Free Creator

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cilldroichid
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Re: Free Creator

Post by cilldroichid »

TrainGlass.fx is what you put in to the first texture channel and the second and third texture channel have the same texture file, it does not matter what you name them in Blender, i used the example texture from the art of railworks.

There are a number of ways to use two different shaders probably the easiest is to have different objects, for example your glass could be one object and the posts could be other object, whatever objects you have selected in the scence will be exported as one object.

Read the Bigex exporter manual to find out all the abbreviations of RW shaders for Blender.

I don't think you will see the glass effect in Blender you have to export to RW to see the glass.
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Darpor
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Re: Free Creator

Post by Darpor »

cilldroichid wrote: I don't think you will see the glass effect in Blender you have to export to RW to see the glass.
I imagine it is the same as Max in that respect, you can only see it in either the asset editor, or in game.

Is that right though, that in Blender you have to use three texture slots? In Max it is only two.
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cilldroichid
Been on the forums for a while
Posts: 296
Joined: Thu Feb 10, 2011 7:23 pm
Location: Co.Kildare, Ireland.

Re: Free Creator

Post by cilldroichid »

Darpor wrote: Is that right though, that in Blender you have to use three texture slots? In Max it is only two.
Yes the first texture slot is just the name of the shader with no image, however i think there are one or two exceptions to that rule but its like that for the majority of shaders in Blender. For example TrainBasicObjectDiffuse.fx has two texture slots the first being just the name TrDiff and then the second with the link to the .tga file.
michaeldono
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Re: Free Creator

Post by michaeldono »

I'm getting a 'Python Script Error: Check Console' error again during export, I've uninstalled and re-installed both Blender and Python, but I'm still getting the error.
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