Blender to TS2014

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Re: Blender to TS2014

Unread postby PapaXpress » Tue Oct 15, 2013 1:31 pm

Lighting is very simple.
http://the-art-of-rws.blogspot.com/2012 ... -with.html

But why not do some structures? You seem to be tackling the more advanced assets first which may add more frustration than its worth. Get something in the game so you can get a sense of accomplishment. Don't rush, enjoy.
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Re: Blender to TS2014

Unread postby Bananarama » Tue Oct 15, 2013 1:39 pm

Agreed. Lofts are among the most difficult to pull off successfully.
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Re: Blender to TS2014

Unread postby WVRR1964 » Tue Oct 15, 2013 1:44 pm

PapaXpress wrote:Lighting is very simple.
http://the-art-of-rws.blogspot.com/2012 ... -with.html

But why not do some structures? You seem to be tackling the more advanced assets first which may add more frustration than its worth. Get something in the game so you can get a sense of accomplishment. Don't rush, enjoy.


This could be very true. The idea for what I'm trying to learn is for a streetscape pack I planning. There will be buildings in the future when I decide what major project I'll be working on.
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Re: Blender to TS2014

Unread postby WVRR1964 » Sat Oct 19, 2013 6:38 pm

I've been trying to get a loft item into the game and so far nothing. I can't figure out what I'm doing wrong. This time it's a simple cube that is set with it's pivot center at 0,0,0. It is named right, starting with 1_1000 and I also added the right shader value and the plain black texture. It seems to export out of Blender with no problems.

The file is placed into the source folder and the I open the Blueprint Editor tool. I give it a name and add the name of the .igs file into the cross section ID.

I then click on the folder and select force export...for some reason this is the only option that works. If I select export, the texture doesn't export along with the file for some reason.

I then go into the game. The name is there put the model never shows up.

Any ideas on what I'm doing wrong?

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Re: Blender to TS2014

Unread postby WVRR1964 » Sat Oct 19, 2013 7:05 pm

Here is the latest Blender scene of my test object.

blender6.jpg
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Re: Blender to TS2014

Unread postby PapaXpress » Sat Oct 19, 2013 7:24 pm

Dude, relax. It took me almost a year to figure out lofts, and now its like magic.

Seriously change gears, get some simple models in game. Learn to shadow bake. Learn CS2. This will be the staple of what you produce.
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Re: Blender to TS2014

Unread postby WVRR1964 » Sat Oct 19, 2013 7:41 pm

PapaXpress wrote:Dude, relax. It took me almost a year to figure out lofts, and now its like magic.

Seriously change gears, get some simple models in game. Learn to shadow bake. Learn CS2. This will be the staple of what you produce.



I've been creating content for the last five years so It's not like I just fell off the banana boat here. I've read everything that is out there about lofts and I'm still not able to get it into the game. If I can't figure it out, that means that other people can't figure it out. If other people can't figure it out, then people don't play the game and create new content.

I thought this was a place to come and get help, evidently it's not. I expect more from fellow content creators.

Lastly, please don't call me "Dude" I'm an actual grown-up.
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Re: Blender to TS2014

Unread postby PapaXpress » Sat Oct 19, 2013 8:03 pm

I will ignore half of your reply as I have been called "dude" by people I work with and respect me and I them.

Here is another one of my experiences. I can now make many types of lofts, yet I cannot write a proper tutorial for it yet. The idea is not hard to describe, but to execute. The good news is that once you get your head wrapped around it then making them becomes easier.

Here is a link to a preview of my draft version of this tutorial, its the thrid rewrite:
http://thegradecrossing.blogspot.com/b/ ... &type=POST
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Re: Blender to TS2014

Unread postby RAILSOHIO » Sat Oct 19, 2013 8:43 pm

WVRR1964 Wrote:
I thought this was a place to come and get help, evidently it's not. I expect more from fellow content creators.
Lastly, please don't call me "Dude" I'm an actual grown-up.[/quote]



I am happy to see you attempting content for Railworks. In my observation ,there are less content creators for RW than Trainz,or MSTS. There are just more steps,and therefor,it is more complex. So do not take a lack of responses as people not interested in helping. And I can tell you Papa Express meant nothing negative in his reply. I look forward to seeing your objects in the sim,and am following this thread and tips,so that I can get assets into RW. Joe
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Re: Blender to TS2014

Unread postby WVRR1964 » Sat Oct 19, 2013 9:00 pm

WVRR1964 wrote:Here is the latest Blender scene of my test object.

blender6.jpg



I have noticed that the object is set along the X axis and not the Y. I have since moved it to the Y axis facing in the -Y direction. But for some reason now the Blueprint editor will not export the texture for some reason.
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Re: Blender to TS2014

Unread postby PapaXpress » Sat Oct 19, 2013 9:01 pm

Is there a warning or error when you export?
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Re: Blender to TS2014

Unread postby WVRR1964 » Sat Oct 19, 2013 9:09 pm

PapaXpress wrote:Is there a warning or error when you export?

No errors at all.
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Re: Blender to TS2014

Unread postby RvA944 » Sat Oct 19, 2013 9:27 pm

I had that problem with Max and the editor, IF and I do mean IF I remember correctly it had something to do with the settings for the raw file in PS. I think I had them in 16 bit and the editor requires 8 bit.

And making content for this game at first is very stressful, but once you get online with the procedures it does get easier.
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Re: Blender to TS2014

Unread postby WVRR1964 » Sat Oct 19, 2013 9:47 pm

I found that if the Blueprint2 file is not saved first, it will not export the texture for some reason. When I figured that out and got it to export correctly, it didn't show up in the game anyhow. I could be wrong but for some reason I think the problem is in Blender. It must be in the structure of the model. Is anybody sure that the model should be modeled (extruded) in the -Y direction in Blender? Can anybody post a picture of a model in Blender that was successfully added to the game?
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Re: Blender to TS2014

Unread postby RvA944 » Sat Oct 19, 2013 9:50 pm

Sorry I would be glad to but, I don't work in Blender.......... *!sad!*

Hopefully someone who does will step up and help ya out.
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