files\Steam\SteamApps\common\railworks\Source\Riscastation\Projects\Scenery\Clutter\Simplebox\textures\Simplebox'
--------------------------------------------------------------------------------
Please could you point me in the right direction as to what I should be looking out for or where I might find the relavant lines.
Thank you all for your help.
Mike
I am still having problems trying to get the textures to show in the game. I am having no success despite the Blueprint editor giving me a successful build.
I have tried using both "AndiS Tutorial" and also "steamsi Tutorial" to get a Box into RailWorks only getting as far as placing the object without textures showing.
I must be doing something wrong here and I am not sure what.
On each ocassion I have run the "Verbose", not sure what I should be looking at but this is what I got for the Box;--
IGfMaterials : [ 1 ]
--------------------------------------------------------------------------------
IGfMaterials [ 1 / 1 ] (216) : 'Material'
------------------------------.
Name : 'Material'
ShaderName : 'TexDiff'
RenderStageCount : 1
RenderStage0 -------------------.
TextureNameStartOffset : 88 ==> TextureName[0]
Padding : ''
UVChannelIndex : 0
FilterMode : 3
UVOperation : 0
UVWrapU : 0
UVWrapV : 0
MipLODBias : 0.0
AnimateUVs : 0
NumFrames : 0
FPS : 25
ScrollUVs : 0
ScrollU : 0.0
ScrollV : 0.0
UVArguments : [0.0, 0.0, 0.0, 0.0, 0.0, 0.0]
RenderStage1 -------------------.
TextureNameStartOffset : 0 NULL ==> None
Padding : ''
UVChannelIndex : 0
FilterMode : 0
UVOperation : 0
UVWrapU : 0
UVWrapV : 0
MipLODBias : 0.0
AnimateUVs : 0
NumFrames : 0
FPS : 0
ScrollUVs : 0
ScrollU : 0.0
ScrollV : 0.0
UVArguments : [0.0, 0.0, 0.0, 0.0, 0.0, 0.0]
RenderStage2 -------------------.
TextureNameStartOffset : 0 NULL ==> None
This is what I got for the "Simplebox" I tried earlier.
================================================================================
IGfTextureNames : [ 1 ]
--------------------------------------------------------------------------------
IGfTextureNames [ 1 / 1 ] (17564)
------------------------------.
TextureNameListLength : 124
TextureNameCount : 1
TextureNameStartOffsetList -----.
TextureNameStartOffset[0] : 0
TextureNameList ----------------.
TextureName[0] : 'c:\Program Files\Steam\SteamApps\common\railworks\Source\Riscastation\Projects\Scenery\Clutter\Simplebox\textures\Simplebox'
--------------------------------------------------------------------------------
Please could you point me in the right direction as to what I should be looking out for or where I might find the relavant lines.
Thank you all for your help.
Mike
henningBR218 wrote:... right you should use the latest version of the RW ToAce tool.
Simply create the .ace files side by side with the .tga image files in your project RW source texture folder.
Maybe it is simple a prob with the texture file path?
What is the (verbose) export log file telling regarding the texture file spec?
Should be "textures\ImageFileName", means something relative in any case.
If it is an absolute file spec, then the AE will find it correctly but the game afterwards not.
(after the AE "exported" it over to the game folder)
Last edited by RiscaStation on Thu Feb 03, 2011 2:12 pm, edited 1 time in total.
- RiscaStation
- Very Active Forum Member
- Posts: 1466
- Joined: Fri Feb 24, 2006 7:52 pm
- Location: Newport, South wales
Re: Exporting .igs
Hi,
Please accept my apologies for misunderstanding I can see now what you meant.
Very grateful to you indeed.
Unfortunately my "Save" button is greyed out I am unable to proceed.
Mike
Please accept my apologies for misunderstanding I can see now what you meant.
Very grateful to you indeed.
Unfortunately my "Save" button is greyed out I am unable to proceed.
Mike
Acorncomputer wrote:Hi
I have been using this ToAce tool which came with Rail Simulator but on checking a few places I see that it is not included in the RailWorks folder and RS.com now offer RWAceTool instead as a free download. I still use ToAce as it converts .jpg files to .ace which RWAceTool does not.
Anyway, the point was that you click the SAVE button and not the CONVERT button to create the .ace file.
- Acorncomputer
- Very Active Forum Member
- Posts: 10699
- Joined: Wed Oct 17, 2007 5:37 pm
- Location: Horley, Surrey, (in a cupboard under the stairs)
Re: Exporting .igs
Hi
I don't know much about blender but the path to the texture looks OK as long as the very last Simplebox is an .ace file.
Check on To Ace that you have the settings as I show. I do know that there were earlier To Ace programs that did not work or at least you had to try about ten times to get it to work so you might have one of those.
I don't know much about blender but the path to the texture looks OK as long as the very last Simplebox is an .ace file.
Check on To Ace that you have the settings as I show. I do know that there were earlier To Ace programs that did not work or at least you had to try about ten times to get it to work so you might have one of those.
Geoff Potter
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
- RiscaStation
- Very Active Forum Member
- Posts: 1466
- Joined: Fri Feb 24, 2006 7:52 pm
- Location: Newport, South wales
Re: Exporting .igs
Hi,
Thank you again for your help I will persevere with this see how I get on.
Mike
Thank you again for your help I will persevere with this see how I get on.
Mike
Acorncomputer wrote:Hi
I don't know much about blender but the path to the texture looks OK as long as the very last Simplebox is an .ace file.
Check on To Ace that you have the settings as I show. I do know that there were earlier To Ace programs that did not work or at least you had to try about ten times to get it to work so you might have one of those.
- johny
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- Location: N. Warks, UK.
Re: Exporting .igs
The 'Save' is greyed until you make an entry in the 'Input' and 'Ace'.
John
John
Technical Authors Do It Manually
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