Blender to TS2014

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Re: Blender to TS2014

Unread postby WVRR1964 » Sat Oct 12, 2013 8:17 pm

PapaXpress wrote:Its in my sig... *sigh*


I'm sorry, I didn't realize that I was suppose to know that...I'll try harder next time. :D
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Re: Blender to TS2014

Unread postby RvA944 » Sat Oct 12, 2013 8:45 pm

PapaXpress wrote:Its in my sig... *sigh*


!*roll-laugh*!

if you want to hide something do it in plan sight !**duh*!!
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Re: Blender to TS2014

Unread postby WVRR1964 » Sat Oct 12, 2013 9:49 pm

Well I'm trying to export my first pole and I'm already at a standstill. I get an error that says...
ERROR: No valid texture found in material 'wire_black.001' in Blender Mesh object 'Wire' (check shader name and subsequent slots).
I've looked several times and there is most definitely a texture assigned to wire_black001. What am I doing wrong?
Here is the complete log file...
llpole3.log
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Re: Blender to TS2014

Unread postby RvA944 » Sat Oct 12, 2013 10:06 pm

Did you give it a shader?
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Re: Blender to TS2014

Unread postby WVRR1964 » Sat Oct 12, 2013 10:11 pm

RvA944 wrote:Did you give it a shader?



Oh Boy...I'm lost! I must of missed this part in all the reading I've been doing. You might have to explain it a little better to me...what the heck is a shader?
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Re: Blender to TS2014

Unread postby PapaXpress » Sat Oct 12, 2013 10:30 pm

It can also be called 'material' I am not sure why they use two different terms (could be a Max thing). All faces must have a material, or bad things happen when you try to export the IGS as a GEO in the game.

Look at the red areas. TrainBasicObjectDiffuse.fx is a shader
BlenderMaterial.jpg
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Re: Blender to TS2014

Unread postby WVRR1964 » Sat Oct 12, 2013 11:13 pm

Ok I see that in your screen shot that "Mytexture" is an actual texture file linked to the oject. What is the TrainBasicObjectDiffuse.fx?
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Re: Blender to TS2014

Unread postby g_nash » Sat Oct 12, 2013 11:33 pm

WVRR1964 wrote:Ok I see that in your screen shot that "Mytexture" is an actual texture file linked to the oject. What is the TrainBasicObjectDiffuse.fx?


The .fx extension signifies a shader . I think you need to download the old dev docs found at the bottom of this page if you've not already done so ... http://www.railsimulator.com/support.php and take a look at the pdf # 4.02, it gives a brief description of uses. Some things have changed, you can read changes some where on this forum.

In this instance the TrainBasicObjectDiffuse.fx needs the texture file [ Mytexture ] referenced below it in the stack.
Last edited by g_nash on Sat Oct 12, 2013 11:34 pm, edited 1 time in total.
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Re: Blender to TS2014

Unread postby PapaXpress » Sat Oct 12, 2013 11:34 pm

PapaXpress wrote:... TrainBasicObjectDiffuse.fx is a shader
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Re: Blender to TS2014

Unread postby WVRR1964 » Sun Oct 13, 2013 12:25 am

Ok, what happens when you don't have a texture and use the default coloring in Blender? Does it need a different shader?

What I'm getting at here is that the phone poles that I've made use the default coloring in Blender for the insulators and metal parts. Then I have a actual texture for the wood parts of the pole. Would I use the same shader on both?
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Re: Blender to TS2014

Unread postby RvA944 » Sun Oct 13, 2013 12:30 am

no no no.....

The game requires all parts to be textured. So you will have to make a texture for everything. Even if you make a solid color 64x64 texture and apply that to every face.
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Re: Blender to TS2014

Unread postby WVRR1964 » Sun Oct 13, 2013 12:41 am

So I guess that also means that all the lighting effects in Blender won't work in TS2014?
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Re: Blender to TS2014

Unread postby RvA944 » Sun Oct 13, 2013 12:46 am

that question I can't answer......... I opened Blender once, and went back to Max. it scared me

!*roll-laugh*!
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Re: Blender to TS2014

Unread postby WVRR1964 » Sun Oct 13, 2013 1:16 am

Well one thing I can say is that the Blender exporter document is 40 pages long. It's not hard to figure out why not many people are creating for this sim...and most of the people that do, charge for it.
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Re: Blender to TS2014

Unread postby WVRR1964 » Sun Oct 13, 2013 2:40 am

Ok, Before I head off to bed I'm starting this model over. I'm starting with the basic model. I re-named the parts, adding 1_1000 in the name...1 being the LOD number and 1000 being the distance it is displayed. Correct me if I'm wrong on that. What's the next thing I should do? Add all the shaders then the textures?

I'm still a bit confused about using the diffuse color (default coloring) in Blender. I'm not sure if it can be done or not. According to the Blender exporter document (page 11), it can...someone will have to clarify this for me.

blender_1.jpg
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