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KMW
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Posted
Been of for some time but now going to try again.
Anyone got the numbering system of KRS working?
That is for speed signs, mileposts, wagons and engines using a named texture set and textured quads in your model.

/Anders
 
Posts: 22 | Location: Charlestown, Sweden | Registered: Thu November 22 2007Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by KMW:
Been of for some time but now going to try again.
Anyone got the numbering system of KRS working?
That is for speed signs, mileposts, wagons and engines using a named texture set and textured quads in your model.

/Anders


Anders,
I too have been hoping that someone would come up with the answer. I have several projects stalled as I can't work out how to deal with getting texture sets onto my models. Own texture sets onto KRS models - no problem, but getting any texture sets onto one of my models not a hope!
I suspect that there is some "magic" secondary texture or similar which we need to apply to get it to work. This also seems to affect clour light signals with node switching to display the signal aspects.

Regards
Mark Brinton
 
Posts: 5 | Location: Isle of Wight | Registered: Sun February 03 2008Reply With QuoteEdit or Delete MessageReport This Post
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I'll make it number three looking for the answers to this one... I will gladly share anything I find

Sly
 
Posts: 44 | Registered: Mon December 24 2007Reply With QuoteEdit or Delete MessageReport This Post
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As far as I can see, it is not possible to create the necessary object in canvas to do auto numbering. I've tried many times and failed. Having said that there is a way of doing auto loco numbering by cheating a little. This method is for freeware use only.

You need to create 5 small textures, 64x64 will be ok, and they can be a plain colour.

These need to be called :- primarynumber_1 to primarynumber_5 and are placed in your loco texture folder. these need to be converted to .ace files. You will also need a set of numbers from 0-9 called number_0.ace to number_9.ace . Details on these are in the loco creation docs.

Then you have to import the example steam engine.igs file from the developer folder\addon folder. This model contains a part called :-

1_128_primarydigits_5.

Copy this to your object library. Then load up your model and drag the primarydigit part from the library into your scene. Position and resize the object as necessary and rename the folder of the part to either 1_128_primarydigit_5, or just primarydigit_5 if you are letting canvas make the LOD automatically.

Export the model and providing you have set the blueprints up correctly for numbering, you should then have auto numbering working. The first loco you place in the scene will have a grey texture instead of numbers. As soon as you run the scenario the numbers will appear.

I've checked with RSDL and they are happy for us to use this method (I would say freeware only, though).

I've already informed Richard about the cheat and he said he would look into it.

Not sure if this method would work for speed limits etc.

Cheers,
Kevin
 
Posts: 184 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Kev

Thanks a lot for that... just what I needed to know

Many Thanks

Sly
 
Posts: 44 | Registered: Mon December 24 2007Reply With QuoteEdit or Delete MessageReport This Post
KMW
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Good thinking Kevin, gives us something to look at for the solution.
Thanks!

/Anders
 
Posts: 22 | Location: Charlestown, Sweden | Registered: Thu November 22 2007Reply With QuoteEdit or Delete MessageReport This Post
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Thanks a lot, Kevin.

lg cri
 
Posts: 4 | Registered: Fri December 21 2007Reply With QuoteEdit or Delete MessageReport This Post
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Kev

Once youve imported the primarydigit_5 into your model and resized it... Do you have to remap anything or just leave it?

Sly
 
Posts: 44 | Registered: Mon December 24 2007Reply With QuoteEdit or Delete MessageReport This Post
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No, just leave it as it is, it should work ok.

Kevin
 
Posts: 184 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Thanks mate.. great help again

Sly
 
Posts: 44 | Registered: Mon December 24 2007Reply With QuoteEdit or Delete MessageReport This Post
KMW
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Frown does not work for me.
I get a warning about a part being untextured and then in the asset editor it will not build because it can't find the "textures\.ace" Confused
I'm pretty sure the problem is with my import of the igs-file into 3D Canvas. I deselt the replace textures with defaults option thinking it should retain the texture names in the igs-file but it looks like it just removes the texture names instead?

/Anders
 
Posts: 22 | Location: Charlestown, Sweden | Registered: Thu November 22 2007Reply With QuoteEdit or Delete MessageReport This Post
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What .ace files are missing?
As long as you don't alter the properties of the primary digits object and use it as it is, it should work. I've used it a few locos and wagons, myself.

