Custom track error

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Re: Custom Track not appearing properly in game

Unread postby SAR704 » Sat Dec 06, 2014 11:31 pm

Here's a screenshot of the setup in 3DC 7.

I've copied and pasted shots of both the track, and the model setup stems to make it easier to read.

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Re: Custom Track not appearing properly in game

Unread postby SAR704 » Thu Dec 11, 2014 7:06 am

I've finally managed to fix this problem which was an absolute pain in the butt. It was due to the axis in the original TSM model (for export to 3DC) being a tiny bit off centre.

This issue also turned out to be the problem with the junctions, and one other minor little glitch with the render, so the track seems to be ok now. Thanks for the help folks. I'm still trying to fix the issue with the rails (not showing up) in regards to the 1067mm track (SA still has three different gauges) , but I'll see how it goes, since the problem is more than likely to be similar to the ones I've posted in this thread.
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Re: Custom Track not appearing properly in game

Unread postby SAR704 » Thu Dec 11, 2014 11:53 pm

Unfortunately, I can't find an indication of what the problem is with the 1067mm gauge track. No matter how I export it ,relating to the stems (ballast, rail) in 3DC), the rails do not appear. I've checked the textures, and virtually every little thing. The ground offset was incorrect at the beginning, which caused them the track to be slightly underground, but this rail issue is annoying.

I've set it up identically to the 2 other track sections, using the same rail texture and a slightly modified ballast texture (to accommodate for the different position of the dog spikes), and yet this one doesn't seem to want to appear.

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Re: Custom Track not appearing properly in game

Unread postby Bananarama » Fri Dec 12, 2014 10:50 pm

Does 3DC allow you to name your parts without the LOD numbers? In Max, I have to name parts with LOD hierarchy, LOD distance, and names separated by underscores. My track names are as follows:

1_0256_Ballast
1_0256_Rails
1_0256_Ties
2_0512_Rails
2_0512_Ties
2_1024_Ballast
3_1024_Rails
3_1024_Ties
3_2048_Ballast


For junctions, aka: cap files, drop the 's' in the name "Rails":

1_1024_Rail <------------- Note: dropped 's'
1_2048_Ballast

There's another reserved TS track name: Gravel, but most don't use it anymore (best left to junctions).
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Re: Custom Track not appearing properly in game

Unread postby SAR704 » Fri Dec 12, 2014 10:57 pm

Howdy Marc. Yeah I just name the objects track/rail etc in 3d Canvas 7. I don't actually include specific levels of details in the parts stem.

What's weird is that the other two exports have worked with the exact same setup, yet this one doesn't want to work. I've checked everything I can think of, and nothing looks to be done incorrectly
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Re: Custom Track not appearing properly in game

Unread postby Bananarama » Fri Dec 12, 2014 11:06 pm

The only other thing that comes to mind is that all parts need to be separate and should not be part of a hierarchy within the model. I'm not familiar with 3DC, but your Rails appear to be linked to the Ballast.
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Re: Custom Track not appearing properly in game

Unread postby SAR704 » Fri Dec 12, 2014 11:13 pm

Yeah I've done that because the tutorial on the atomic systems forum say that the rails have to be a child of the ballast.

This is the one I've followed - http://forums.uktrainsim.com/viewtopic. ... 2&t=102124
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Re: Custom Track not appearing properly in game

Unread postby SAR704 » Sat Dec 13, 2014 12:52 am

I have no idea how I did this, but the rails seem to be rendering now. I went into TSM and copied a ballast object from a track section of a wider gauge, and place it under the 3'6 track. I then saved it and exported it into 3DC and exported with the old setup (IE a stem below the ones in 3DC like Camera etc, and changed the name at the top to scene. I then exported the track to TS, and now the rails show up. I don't know how, but nonetheless, it's good.

However, I still need to resolve this crash issue with the junctions now. I'm so used to importing stuff into 3DC and adding stuff to the same fields over and over that sometimes I overlook the occasional vital detail.

When I go to create a junction with the 1067mm track, I get an error message saying saved file to dmp, and TS2015 crashes. What do i need to do to overcome this? The solution has evaded me for some reason.

Here's a screenshot showing the error. The attempt at creating the junction should be visible, albeit a bit faded

Image

I've also installed some debugging utilities on my PC to gain access to the reports more easily. In the DMP file (in the windows folder) it mentions this: "The thread tried to read from or write from a virtual address for which it does not have the appropriate access" under the exception information.

Anyhow, could the issue be due to one of the parameters in the Blueprint Editor being incorrect? These are the current junction properties

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Re: Custom track error

Unread postby SAR704 » Thu Dec 18, 2014 7:31 am

I've corrected the sleeper height (Thanks to Marc for pointing that out) and done every little thing I can think of, yet the same dreaded error (in the screenshot above) still appears in TS.

Has anyone else here that has exported track into the sim had this error and fixed it? What could be the cause of it?
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Re: Custom track error

Unread postby SAR704 » Fri Jan 02, 2015 3:09 am

After a hefty time dealing with errors and crashes, I finally managed to get that darn 3'6 gauge track rendering in TS, along with the junctions.

What I actually did was modify another track item in 3DC instead of just directly importing it from TSM. I narrowed the gauge of my broad gauge track to 3'6 (a version with the same rail weight) and copied the ballast from an import, and after hours of fiddling with the axis, dealing with the odd complication (all on a 42 degree day), whilst being virtually a beginner to 3DC, it seems like the track is finally rendering after all.

Here's an image of it

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Re: Custom track error

Unread postby Bananarama » Fri Jan 02, 2015 9:22 am

Congratulations! Nice piece of work! !!*ok*!!
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Re: Custom track error

Unread postby SAR704 » Fri Jan 02, 2015 9:27 am

Thanks Marc. Probably would've taken even longer without your help :D
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Re: Custom track error

Unread postby SAR704 » Tue Jan 06, 2015 12:44 am

What do you do to get track without ballast into the game? I've tried exporting the 3'6 track file with a semi-transparent ballast texture (with an alpha channel) using the LoftTexDiffTrans.fx shader, and yet the blueprint editor preview shows the track as nothing at all (appears the same in the game)

I need this track without ballast for the bridges. Is there a different procedure for this?
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Re: Custom track error

Unread postby Bananarama » Tue Jan 06, 2015 7:00 am

SAR704 wrote:I need this track without ballast for the bridges. Is there a different procedure for this?

Just model the rails and export. :D
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Re: Custom track error

Unread postby SAR704 » Tue Jan 06, 2015 7:48 am

Hack wrote:
SAR704 wrote:I need this track without ballast for the bridges. Is there a different procedure for this?

Just model the rails and export. :D


Managed to get it working. I'm not sure if TS detects just rails as the loft, so I made the rails a child of the ballast without including the latter, and the rails rendered by themselves.
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