.sec files

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.sec files

Unread postby sleepyto » Wed Sep 15, 2010 11:09 am

Hi gang:

Question from a newbie to 3DC.

I was wondering if you can do lofted items in 3DC?

I noticed that the items that are lofted seem to have a .xsec file extension. Anyone know where this comes from?
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Re: .sec files

Unread postby Trainguy76 » Wed Sep 15, 2010 5:41 pm

.xsec probably stands for cross-section.

Here is a tutorial I wrote over a UKTS for 3DCanvas.

http://forums.uktrainsim.com/viewtopic. ... 2&t=104329
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Re: .sec files

Unread postby sleepyto » Thu Sep 16, 2010 2:04 pm

Hi Alex:

Thanks for the reply, but I am still having some problems with creatin a simple loft item.
The item is just a cylinder primitive with the y axis set to 5.0 and the x and z axis set to 1.0. Created a 1meter diameter cylinder 5 meters long.
The position was set to 0, 0, 0

9-16-2010 10-54-04 AM.jpg


After exporting file and moving to my source folder I have selected this blueprint

9-16-2010 10-57-05 AM.jpg


Selected the blueprint, a .xml was created. Enter info and ready to export.

9-16-2010 11-00-16 AM.jpg


Eport pressed and the results, error for bad .xml file.

9-16-2010 11-00-51 AM.jpg


I have exported other scenery items with now problems. Seems this blueprint creates a bad .xml file. I would guess it is because the .igs file is incomplete, but I have no idea what could cause the problem.

Any ideas or help would be greatly appreciated.

John
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Re: .sec files

Unread postby sleepyto » Thu Sep 16, 2010 4:46 pm

Okay, figured it out. I had to open the asset editor and then do the blueprint thing from there. On my system at least if I just open the blueprint editor I get the error in the above post.

Still cannot figure out how to get the .xsec extensions as they are not being generated when I complete the expot of the blueprint and exactly where all the files generated should go.

The tutorial listed above seems to be for RS not RW, or at least it seems that way to me, and I don't think the wiki info is correct nor updated.

Hope someone can lead me in the right direction.

John
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Re: .sec files

Unread postby Trainguy76 » Thu Sep 16, 2010 6:16 pm

Hi,

In the second picture, the Blueprint ID and Geometry ID are incorrect.
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Re: .sec files

Unread postby sleepyto » Thu Sep 16, 2010 8:10 pm

Do you know what is wrong with them?
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Re: .sec files

Unread postby spec5sx » Thu Sep 16, 2010 8:14 pm

Hey John,

I see that you are putting together a pipe loft, but you are using the wrong blueprint for that. You should be using a, "Loft Section Blueprint".
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Re: .sec files

Unread postby Trainguy76 » Thu Sep 16, 2010 8:41 pm

You need to use a "Loft Section Blueprint" you can use a "Procedural shape blueprint" for making vertical structures.

Blueprint ID in this example can be left blank, because you are not referencing another blueprint. (You would also need .xml at the end if you were.)

The Geometry ID does not have ".igs" at the end. This is required.
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Re: .sec files

Unread postby sleepyto » Thu Sep 16, 2010 10:04 pm

Where do you get the "Loft Section Bueprint"? If you notice in the attachment I do not have that blueprint.

9-16-2010 7-54-09 PM.jpg


That must be part of my problem.
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Re: .sec files

Unread postby Trainguy76 » Thu Sep 16, 2010 10:28 pm

Instead of selecting the .IGS file itself, select the folder and right click, lots of options are then available.
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Re: .sec files

Unread postby sleepyto » Fri Sep 17, 2010 2:56 am

AHA so that is where it was hiding. Will give it a try in the morning. Things are looking up I hope.
Thanks for the patience and info.

John
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Re: .sec files

Unread postby sleepyto » Fri Sep 17, 2010 12:49 pm

Okay I have finally got the loft export to work now I am receiving another error when I run it in RW.

ERROR.jpg


I believe the error is due to a missing LoftTexDiff.fx file.
I dont seem to have one or a least I can't seem to find it.
Where and when is it generated.

Thanks in advance
John
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Re: .sec files

Unread postby spec5sx » Fri Sep 17, 2010 2:13 pm

The "Tex Diff" shader cannot be used for lofted objects. You have to use one of the loft shaders. "LoftTexDiff" shader, for example. open up your model in 3DC and make sure you are using the proper shader. Then re-export the model.
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Re: .sec files

Unread postby sleepyto » Fri Sep 17, 2010 3:08 pm

Okay please help a dummy out.

I open the loft object but where do you select the shader to use. It seems to be avoiding me.
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Re: .sec files

Unread postby Trainguy76 » Fri Sep 17, 2010 6:17 pm

This would be it.

fs.JPG


It needs to be used for every texture used in your lofted object.
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