Cheers,
Kevin
 
Posts: 184 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
KMW
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Well, that is the problem. The name of the texture is "textures\.ace", that is it has no name!
Fits with 3D Canvas warning that object is untextured.
Have not altered any property of the primary digits object.
I strongly suspect the import is wrong.
Can you describe step by step how you made the import and turned the primary digits object into a library object?

On the import of igs-file I deselct all options but 'Center', the models shows as completely white even the primarydigits object even though I have both primarynumber_0.ace to primarynumber_5.ace and primarynumber_0.png to primarynumber_5.png in the textures folder and the png-files also in the same folder as the igs-file.

I notice that you state primarynumber_1 to primarynumber_5 is needed.
This is different from the documentation of mileposts that state the first quad should be textured with primarynumber_0. Wonder if this could be the problem of the milepost, documentation error?

/Anders
 
Posts: 22 | Location: Charlestown, Sweden | Registered: Thu November 22 2007Reply With QuoteEdit or Delete MessageReport This Post
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Not sure what to say, really, as I can only state the method I used to get it working.

To import the part, I just selected the import .igs option in the trainworks menu. When the import option screen appears I just pressed ok, I didn't alter any of the default options. Then right clicked on the 1_0256_primarydigits_5 and used the add to object library option.
Then reloaded my own loco, dragged the part from the library into my scene, positioned it on the loco, renamed it from group to primarydigits_5 and added it to the heirarchy.

I said that I had primarynumbers 1 to 5 as that is what the docs say. Try having a primarynumber_0 texture as well, as the exporter will only export the textures you need.

I have no idea if this would be any use for mileposts. I think they may be done in a different way.

Cheers,
Kevin
 
Posts: 184 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
KMW
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Darn, felt reel close on this one. Frown
Still no go, unzipped the source for the example steam engine, selected trainworks import of igs-file and just pressed okay without changing any option. Selected the 1_0256_primarydigits_5 and added it to library. Opened my project and added it from the library. Using the Plug-in 'Information/Show untextured' tells me there are 30 untextured polygons in the newly added object. Looks like we get different results from the import and add to library?
Already after the import if I select the 1_0256_primarydigits_5 object and run the Plug-in I get 30 untextured faces.

By the way I'm running 3D Canvas 7.1.2.0

You wouldn't care to share your .clo file with the primarydigits object?
I can be reached at kmw (at) nklj.se

ps yes I did try having a primarynumber_0 texture as well without luck.

/Anders
 
Posts: 22 | Location: Charlestown, Sweden | Registered: Thu November 22 2007Reply With QuoteEdit or Delete MessageReport This Post
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Have you actually tried exporting a model with the primarydigit_5 part, though?

I also get the 30 untextured polygons result, if I use the material\info option. Try ignoring that and exporting the model and see what happen.

If that doesn't work I can send you a copy but I'm sure it will be exactly the same as the one you have.

Kevin
 
Posts: 184 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
KMW
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Sure did, many times with small variations to try and find out if I could get it to work.
Always the same, 3D Canvas does the export but complains about untextured polygons.
Next the Asset Editor complains it can't find the 'textures/.ace' when it is time to make the .geopcdx-file. Validation and preview fails for the same reason.
I can feel it is something small missing but I can't find out what!
Would appreciate a copy, if nothing else to confirm I did the correct import.

/Anders
 
Posts: 22 | Location: Charlestown, Sweden | Registered: Thu November 22 2007Reply With QuoteEdit or Delete MessageReport This Post
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I've sent a copy via email.

Kevin
 
Posts: 184 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
KMW
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Many thanks for the file, unfortunately still no chocolate!
Exactly the same result as when I did it myself and the library object looks exactly the same.
At least it was not me unable to read instructions.
I'm putting this to rest again for a while and then I'll have a new go at the .geopcdx files to see if I can tweak those to get what I wan't.
In the mean time I'll get started on some other projects that do not nead automatic numbering.
Thanks anyway Kevin, much appreciate that you tried to help.

/Anders
 
Posts: 22 | Location: Charlestown, Sweden | Registered: Thu November 22 2007Reply With QuoteEdit or Delete MessageReport This Post
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I should be able to get to this in about two weeks. I'm in the midst of a big change in 3D Canvas and unfortunately I can't, in this case, do two things at once.
 
Posts: 1412 | Registered: Thu November 06 2003Reply With QuoteEdit or Delete MessageReport This Post
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