Simple plane error into TSRE

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  • vline45
    Member
    • May 2010
    • 65
    • Sydney, Australia

    #1

    Simple plane error into TSRE

    Hi there, I'm trying my hand at a route just slowly learning and I've made a simple one-face plane in Blender, measuring about 680m x 65m, added a texture to recreate a concrete yard surface. When I try adding it in route with TSRE, nothing shows except two extremely long blue lines, as shown:

    cncrt_yd_err.jpg

    And this is the plane in Blender:

    cncrt_yd_err2.jpg

    Have I missed a step or something? Thanks.
    Attached Files
  • eric
    9500 Post Veteran and Administrator



    • Dec 2002
    • 9583
    • NS MP245.4 CNO&TP South District
    • English, SQL
    • General

    #2
    Is the MSTS Material set? That's a different dialog pane.
    If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, or items available in our library, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

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    • vline45
      Member
      • May 2010
      • 65
      • Sydney, Australia

      #3
      Yep, I think so, it's just adding the texture path into this small box on the right isn't it? After I point to the location and add the texture into 'BaseColorFilepath', the whole model (simple plane in this case) goes black though, is this normal? It seems to export without error to an .S file.

      I just tried quickly adding a smaller plane (1m x 1m) and adding some colour and the same thing happened, it opens, but couldn't see it with the TSRE shape viewer, which is odd, as I exported a locomotive WIP not long ago and have it running in OR. So I must be missing a step?

      Happy to share the plane blend file if that may help tell me what I'm doing wrong. Thanks

      cncrt_yd1.jpg
      Attached Files

      Comment

      • eric
        9500 Post Veteran and Administrator



        • Dec 2002
        • 9583
        • NS MP245.4 CNO&TP South District
        • English, SQL
        • General

        #4
        Aside from the path for the texture, that all looks right.

        What does the raw .S file look like? Just open it in Notepad and copy & paste it in a reply -- it shouldn't be that big but .S files can't be attached.
        If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, or items available in our library, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

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        • vline45
          Member
          • May 2010
          • 65
          • Sydney, Australia

          #5
          Sorry, the reply box wasn't holding the formatting so I took a screen shot:

          cncrt_s_file.jpg

          Comment

          • eric
            9500 Post Veteran and Administrator



            • Dec 2002
            • 9583
            • NS MP245.4 CNO&TP South District
            • English, SQL
            • General

            #6
            Your images section is blank, which I'm guessing means you didn't create a UV Map for it.

            Select your face, go to UV Editing, open your texture image in the left hand pane, and then on right hand UV menu (or possibly the right mouse menu), unwrap your face to the texture (from memory... there might be a few more steps needed...)
            If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, or items available in our library, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

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            • vline45
              Member
              • May 2010
              • 65
              • Sydney, Australia

              #7
              Ok,so had a look, I had created a UV Map, I think i can see what is going wrong but not sure why.

              This is the shader with everything plugged in:

              shader_pre1.jpg
              And as soon as I click the BaseColorFilepath box for the MSTS Materials and select the texture in a directory, it disconnects everything as shown in this pic:

              shader_post1.jpg

              So now I know why it's going black and exporting without a texture, it gets disconnected when adding the dds into BaseColorFilepath, but why is it disconnecting?

              Thanks.

              Comment

              • superheatedsteam
                Senior Member


                • Jun 2004
                • 764
                • Perth, WA, Australia.

                #8
                I cant read the text for the shader in your screen shots, but I would suggest un-checking the 'Update Shader' check box under the BaseColorFilePath and re-open the texture file and see if that makes a difference. That may be dropping the noodles for the nodes in the shader window.
                ​

                Comment

                • eric
                  9500 Post Veteran and Administrator



                  • Dec 2002
                  • 9583
                  • NS MP245.4 CNO&TP South District
                  • English, SQL
                  • General

                  #9
                  Yeah, not sure. I've always used a BMP or TGA for the UV map.
                  If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, or items available in our library, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

                  Comment

                  • superheatedsteam
                    Senior Member


                    • Jun 2004
                    • 764
                    • Perth, WA, Australia.

                    #10
                    Also in Blender, use the Window>Toggle System Console menu options to open the console window. You can see the operations that are being performed in Blender but more importantly you can view the progress of the .S exporter that may log potential issues.
                    ​

                    Comment

                    • vline45
                      Member
                      • May 2010
                      • 65
                      • Sydney, Australia

                      #11
                      Ok, so after checking everything over, it is now successful. But, of course, it was a simple hierarchy error, the main shape was outside the MAIN_2000 collection, and I saw this because of the Blender console output distance error, so thanks for that. Appreciate the pointers even if it helps anybody else out, thanks.

                      Comment

                      • pwillard
                        3000 Post Veteran



                        • Nov 1999
                        • 3070
                        • Cumming Ga
                        • ORTS

                        #12
                        So, here is a workflow hint.

                        1. Work with convenient image formats within Blender, like PNG, TGA, or BMP.
                        2. Build the model with the hierarchy expected by the ORTS Exporter.
                        3. UV Map and texture the model, ensuring the MSTS texture section shows a valid image reference. (That's the one that counts)
                        4. Export the model.
                        5. Convert the PNG file to ACE or DDS as desired.

                        I have a little script here that will set up your collections panel with the Exporter's preferred layout.


                        Code:
                        import bpy
                        # Function to create a new collection if it doesn't exist
                        def create_collection(name, parent_collection=None):
                            if name not in bpy.data.collections:
                                new_collection = bpy.data.collections.new(name)
                                if parent_collection:
                                    parent_collection.children.link(new_collection)
                                else:
                                    bpy.context.scene.collection.children.link(new_collection)
                                return new_collection
                            else:
                                return bpy.data.collections[name]
                        # Create the main collection "MAIN"
                        main_collection = create_collection("MAIN")
                        # Create the sub-collection "MAIN_700" under "MAIN"
                        sub_collection = create_collection("MAIN_700", parent_collection=main_collection)
                        print(f"Created collections: {main_collection.name}, {sub_collection.name}")
                        sub_collection = create_collection("MAIN_2000", parent_collection=main_collection)
                        print(f"Created collections: {main_collection.name}, {sub_collection.name}")​
                        http://www.railsimstuff.com
                        Just Blender now, 3DCrafter only when I have to.
                        Formerly The Keystone Works (All Permissions Granted)
                        Things I work on: https://github.com/pwillard

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