General question about the new blueprint editor look

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Re: General question about the new blueprint editor look

Unread postby Bananarama » Wed Oct 23, 2013 2:06 am

PapaXpress wrote:I am still scratching my head on that.

Not too hard, you'll get a rash. *!!wink!!*
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Re: General question about the new blueprint editor look

Unread postby BNSFdude » Wed Oct 23, 2013 2:10 am

It's hard to help you out when you aren't providing any related info.
Is it a hard crash?
Any messages given?
Does the program even open?
Do you have any contents in your Railworks-->Temp folder?
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Re: General question about the new blueprint editor look

Unread postby OlPaint » Wed Oct 23, 2013 5:10 am

PapaXpress

Do you know if a tutorial is available for setting up BE2 under Windows 7 64bit OS? I have yet been unable to start it up and need help configuring it.

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Re: General question about the new blueprint editor look

Unread postby mrennie » Wed Oct 23, 2013 5:51 am

OlPaint wrote:PapaXpress

Do you know if a tutorial is available for setting up BE2 under Windows 7 64bit OS? I have yet been unable to start it up and need help configuring it.

OlPaint


I don't think it's a problem of the OS. I'm using it under win7 64-bit and it runs BE2 without any problem, without doing anything to configure it.
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Re: General question about the new blueprint editor look

Unread postby OlPaint » Wed Oct 23, 2013 6:01 am

mrennie

Ok, if there is no special configuration required, then how does one start and use BE2. I can't seem to even get it to run for me.

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Re: General question about the new blueprint editor look

Unread postby mrennie » Wed Oct 23, 2013 6:12 am

OlPaint wrote:mrennie

Ok, if there is no special configuration required, then how does one start and use BE2. I can't seem to even get it to run for me.

OlPaint


You just execute this file: "C:\Program Files (x86)\Steam\steamapps\common\railworks\Utilities.exe"

if the User Access Control thing comes up, just click on Yes.

I've put a shortcut to the file on my desktop to make it easier to run it.

I think you do have to be logged into Steam, but it's not necessary to be in online mode.

!*cheers*!

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Re: General question about the new blueprint editor look

Unread postby eyein12 » Wed Oct 23, 2013 8:00 am

this BE is lightyears better than the old one. Lightyears!

The fact that if theres an error it will tell you exactly what it is is super helpful rather than me spending a day trying to figure it out. I love it. the fact that you can open up multi-blueprints at once is more helpful.

This just proves that RSC still wants to cater to the dev out there.

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Re: General question about the new blueprint editor look

Unread postby wacampbell » Wed Oct 23, 2013 9:08 am

OlPaint wrote:mrennie

Ok, if there is no special configuration required, then how does one start and use BE2. I can't seem to even get it to run for me.

OlPaint


When you say it doesn't run, what do you mean?
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Re: General question about the new blueprint editor look

Unread postby PapaXpress » Wed Oct 23, 2013 12:00 pm

BNSFdude wrote:It's hard to help you out when you aren't providing any related info.
Is it a hard crash?
Any messages given?
Does the program even open?
Do you have any contents in your Railworks-->Temp folder?


Hack and I have been working offline on this.

and:
Yes
No
No
Yes

Not sure how well you are connected with the RSC QA team, but if can inquire if XP was tested and if its suppose to work, it would cut down the number of theories I have by half.
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Re: General question about the new blueprint editor look

Unread postby Bananarama » Wed Oct 23, 2013 12:27 pm

I can still use the older version, although to use the asset editor I need to go through my 2013 backup. Normally I wouldn't be concerned, but all the raving about the new features only makes me want to try it out more. !**duh*!!
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Re: General question about the new blueprint editor look

Unread postby BNSFdude » Wed Oct 23, 2013 12:56 pm

You can be assured I don't think of you to be an idiot, but...did you try running it as an administrator+in compatibility mode? BPE2 should be able to be launched as an individual EXE, not just through the Utilities.


Wait, I must be the idiot.. I forgot XP doesn't have that crap. Tis been a while!
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Re: General question about the new blueprint editor look

Unread postby eyein12 » Wed Oct 23, 2013 1:34 pm

Hack wrote:I can still use the older version, although to use the asset editor I need to go through my 2013 backup. Normally I wouldn't be concerned, but all the raving about the new features only makes me want to try it out more. !**duh*!!


not to make you feel worse but its awesome. the exporting is more reliable, and faster. if there is something wrong it tells you exactly whats wrong instead of crashing. multiple tabs so that you can have BPs side by side. The right clicking is much better. you can go directly to any referenced files location by clicking on it in the BP. it has a built in warning and error log before you export so you can fix your mistakes beforehand.

You'd like it. better ditch XP soon. 7 is better anyway
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Re: General question about the new blueprint editor look

Unread postby PapaXpress » Wed Oct 23, 2013 1:56 pm

eyein12 wrote:not to make you feel worse but its awesome. the exporting is more reliable, and faster. if there is something wrong it tells you exactly whats wrong instead of crashing. multiple tabs so that you can have BPs side by side. The right clicking is much better. you can go directly to any referenced files location by clicking on it in the BP. it has a built in warning and error log before you export so you can fix your mistakes beforehand.


You mean this list?
viewtopic.php?p=110031#p110031

eyein12 wrote:You'd like it. better ditch XP soon. 7 is better anyway


I wish. XP is still dying the hard slow death. When I was at Roxio I was constantly asking when we could drop that OS so we could use more current APIs.

According to the Steam survey:
Windows XP 32 bit 6.96% +0.13%

A year ago that was at @15% so next year 3%?
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Re: General question about the new blueprint editor look

Unread postby Chacal » Mon Nov 04, 2013 2:58 pm

trainperson210 wrote:sorry if this is the rong place but.... I have been looking into changing the big boys top speed and so far I have found my way over to the blueprint editor, but I have no idea how to begin from there, or even load the big boys information. Not looking for anyone to hold my hand through it all but if you could tell me how to open it and whether or not I'm actually going in the right direction that would be awesome! thanks! :)


You can't do that with the BPE. You would need the original blueprint, i.e. you need to be the creator of the blueprint. When you publish an asset, the distributed blueprint lacks some information that is vital fro BPE.

For modifying a distributed blueprint, you need to open the xml file in a text editor (such as RW-Tools, UltraEdit or Notepad++) end edit it manually.
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Re: General question about the new blueprint editor look

Unread postby emdsd90mac » Fri Dec 20, 2013 5:31 pm

Ok, how do you select different blueprint types with the new editor? I am attempting a new loft section, I have my test shape created, textured and exported. Once I open the editor and navigate to my .igs shape and select "new scenery blueprint" I get lost. I have looked through all of the menu's and drop downs, but cannot see anything about "Loft Section Blueprint". Any help would be appreciated here.

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