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Loft issue

Posted:
Sat Feb 07, 2015 12:07 am
by SAR704
For some reason, the loft I've exported to the game is showing the flat portion of the loft at the top, and not the sides which are diagonal.
Even when I merge the parts, the sides still don't render in the game. I'm attempting to create an embankment loft to place under the track, but the sides never show up. what is the secret to getting them to render? I know that there are some pipes and other objects with multiple faces that have rendered flawlessly in the game, but my loft fails to render properly.
Can anyone gives me some hints/advice on this?
Re: Loft issue

Posted:
Sun Feb 22, 2015 4:10 am
by SAR704
Is there anyone here experienced with lofts that may be able to help me with this issue please?
I'm basically a beginner, and the only lofts I have more or less successfully exported and had render are the track ones. I'm not sure what to do with the faulty loft at the moment in order to correct it.
I have made the loft like the track loft except without the rails, and with the top of the embankment at the 0 axis. The loft is 5 metres. Is the correct length?
Re: Loft issue

Posted:
Sun Feb 22, 2015 4:40 am
by GreatNortherner
Hi,
There shouldn't be any trick or secret to it. The loft cross-section shape can have any form you choose, as long as all faces are parallel to the in-game / 3DC z-axis and the pivot is at the correct z position (0 / start of the shape). Also make sure that all faces are textured in the same direction, up-down on the texture's UVs, and not cropped along the height of the texture. You can crop the texture along its width, but you must always use 100% of is height when mapping the loft's faces.
Another thing I can think of, don't sub-group your loft ojects. Just create a single "1_2000_loft" main group and put everything it in.
The length of the loft cross section is not so important, it just defines the interval of the in-game tiling of the loft's texture.
Cheers
Michael
Edit: found my old example screenshots


(Please ignore the wrong Diffuse / Ambient settings! This was an experiment that worked okay only before TS12)
Re: Loft issue

Posted:
Sun Feb 22, 2015 8:37 am
by SAR704
Thanks for the assistance GreatNortherner.
I've finally got the side parts rendering after using a track import from TSM instead of just the embankment (not sure how this method worked when the other didn't, but doesn't matter).
However, there's a texturing issue on the diagonal portions. Here's an image

It seems that TS has cropped one angle of the texture to a rectangular image and duplicated it millions of times. However, this is definitely not how I had it textured in 3DC. Can anyone tell me what i may have done wrong here? This is the first non track loft I've actually managed to get rendering (well sort of) into the sim, so i am a tad unfamiliar with the common errors that cause these issues.
Any help would be greatly appreciated.
Sorry about the image size.
Re: Loft issue

Posted:
Sun Feb 22, 2015 11:27 am
by GreatNortherner
I'd say it's likely that a mapping error is to blame for this rendering issue. Check that the textures on the diagonal sides of the berm are mapped in the same direction as the faces on the top (up-down), and that the mapped area spans 100% of the texture's height coordinates.
Cheers
Michael
Re: Loft issue

Posted:
Sun Apr 05, 2015 1:42 am
by SAR704
I've just tried creating a fence loft, and every time I go to export it, the blueprint editor just freezes after it gets to "adding ( ) to export". I've seen it do that when you rename some blueprints and export them, but this is strange. I've tried exporting the loft IGS and XML files separately, but I want them to export together.
What do I do to avoid this annoyance and have it export properly?
Re: Loft issue

Posted:
Mon Apr 06, 2015 8:03 pm
by Bananarama
SAR704 wrote:I've just tried creating a fence loft, and every time I go to export it, the blueprint editor just freezes after it gets to "adding ( ) to export". I've seen it do that when you rename some blueprints and export them, but this is strange. I've tried exporting the loft IGS and XML files separately, but I want them to export together.
What do I do to avoid this annoyance and have it export properly?
Try creating a band new blueprint to test. If it fails, then it might be the shape.
Re: Loft issue

Posted:
Sun May 24, 2015 7:39 am
by SAR704
I've made a recent attempt at creating a fence loft, and for some reason, this isn't rendering in the game. I've checked the axis, the alignment of the mesh, virtually everything, and nothing seems to look incorrect.
Here's a screenshot of the setup in 3DC if this of any assistance.

Re: Loft issue

Posted:
Thu May 28, 2015 7:30 am
by SAR704
Does anyone know if there are any wire fence lofts (with posts say every 10 metres) available for download?
Re: Loft issue

Posted:
Thu May 28, 2015 8:17 am
by buzz456
RCAP
Re: Loft issue

Posted:
Fri May 29, 2015 9:11 am
by SAR704
Downloaded that and it didn't have any wire fencing that's suitable for my route. Basically, it's the same as that found on farms here in Aus.
It's about two or three wooden posts with wiring about 3-5 feet high. I made this for MSTS, which you could add as gantries, but making it as a loft for RW seems difficult.
Re: Loft issue

Posted:
Fri May 29, 2015 11:02 am
by buzz456
I will look tonight at what I think I remember which is pretty much what you describe. I will find it and post if I find something. All I know for sure is that is freeware since it's in our asset list for the Lafayette route.
Re: Loft issue

Posted:
Sat May 30, 2015 8:38 am
by buzz456
Is this what you are looking for?
fence.jpg
Re: Loft issue

Posted:
Sat May 30, 2015 8:57 am
by SAR704
Yeah that's about right, but I need it to have dark brown or black posts for my route. Thanks for taking the time to find it anyhow. If I can get this fence problem out of the way, then I may be able to get a route underway
Re: Loft issue

Posted:
Sat May 30, 2015 9:55 am
by buzz456
OK. It is as I said before a piece of freeware so you should be able to just modify it. It's in Kuju\RailSimulator\scenery\Procedural\. It is called gen_fence_wire01. If you are looking for it in the menu it's called Fence Wire Rural.