.sec files

Tips and discussion about scenery creation for RailWorks.

Re: .sec files

Unread postby sleepyto » Fri Sep 17, 2010 7:12 pm

Thanks very much I never would have figured that out.
Hopefully this will be my last hurdle.

Thanks Again
John
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Re: .sec files

Unread postby sleepyto » Fri Sep 17, 2010 8:55 pm

Sorry to be such a problem but another error. Rebooted system and all.

New Error.jpg


Just a little while ago I was able now all of a sudden this one crops up on pressing export.

Any ideas
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Re: .sec files

Unread postby Trainguy76 » Fri Sep 17, 2010 8:59 pm

Is "pipelineloft1" containing a space in the Geometry ID, it shouldn't if it does. Underscores are fine, make sure it reflects this in the Source files.
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Re: .sec files

Unread postby sleepyto » Fri Sep 17, 2010 9:27 pm

No spaces, The geometry ID was copied and pasted.
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Re: .sec files

Unread postby Trainguy76 » Fri Sep 17, 2010 9:34 pm

Not sure what to do there, but try this. (Backup the Temp folder first I guess.)

RSAdam wrote:Hey Mike,

Open this folder in RailWorks: C:\Program Files\Steam\steamapps\common\railworks\Temp

Delete all the files in there. Then start RailWorks and load it into the route selection menu. Then you can quit out and launch the Blueprint Editor.

This is a basic flush of the files the BPE needs to load.

Regards
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Re: .sec files

Unread postby sleepyto » Fri Sep 17, 2010 9:38 pm

Will do.

Looks like we live pretty close to each other.

I visit the Up yards every now and the and a week or so ago I was up on Cajon watching some of the equip struggle up the hill.

I am about ten miles south of the 91 on I15.
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Re: .sec files

Unread postby sleepyto » Fri Sep 17, 2010 9:49 pm

No luck there either. There were only about 4 or 5 files there.
Think I will go back and check the files with steam, nothing to lose.
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Re: .sec files

Unread postby sleepyto » Sat Sep 18, 2010 11:32 am

Validated files with steam, no luck with that either.
I have RW on another drive, tried the file there and it seemed to export okay.
I am really stumped.
Any help out there will be greatly apprecisted.

John
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Re: .sec files

Unread postby sleepyto » Sat Sep 18, 2010 1:39 pm

Hi Gang:

Well I finally got the lofted pipe loaded into RW. !*brav*!

Now I have another issue.

Here is what I exported

Pipe.jpg


And this is what it looked like in RW

RailWorksProc2 2010-09-18 10-54-40-43.jpg


Now what !*hp*!
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Re: .sec files

Unread postby Trainguy76 » Sat Sep 18, 2010 9:50 pm

John, Z should be the length for loft objects.

Z+ would be the front of a loco, Z- would be the back of one.
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Re: .sec files

Unread postby qrfan3 » Sun Sep 19, 2010 4:06 am

Actually, if you look at the pipe object axis it appears the Z is pointing down and the Y along the pipe.
Doesn't the Z axis normally run along the pipe direction, as shown down in the bottom left?
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Re: .sec files

Unread postby sleepyto » Sun Sep 19, 2010 11:10 am

Hi again, I sure do hate to show this but something I thought was going to be easy sure turned into a bear. I hate to ask all these questions, but I really need some small pipe lofts for my route.

Heres the 3DC shot

3DCPicture.jpg


Heres the export shot

Export9-19-2010 8-41-18 AM.jpg


Heres the RW result Nothing !*hp*!

RailWorksProc2 2010-09-19 08-44-35-73.jpg


Alex I know you said all must be 0 along the Z axis and as far as I can tell its that way. But I am having trouble getting this to render and then show up properly.

Thanks in advance
John
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Re: .sec files

Unread postby Trainguy76 » Sun Sep 19, 2010 11:31 am

The objects "manipulation" center must be at one end. So if the object is 4m long, and It's manipulation center is at the real center of the object, you need to use the shift operation and shift it exactly half forward. So shift the object 2m forward.
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Re: .sec files

Unread postby sleepyto » Sun Sep 19, 2010 1:44 pm

I think I have the center at the end or at least it was placed on the end face with the "shift center on selection" option.
Are you referring to something else, or should it be at the other end.
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Re: .sec files

Unread postby sleepyto » Mon Sep 20, 2010 1:19 pm

Finally success !*YAAA*! !*YAAA*! !*YAAA*!

I finally got it after deleting the end faces. Thanks to Hack for that idea.

Thanks to Alex for all his patience and help, without either I would have never figured that out.

Now on to more detailed lofts.

Thanks again for all the input.

John
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