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Hi All,

3D Canvas 7.0.4.1 is now available for download: Download 3D Canvas 7.0.4.1

This release includes a fix to some significant texuring problems. I would recommend everyone install this release.


What's New in 3D Canvas 7.0.4.1
-------------------------------

o) Improved TrainSim Modeler Import (3D Canvas Pro Feature)

3D Canvas now imports texture information from TainSim Modeler files.


What's Fixed in 7.0.4.1
-----------------------

o) Failure to Resume After Lock/Sleep etc.

3D Canvas now properly resumes after Lock/Sleep etc. This was primarily a problem with NVIDIA hardware, but occured with others as well.

o) Textures Disappearing

Corrects a problem where textures disappeared after duplicating or texture sampling.


What's Improved in 7.0.4.1
--------------------------

o) Rail Simulator Export

The export now supports models created in feet/inches and centimeters.

Texture references are now to the sub-folder "Textures" as is the convention with Rail Simulator. So, you will need to move your exported ACE textures to a sub-folder below your model called "Textures"

o) Texture Memory Usage

The amount of memory used by textures has been reduced.

Richard
 
Posts: 1412 | Registered: Thu November 06 2003Reply With QuoteEdit or Delete MessageReport This Post
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I should mention some more about the TrainSim Modeler import.

I had very few samples to work with that included texture files. The samples I checked worked. I'm not 100% certain that I have it right.

The texture coordinates were stored in the file, but they had a value range of 0-63 (sometimes 0-64). It was a bit strange, since they are usually a floating point number. There were other numbers surrounding the coordinates, that may be used to make the coordinates more accurate, but honestly, I don't know for certain.

Hopefully I've got it right. If I haven't, and you have an example, send it to support@amabilis.com.
 
Posts: 1412 | Registered: Thu November 06 2003Reply With QuoteEdit or Delete MessageReport This Post
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Just downloading.
Thanks for the feet and inches fix Smile

Not tried this version yet, but, think there may be a problem with Rail simulator animation. I've converted 2 steam engines, so far, and in both the wheel rotation halts for a fraction of a second before (or after) each rotation. Also noticed that in both cases, the coupling rod (mainwheel link) "jiggles" a little after half a revolution of the wheels.

I'll give the new canvas a try and see if it is the same.

Cheers,
Kevin
 
Posts: 184 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Not tried this version yet, but, think there may be a problem with Rail simulator animation. I've converted 2 steam engines, so far, and in both the wheel rotation halts for a fraction of a second before (or after) each rotation.

Have you read page 30 RS doc 4.07?
"have 17(!) keyframes (0 till 16) and create a key for each frame,
everytime rotating the wheel 22.5 degrees further. Once you have made 16 keys set
the out-of-range controller to “Relative Repeat”. The 17th frame (i.e. frame 16 when
starting at frame 0) will remain empty but is required for the exporter, otherwise a
jump may appear in the in-game animation. " Wink
 
Posts: 85 | Registered: Fri November 17 2006Reply With QuoteEdit or Delete MessageReport This Post
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With the updated TSM import, I think it should be possible to move all existing train simulator related models to Rail Simulator.

I should post some instructions for moving a model from gmax. I know it is done via a DirectX export. Anyone have any more information? (I could search the 'net I suppose)
 
Posts: 1412 | Registered: Thu November 06 2003Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by Bremen:
quote:
Not tried this version yet, but, think there may be a problem with Rail simulator animation. I've converted 2 steam engines, so far, and in both the wheel rotation halts for a fraction of a second before (or after) each rotation.

Have you read page 30 RS doc 4.07?
"have 17(!) keyframes (0 till 16) and create a key for each frame,
everytime rotating the wheel 22.5 degrees further. Once you have made 16 keys set
the out-of-range controller to “Relative Repeat”. The 17th frame (i.e. frame 16 when
starting at frame 0) will remain empty but is required for the exporter, otherwise a
jump may appear in the in-game animation. " Wink


Thanks, I had read this and then completely forgotten about it!!! I suppose I was hoping that canvas would sort this out automatically. I am lazy!
As an aside, I have tried a model with 8 and 16 frame animation and both act the same.

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

I've just tried exporting a model made in feet and inches :-



It doesn't look quite right Smile

Cheers,
Kevin
 
Posts: 184 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Darn... I multiplied when I should have divided. Red Face
 
Posts: 1412 | Registered: Thu November 06 2003Reply With QuoteEdit or Delete MessageReport This Post
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I've updated the exporters. The attached file should do it.

