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Steam Update/Blueprint Editor v51.2a

Unread postPosted: Tue Jun 02, 2015 10:22 pm
by dogrokket
Is anybody experiencing a problem when trying to export an .igs file and the .ace file needs to be in the main directory instead of the Textures folder? I just ran into this tonight.

Re: Steam Update/Blueprint Editor v51.2a

Unread postPosted: Tue Jun 02, 2015 10:25 pm
by jpetersjr
Don't know what the problem is, just exported a new item into the sim tonight and didn't have that problem, it exported normally for me, perhaps it might have just been a fluke.

Re: Steam Update/Blueprint Editor v51.2a

Unread postPosted: Wed Jun 03, 2015 3:08 pm
by MaineLines
I have had the same problem with 3ds Max over the last year or so and have not figured out why.

Re: Steam Update/Blueprint Editor v51.2a

Unread postPosted: Wed Jun 03, 2015 4:15 pm
by JerryC
The update downloaded to my computer this morning. I had no problems exporting several locomotive files.

Related to the BP, but not to this particular subject, i'm unimpressed that DTG saw fit to replace the old way of processing sound curves, which worked just fine, with these harder to use graphs. The change was made during the TS2015 update, but I just discovered it a few weeks ago.

Re: Steam Update/Blueprint Editor v51.2a

Unread postPosted: Sun Jun 07, 2015 11:18 pm
by dogrokket
MaineLines wrote:I have had the same problem with 3ds Max over the last year or so and have not figured out why.

I don't know what to make of it; I've only had this problem with my latest scenery object (blender). I always placed the ace files in the texture folder in the source directory, as per developer docs instructions.... Oh well, I thought that there may have been an update to the BPE and now we have to put the ace files in the same directory as the igs file. !*don-know!*

Re: Steam Update/Blueprint Editor v51.2a

Unread postPosted: Mon Jun 08, 2015 6:15 am
by Bananarama
Ever since Dovetail stopped supporting XP users, I've had to use the BE from TS2013. *!rolleyes!*

Re: Steam Update/Blueprint Editor v51.2a

Unread postPosted: Mon Jun 08, 2015 7:14 am
by wacampbell
dogrokket wrote:
MaineLines wrote:I have had the same problem with 3ds Max over the last year or so and have not figured out why.

Oh well, I thought that there may have been an update to the BPE and now we have to put the ace files in the same directory as the igs file. !*don-know!*


I can confirm that BPE v51.2a is working OK for me with the textures in a separate directory. All my old projects compile fine. I am running Win 7.

Something else is happening with your setup.

Re: Steam Update/Blueprint Editor v51.2a

Unread postPosted: Tue Jun 09, 2015 2:11 am
by dogrokket
That could be true. I'm running Winders 8.1. Guess it doesn't really matter, as long as the export works. Assuming that it's going to work like the, er, instruction manual... wait a minute! There hasn't been an update since WAAAAY back. Ugh...

Re: Steam Update/Blueprint Editor v51.2a

Unread postPosted: Tue Jun 09, 2015 10:08 am
by wacampbell
dogrokket wrote: instruction manual... wait a minute! There hasn't been an update since WAAAAY back. Ugh...


I am not sure why you say that. They have released a doc update with each new release of the BPE. The latest doc update for BPE was released with the TS2015 update. Do you have that? Look in your dev\docs folder.

Re: Steam Update/Blueprint Editor v51.2a

Unread postPosted: Wed Jun 10, 2015 2:02 am
by Ryan93
I just wanted to jump in here and say that this problem was driving me crazy all day until i found out that I needed to change something in the IGSExpModFile2. !*hp*!
You may already know this, but I needed to name this file (in the source folder where the .igs would be exported) 'YourExportName_IGSExpModFile2' and then verify that this line points to textures:

[Miscellaneous]
TargetTexturesDirectory=Textures
Hierarchy=unchanged

I am not sure if it is required or not but I also listed all of my materials in that file as well.

I made sure to type my textures folder name (Above in red) exactly as I had it named in my source folder (including the capitol T.)
When I got ready to export, I copied 'YourExportName_IGSExpModFile2' and pasted it into the export name field: 'YourExportName.igs'

I am not sure if this will work for you but, before I did this, I could not get an export unless I moved my .ace file out of the textures folder like you described.
I really hope this helps and I apologize if you already knew this information or if it turns out to be completely irrelevant.