viewfacing Railworks Question

Hi,

i wat to make shiny lamps. Kuju used AddATex and set viewfacing on. Is this possible in 3dc ?? Read something about RailSimX and then viewfacing=1 but it does not work in 3dc 9.3 pro. Hope youhave an solution for me !

the theory is, in the RailsimX field you just put

viewfacing=1

no spaces and everything in lowercase

if you use multiple parameters, separate them with ;

e.g.

viewfacing=1;backfacecull=0;specularpower=3

parameters for texture renderstages are prefixed with r0, r1, r2 etc

e.g.
r0miplodbias=-2

Paul,

First thanx for you answer to my question. I tried you method out but it don’t work. When i export the object to railworks in the exporter of railworks it self i get the next error:

[6] ConvertToGeo.exe: ERROR: Malformed VFP at 0.000100 0.000100 0.000000, material (null)
FILE: ..\Legacy\Geometry\vfp.cpp
LINE:373

if i remove the line in RailsimX viewfacing = 1 and export again the exporter off Railworks is working fine and showing me my object. So the lines tries to work and the exporter off Railworks sees something but sees the wrong thing i think. Maybe you know what is wrong Paul ??

Sorry – I’ve not used railworks for 4 or 5 years years now.

That question would need to be answered by the developers of Railworks.

Paul again thanx for youre helping me out.

But i am a little bit further. AddATex and viewfacing is now working by me. Yes finally. It only works on an single sided face and then viewfacing=1 is then working fine !

But i have an other question to you all. In 3DSMax you can set 2 textures on the same face and let the second texture appear if you are away lets say 2,0 meters from youre face. Can this also be done in 3DC 9.3 pro ???

I’d need to see how that’s done in 3DSmax but in theory it should be possible to do everything 3DSmax can do with parameters in the RailsimX field, including animating textures.

Ok Paul this is interesting. But how can i let you see what i mean. I have the .max file and an .igs file where it is be done ? but when you load the igs in 3dCrafter then the second texture is not converted Can i send it to you by email and what do you want too recieve ? Igs or max ? Hope you can help me out.

I have a program that analyses IGS files so e-mail it over and I’ll see if I can work out what flags are needed.

Max files are not readable without 3DSmax.

Paul i send you an email with the igs. Hope you can sort out what is the trick and how do it in 3dc.

Hi Conner,

There is nothing odd about the IGS file you sent.
It only ever uses the second material listed and only has one render stage and one texture.
The material is AddATex, viewfacing is 1. r0filtermode is 5 – not sure what that does

C:\TMP\test lampje.IGS
4647494B       151 
SHAPE         
inst: 1       geom: 1       mtrl: 2       bone: 0       genr: 0       spli: 0       lght: 0 
 2             5352 
Texture name table           2             8280          0            Num: 2        Len: 23 
Mod_hd_4_green              Offset  216 
AddATex
              Amb RGBA       1             1             1             1 
              Diff RGBA      1             1             1             1 
              Emiss RGBA     0             0             0             1 
              Spec RGBA      1             1             1             1            Power  0 
                            AddAlphaStren  128 
                            AlphaTestMode  0 
                            BackfaceCull   0 
                            TwoSided       0 
                            Force32Bit     0 
                            NeverOcclude   0 
                            SortPriority   0 
                            ViewFacing     0 
                            VisMod         0 
                            ZBias          0 
                            ZBufferMode    3 
                            SpecPower      0 
                            Num Stages     1 
                                          Tex: 648199616              UVInd: 0 
                                          UVop: 0       MipBias: 0 
                                          fps: 20       FiltMode: 3 
                                          0: 0          1: 0 
glow gree     Offset  2004 
AddATex
              Amb RGBA       1             1             1             1 
              Diff RGBA      1             1             1             1 
              Emiss RGBA     0             0             0             1 
              Spec RGBA      1             1             1             1            Power  0 
                            AddAlphaStren  128 
                            AlphaTestMode  0 
                            BackfaceCull   1 
                            TwoSided       0 
                            Force32Bit     0 
                            NeverOcclude   0 
                            SortPriority   0 
                            ViewFacing     1 
                            VisMod         0 
                            ZBias          0 
                            ZBufferMode    3 
                            SpecPower      0 
                            Num Stages     1 
                                          Tex: 648191872              UVInd: 0 
                                          UVop: 0       MipBias: 0 
                                          fps: 20       FiltMode: 5 
                                          0: 0          1: 0 
1_1000_Mod_hd2_Red           0 
 0            Children  0   Lods  1 
               1             0             0 
               0             1             0 
               0             0             1 
              -0.002         0.141        -0.24 
               100 m         4936 
Geometry
               4             2             0 
              B-Box         -0.6103104 ,-0.5944836 ,-7.066783E-02 - 0.6171097 , 0.5986063 ,-7.066759E-02 
Point         Material      x             y             z
 0             2004         -0.6103104    -0.5944836    -7.066783E-02 
 1             2004          0.6171097    -0.5944836    -7.066783E-02 
 2             2004          0.6171097     0.5986063    -7.066759E-02 
 3             2004         -0.6103104     0.5986063    -7.066759E-02 

regards,
Paul

I suspect it’s either an LUA script or blueprints causing the effect you’re seeing by swapping the objects instead of the texture.

Hi Conner,

Everything you sent me seems to be exactly how 3DC exports the model – you don’t have control over the light map parameters but those are the defaults used by 3DC.

The only slight difference is the filter mode of 5 – I don’t know what the values actually mean.

the way to set that in 3DC is in RailSimX r0filtermode=5

(r0 is renderstage 0)

I don’t have railworks to try it out so I’m afraid that’s about my limit for knowledge.

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