Here's the procedure for getting using them:

1) copy the dll files to the import/export plugins folder
2) use REGSVR32 on them via a command prompt. You'll need to right-click on "Command Prompt" on the start menu (in accessories) and choose "Run as Administrator".
3) Change to the import/export plugins folder ("cd \program files\3d canvas 7\pluginsimportexport") and type "REGSVR32 filename.dll".

Zip/GZ archiveUpdated_RS_Exporters.zip (72 Kb, 65 downloads) Updated Exporters
 
Posts: 1412 | Registered: Thu November 06 2003Reply With QuoteEdit or Delete MessageReport This Post
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The key-frame issue is a bit of a nuisance since a lot of the instructions they give are "triggers" for the 3D Studio Max exporter to do a certain thing. What they actually need in the file is something different I think.

I wonder if you should actually have 17 keyframes with the 17th being the same as the 1st? I'd like to test this, but honestly I'm not certain how to. Anyone want to give me instructions? Or better yet a project with instructions? Smile I'm just so swamped that I don't have time to learn everything I need to know.
 
Posts: 1412 | Registered: Thu November 06 2003Reply With QuoteEdit or Delete MessageReport This Post
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Richard,

Thanks for the improvements added in 7.0.4.1. Here is a pic of a model I've been working on in TSM. (Sorry, but I haven't figured out how to display the image with the text). A few of the textures didn't import properly, but most did. This is a vast improvement. Keep up the good work.

Mike Adams

ImageVGN_131.jpg (32 Kb, 129 downloads) VGN ELC #131
 
Posts: 35 | Registered: Tue January 16 2007Reply With QuoteEdit or Delete MessageReport This Post
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Good to see it worked as well as it did. As I mentioned, I had very few samples to test with.

There can still be some tuning of the importer of course. I think the missing textures could be related to how the textures were applied. I noticed something similar in a model I imported. There were no texture coordinates or texture stored with a small number of faces. Perhaps there is a flag that points at a "global texture" somewhere and how to apply it. Maybe you can determine how those missing textures were applied and if there is anything "special" or "different" about how they were applied compared to the ones that did import. Perhaps we can come up with a procedure for applying textures that guarantees all textures will import if I can't figure out why they don't import.

I would guess that a number of TSM users will want to continue to use it. That's an option of course. People don't like to change modelling programs. I totally understand that. I have to say that even with an ever improving TSM importer,I think there will always be some final "tweeking" required in 3D Canvas.
 
Posts: 1412 | Registered: Thu November 06 2003Reply With QuoteEdit or Delete MessageReport This Post
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New feet and inches exporter works fine Smile

I have just tried setting the keyframes to 17 as suggested and still get the same animation problem.

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

I believe that 3DCPlugins703.zip and 3DCOperations703.zip are the same as Plugins703 and ops703 from Paul's web site.
I already got them from Paul's web site but the versions from amabilis.com are corrupted.
 
Posts: 500 | Registered: Sat September 04 2004Reply With QuoteEdit or Delete MessageReport This Post
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Hi Richard,

I exported one of my old MSTS scenery objects into Rail Simulator yesterday using v7.0.4 and it worked fine.

Today I have tried a shipping container using 7.0.4.1 and no matter where I place the textures, they are not found and although the objects are exported, they appear just as blue cubes. Unfortunately, I deleted the zip for v7.0.4 so can not revert to the one I got working.

Mike.
 
Posts: 103 | Location: Penrith, NSW, Australia | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Doesn't this link still work.
http://amabilis.com/eve/forums/a/tpc/f/5496093974/m/42410598241

Bazza


Mrs Bazza says "just keep taking the tablets dear, and everything will be OK"
 
Posts: 985 | Location: Lincolnshire, UK. | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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I have had the same problem. Exported a scenery item with 7.0.4 and it was fine, apart from being three times too big, which I knew would happen.

Installed 7.0.4.1 and re-exported and can't get the model to appear in the World Editor. I suspect the problem is texture related,as I can see the model in Preview mode in Asset editor, but without textures. I have tried the textures in a sub folder and the main folder.

Going to try again tonight when I'm not so wound up about football (soccer) - England fans will understand! Could be that I have done something wrong in the Packaging.

Richard
 
Posts: 66 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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I have just installed 7.0.4.1 but I have lost Paul Gausden's plugins. I have copied them into the right folder, but they do not appear in the menu Confused
 
Posts: 273 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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Oops, sorry, my fault, I had used the 702 plugins instead of the 703 ones

Cool
 
Posts: 273 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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If you have a hex file editor, take a look at the end of the IGS file - it should show where the textures should be without the .ace file extension.
e.g. textures\file1
 
Posts: 1063 | Location: Surrey, UK | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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