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Re: Very Very Frustrated

Unread postPosted: Sat Nov 29, 2014 4:14 pm
by mrennie
The error is in the blueprint, in the Render component > Primary named texture set > Blueprint ID. That field is for identifying a "Named texture set blueprint" (for example, the FEF-3's engine blueprint has one for the engine number textures, where Blueprint ID is set to RailVehicles\Steam\UPFEF3\Default\Engine\Textures\EngineNumberDigits.xml). You don't reference the .ace texture files from the blueprint - that information is already in the .igs file (and it's assumed that the textures are in the folder called Textures directly below the folder containing the .igs file).

Re: Very Very Frustrated

Unread postPosted: Sat Nov 29, 2014 8:03 pm
by wacampbell
AirCoaster wrote:Second Question: Is there a concise tutorial on the production of a blueprint for a scenery object?


Start with a read of the official Developer Docs available from our library here:

http://railworksamerica.com/download-li ... ccessories

Section 9.04 - Creating Scenery walks you through a simple example.

Re: Very Very Frustrated

Unread postPosted: Sat Nov 29, 2014 9:27 pm
by PapaXpress

Re: Very Very Frustrated

Unread postPosted: Mon Dec 01, 2014 8:25 am
by jpetersjr
I will get the tutorial done soon, when I get the time, things have been very stressful around here lately.

Re: Very Very Frustrated

Unread postPosted: Mon Dec 01, 2014 8:44 am
by GreatNortherner
Hi,

This has nothing to do with the blueprint editor, but I just noticed a small issue with your hierarchy on your last screenshot, the one from 3DC. The LOD setup is the wrong way around, the "1_xxxx_" prefix should be added to the group name, not the object name (cube etc.). The way you have set it up the exporter would just write the IGS as "1_1000_group".

The hierarchy should look like this:
1_0050_group
Cube object
[other objects in the same LOD as needed]

Cheers
Michael

Re: Very Very Frustrated

Unread postPosted: Mon Dec 01, 2014 11:23 am
by jpetersjr
AirCoaster wrote:Hi Folks,

First question: What is the big mystery with producing a scenery object in TS?

Second Question: Is there a concise tutorial on the production of a blueprint for a scenery object?

I have followed mostly all of the tutorials that are currently in my libraries and after doing so, I am a bit more confused than when I started the idea of creating objects for my personal railroad. I know how to use 3D Crafter for making the 3D model. I made an *.ace file using the save format through Photoshop CS6 and placed it in the Source\Developer\Product\Scenery\Structure\textures folder. I also produced a *.IGS file for my simple model. I then used the Blueprint2 tool to try to produce a blueprint for the object which failed. As you can see from the images below.

ImageImageImageImage


What am I doing wrong, following so many different tutorials on this process has just confused me altogether, am I to use only *.ace files or conversions of *.dds to *.TgPcDx? All my polygons have been textured.

Please don't PM me, but post your replies here as other may benefit from them too.




I think your problem there is the underline, scores like that confuses the editor and crashes it, what is the texture named exactly, things like underscores, commas and periods will always crash the editor because for some reason those confuse the editor and it crashes, try it without the special characteristics such as reference to how I named one of mine, blackmetal1 or black metal 1


You don't need any special characteristics since having just a regular space, or even better no spaces in the texture name works fine.

Re: Very Very Frustrated

Unread postPosted: Mon Dec 01, 2014 11:38 am
by mrennie
Jonathan, please don't confuse him. I already pointed out the error - putting a reference to the texture .ace file (the engine blueprint never references .ace files) in a place that expected a reference to a named texture set blueprint ( a .xml file).

Re: Moving Along

Unread postPosted: Tue Dec 02, 2014 1:38 pm
by mrennie
AirCoaster wrote:Ok, here's my first attempt at a multi-shaped textured object in the sim. Not bad for my first try in this sim. It still needs work and I need to learn about the shaders in this sim, but I will get there eventually with help from you folks here. I have learned a lot just from what you folks have told me. Don't hold back, I am enjoying this.

Image


Nicely done! Getting something like that to show up in TS is quite an achievement for a beginner.

Here's a very detailed explanation, with pictures, that I wrote for DTG's Engine Driver - it's aimed at complete novices but takes you all the way to planting a 2D tree in the TS world. It might be of some help to you:

Part 1 - http://www.engine-driver.com/article/show/1052/making-a-2d-tree-for-train-simulator-part-1
Part 2 - http://www.engine-driver.com/article/show/1190/making-a-2d-tree-for-train-simulator-making-painting-and-exporting-the-mesh
Part 3 - http://www.engine-driver.com/article/show/1293/making-a-2d-tree-for-train-simulator-getting-the-tree-into-the-virtual-world

I also did a five-part series that used a clock as an example to introduce the readers to how to do very simple animations. Part 1 is here:
http://www.engine-driver.com/article/show/1282/making-a-station-clock-for-train-simulator-part-1

Re: Very Very Frustrated

Unread postPosted: Wed Dec 03, 2014 4:59 pm
by jpetersjr
I think it looks great, by the way, what is a LOD.

Re: Very Very Frustrated

Unread postPosted: Wed Dec 03, 2014 5:00 pm
by Chacal
This is explained in the RSC developer docs available here in the file library.