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KMW
Newcomer
Posted
I'm having trouble getting it to work when following the devdoc 4.04.
The naming of the objects work fine I can tell cause the different digit groups get switched on and off depending on the number of digits entered.
Problem is the digits are not updated, only shows my place holder textures.
I suspect this is another of those material naming areas like shadows.
Tried editing the GeoPcDx-file to rename the material but no luck.
If I understand the docs correctly the first digit should have material named P_Num_0 and have a texture named primarynumber_0, next digit P_Num_1 and primarynumber_1 aso.
Then the actual texture used for the digit is specified in the blueprint by pointing to a Named Texture Set blueprint.

First we need to find out how this actually works and second 3D Canvas Rail Simulator export must be updated to handle that case. Bear in mind that the number is displayed both sides the milepost thus the material is used more than once.

/Anders
 
Posts: 22 | Location: Charlestown, Sweden | Registered: Thu November 22 2007Reply With QuoteEdit or Delete MessageReport This Post
Junior Member
Picture of Genesis_Man
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Anders,
quote:
Problem is the digits are not updated, only shows my place holder textures.
Have encountered this problem.
Don't remember exactly what was causing this.
Did you place the placeholder textures as seen on page 11?

Don't bother about P_Num_0, etc.. as we don't use Sub-Material in 3D Canvas.

In 3D Canvas, use only primarynumber_0, etc... painted on primarydigits_1 for numbers 1 to 9,etc...

The rest is in the game by using TextureSet.

Exporting was working in December 2007.

Hope this help.

This message has been edited. Last edited by: Genesis_Man,


Robert
 
Posts: 84 | Location: St-Hyacinthe, Quebec | Registered: Sun April 22 2007Reply With QuoteEdit or Delete MessageReport This Post
KMW
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I do have the texture files named primarynumber_0, primarynumber_1 etc.
I manually altered the material name inside the exported file to have it named P_Num_0, P_Num_1 etc.
I have a named texture set with the replacement digits for the milepost.
But it does not work, only shows my placeholder textures primarynumber_0.ace aso
I verified my texture set by using it together with a milepost from the Bath-route and it worked. Also used my milepost blueprint with the Bath milepost shape, worked.
It's when using my own shape it does not work, changes primarydigits_# object depending on number of digits I use but no texture substitution.
I'm using version 7.1.1.2 Pro and the TrainWorks export, not the Wizard.
No LODs or anything, just the simple shape with one LOD-level.
Have you exported your milepost with this version and got it working?
I tried to compare my GeoPcDx with the Bath GeoPcDx and it looks to be some differences in the xml, 3D Canvas exports some tags that are not present in the other shape but I have no idea what makes the difference.

/Anders
 
Posts: 22 | Location: Charlestown, Sweden | Registered: Thu November 22 2007Reply With QuoteEdit or Delete MessageReport This Post
Junior Member
Picture of Genesis_Man
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quote:
Originally posted by KMW:
I manually altered the material name inside the exported file to have it named P_Num_0, P_Num_1 etc.

I use primarynumber_0...No change to do.
quote:
It's when using my own shape it does not work, changes primarydigits_# object depending on number of digits I use but no texture substitution.

Something could be wrong with your shape.
Could you give me the structure hierarchy of your shape?
quote:
I'm using version 7.1.1.2 Pro and the TrainWorks export, not the Wizard.
Have you exported your milepost with this version and got it working?

Originally exported with 7.1.
I re-exported the shape with the actual version 7.1.1.3 and it works.
Perhaps try with 7.1.1.3.


Robert
 
Posts: 84 | Location: St-Hyacinthe, Quebec | Registered: Sun April 22 2007Reply With QuoteEdit or Delete MessageReport This Post
KMW
Newcomer
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You're confusing texture name and material name.
There is no property in 3D Canvas to name the material.
The placeholder texture used is named primarynumber_0 ... no changing there.
There definitely is something wrong with the shape as I have confirmed it by using one of the mileposts Kuju made to check that my blueprint and my textureset is okay. Only thing left that can cause the problem is the shape.
I will download 7.1.1.3 and try with that one to see if there is any problem but that will not be until next week.
The shape structure looks to be correct, I have:

milepost
|
+ primarydigits_1
|
+ primarydigits_2
|
+ primarydigits_3
|
+ primarydigits_4

The correct subobject is visible depending on the number of digits entered in the milepost properties. It's just that darn texture that won't change.

/Anders
 
Posts: 22 | Location: Charlestown, Sweden | Registered: Thu November 22 2007Reply With QuoteEdit or Delete MessageReport This Post
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Picture of Amabilis Support
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I havn't looked at this specifically, but have looked at train numbering. I didn't see anything to indicate that named materials were required. But, perhaps I missed something?
 
Posts: 1412 | Registered: Thu November 06 2003Reply With QuoteEdit or Delete MessageReport This Post
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Richard,

I still think there is a problem with train numbering, to be honest (or maybe I just can't understand it!!). I think you need to map at a number of different submaterials to the primarydigits object and haven't been able to do that in canvas.

I have got it working via a backdoor method and I'm going to send you a model over to have a look at, if you don't mind.

Cheers,
Kevin
 
Posts: 184 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
Newcomer
Posted Hide Post
quote:
Originally posted by Genesis_Man:
quote:
Originally posted by KMW:
I manually altered the material name inside the exported file to have it named P_Num_0, P_Num_1 etc.

I use primarynumber_0...No change to do.
quote:
It's when using my own shape it does not work, changes primarydigits_# object depending on number of digits I use but no texture substitution.

Something could be wrong with your shape.
Could you give me the structure hierarchy of your shape?
quote:
I'm using version 7.1.1.2 Pro and the TrainWorks export, not the Wizard.
Have you exported your milepost with this version and got it working?

Originally exported with 7.1.
I re-exported the shape with the actual version 7.1.1.3 and it works.
Perhaps try with 7.1.1.3.


I too have been having problems with mileposts and getting the correct numbers to appear on the post.
Having set up the quads with the names and textures as described in the RS documents I am also having problems with "P_Num_0" etc. (unlike "Genesis_Man" I am not convinced yet, they are not significant). Having spent the weekend experimenting with different textures/materials/shaders, I got no where.
Like "KMW" I have put my texture set onto the RS Bath mile post without significant problem, but trying to get them to work on my milepost is another matter!
I have also tried using the RS texture "Primarynumber_0.TgPcDx" etc. on my model, still no change (other than their "mask numbers" appearing).
Looking at the way the RS Bath milepost is set up compared with mine. In the .GeoPcDx file the RS texture has a second texture of "P_Num_0" etc. where as mine has "Material3" or similar. Interestingly there are no texture files in RS with the file name "P_Num_0" or similar. I would suspect that this is the "link" between the RS program and the model. However how do we get this into 3DC?
Like "KMW" I did try a manual edit of the file by substituting "P_Num_0" for "material3" etc, but without success. Although I am not convinced that this is the only changes that would be necessary.
I have tried this in both 3DC versions 7.1.1.3 and laterly in 7.1.2
Perhaps "Genesis_Man" could give much more detail on how he acheived his working milepost.

Mark Brinton
 
Posts: 5 | Location: Isle of Wight | Registered: Sun February 03 2008Reply With QuoteEdit or Delete MessageReport This Post
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