Exporting .igs

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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RiscaStation
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Exporting .igs

Post by RiscaStation »

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
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RiscaStation
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Re: Exporting .igs

Post by RiscaStation »

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
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henningBR218
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Re: Exporting .igs

Post by henningBR218 »

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?
regards.....BR218
Henning
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RiscaStation
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Re: Exporting .igs

Post by RiscaStation »

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


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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Re: Exporting .igs

Post by mikeadams2k »

Mike,
Have you tried the RWAce Tool available here: http://www.railsimdownloads.com/files/c ... ceTool.zip
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henningBR218
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Re: Exporting .igs

Post by henningBR218 »

... 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)
regards.....BR218
Henning
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RiscaStation
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Re: Exporting .igs

Post by RiscaStation »

Hi,

Thank you both for your advice I will check these out today and report back.

Mike
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Acorncomputer
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Re: Exporting .igs

Post by Acorncomputer »

Hi Mike

With To Ace you use the save button not the convert button.
Geoff Potter
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RiscaStation
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Re: Exporting .igs

Post by RiscaStation »

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
Acorncomputer wrote:Hi Mike

With To Ace you use the save button not the convert button.
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Acorncomputer
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Re: Exporting .igs

Post by Acorncomputer »

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.

Geoff Potter
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
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RiscaStation
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Re: Exporting .igs

Post by RiscaStation »

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

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.
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RiscaStation
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Re: Exporting .igs

Post by RiscaStation »

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

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.

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Acorncomputer
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Re: Exporting .igs

Post by Acorncomputer »

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.
Geoff Potter
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
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RiscaStation
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Re: Exporting .igs

Post by RiscaStation »

Hi,

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.
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Re: Exporting .igs

Post by johny »

The 'Save' is greyed until you make an entry in the 'Input' and 'Ace'.

John
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