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Structure for exporting the light signals as well as knowing the category to assign in the blueprint.xml


Question

 

Hello good evening I need you to tell me the complete structure of the folders to create before exporting the light signals, I suppose it was after the folder with the name of the 3d object for the light signals: Addon / RailNetwork / Signals, tell me if it is correct

19 answers to this question

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As example

Sjef/railnetwork/signals

Sief/railnetwork/signals/type1

Sief/railnetwork/signals/type2

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Ok,Now I have problems to export in the Blueprint editor 2,The light signal has all the textures correct put, what do I?

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What problem.?

At first. What blueprint do you use?

Second, do you have the naming of the Lights  right.

1_1000_red

1_1000_green

1_1000_yellow

needed to turn on or turn of the lights in LUA script.

with no LUA, all lights are always on.

 

 

 

Edited by Sjef61
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blueprint can't find the DDS file.

 

still do not understand why you do not use the names in English

Always use English names or avoid  strange characters

Example;
Red_light.DDS
Metal_pole_DDS
etc.
Strange characters always cause problems.

Edited by Sjef61
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Point is to avoid characters like these.

Sometimes the blueprint editor has problems with it.

 

afbeelding.png

 

Do not make the file names to long.

Like this

afbeelding.png

 

Edited by Sjef61
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Short IGS  and DDS file names

Avoid strange characters.

Short folder names

See above.

 

Edited by Sjef61
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It's up to you how you want to do it.
But with these too long names and strange characters you keep having these problem

Be creative...........?

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The only problem is a texture that it does not find and does not exist, it is strange I correctly added all the ones I did with the correct export configuration to the .dds format and the problem continues

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I've been making objects for years and don't have these problems  if i follow  the rules i gave you above.
I don't have this problem with blender either. I tested it.

I can't force you to follow these rules...

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What shaders are you using then?

 

Looks like there is a problem with exporting to IGS then.

For TrainGlass fx you need 2 textures!! (Glass)

For TrainlightMapwithDifuse  fx you need 2 textures!! (Metal shining)

For AttTex fx you need one texture  (light)

 

Same in 3DS max

 

 

Example dwarf signal i made

 

Metal case

afbeelding.png

 

 

 

 

Lights off and naming for script

afbeelding.png

 

Lights  on and naming for script

afbeelding.png

 

 

afbeelding.png

Edited by Sjef61
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Export the object to IGS format don,t give an error,but an one texture put .ace format,the shader that I use is TextDiff

Edited by Ter160
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Well, problem solved with the textures, the fault was the accent and not the long names of the files of the light signals that I'm modeling, now we need to delete the meshes and put them back, thanks to a backup copy

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