Help with road section and blender

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Help with road section and blender

Unread postby dogrokket » Sat Jan 18, 2014 1:50 am

I'm trying to create a road section with blender. I managed to export the file to .igs (using Dom's exporter) and create a road section blueprint in the editor. When I drop it into the game, it acts like a road, but doesn't appear. Here is what it looks like in blender:
blend.jpg


I added a plane (4x8 meters), textured it, added a shader. I followed the instructions in this post: http://railworksamerica.com/forum/viewtopic.php?f=17&t=10207, and the xml file exported just fine. Howeverrrrrrrrrrr... here's the result in the game:
tscreen.jpg


I pieced together what I could with tutorials and blender and the creating a loft pdf from the dev docs. Close but no cigar. Any help would be appreciated!
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Re: Help with road section and blender

Unread postby dogrokket » Sat Jan 18, 2014 2:15 am

It WILL place as a regular scenery object.

tsscr.jpg
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Re: Help with road section and blender

Unread postby Bananarama » Sat Jan 18, 2014 4:52 am

The 0-0-0 world axis should be at the beginning of the loft, not centered as in your Blender scene.
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Re: Help with road section and blender

Unread postby dogrokket » Sat Jan 18, 2014 10:23 am

Hack wrote:The 0-0-0 world axis should be at the beginning of the loft, not centered as in your Blender scene.

That did the trick Hack! Here's what I changed in Blender:
blndr.jpg


And here's what it looks like in the game:
TSscr.jpg


Just a further tweaking question: The road appears 'bumpy' where the sections join up. What might I do to fix this?

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Bill
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Re: Help with road section and blender

Unread postby jpetersjr » Sat Jan 18, 2014 11:03 pm

I think what's causing it to appear bumpy could be a problem in the texture, this will happen if the texture doesn't match up with the first end perfectly, as if if one end is slightly parallel from the other. I've had the same thing happen with textures for buildings before, I haven't figured out a way to fix that problem yet, but perhaps Hack might have an idea.



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Re: Help with road section and blender

Unread postby Chacal » Sun Jan 19, 2014 1:57 am

I'd look at tiling utilities or tiling tutorials.
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Re: Help with road section and blender

Unread postby Bananarama » Sun Jan 19, 2014 2:36 pm

Glad to see you've got the shape in game. :D

As for the bumpiness, ensure that the UV mapping points follow the extreme edges of the road texture. That, and check that the model's vertices are the same from the ends.
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Re: Help with road section and blender

Unread postby dogrokket » Mon Jan 20, 2014 3:43 pm

Hack wrote:Glad to see you've got the shape in game. :D

As for the bumpiness, ensure that the UV mapping points follow the extreme edges of the road texture. That, and check that the model's vertices are the same from the ends.


Sigh... Not having much luck here. Even if I resize the mapping, as shown below, I still get these little annoying gaps between the road sections.
Untitled.jpg

The second, and perhaps bigger problem, is that the road appears in the game too small. Like a mini road. I've tried resizing the plane and it doesn't seem to make any change in the game. !**conf**! !*hp*! Is there something that I have to change in the blueprint editor?

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Re: Help with road section and blender

Unread postby Bananarama » Mon Jan 20, 2014 3:59 pm

Similar problems happen when using the "snap to terrain" feature in-game. Is it checked or unchecked?

As for size, check yours against the C2 road shape from my ScaleRoad package - the lanes are based on DOT standards.
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Re: Help with road section and blender

Unread postby dogrokket » Mon Jan 20, 2014 4:33 pm

Hack wrote:Similar problems happen when using the "snap to terrain" feature in-game. Is it checked or unchecked?

As for size, check yours against the C2 road shape from my ScaleRoad package - the lanes are based on DOT standards.

Hack,
The problem is not what width to make the road, the problem is exporting it out of blender into the game. I change the width from 10 to 20 meters in blender and it keeps showing up the same in the route editor after I export the .igs and and .xml file.
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Re: Help with road section and blender

Unread postby Bananarama » Mon Jan 20, 2014 5:15 pm

dogrokket wrote:
Hack wrote:Similar problems happen when using the "snap to terrain" feature in-game. Is it checked or unchecked?

As for size, check yours against the C2 road shape from my ScaleRoad package - the lanes are based on DOT standards.

Hack,
The problem is not what width to make the road, the problem is exporting it out of blender into the game. I change the width from 10 to 20 meters in blender and it keeps showing up the same in the route editor after I export the .igs and and .xml file.

Be sure to completely exit and restart the game from scratch, as road, loft and track items don't properly refresh upon re-entering the route (even if you manually delete the cache beforehand).
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Re: Help with road section and blender

Unread postby dogrokket » Mon Jan 20, 2014 6:14 pm

Hack wrote:
Hack wrote:Similar problems happen when using the "snap to terrain" feature in-game. Is it checked or unchecked?

As for size, check yours against the C2 road shape from my ScaleRoad package - the lanes are based on DOT standards.

Hack,
The problem is not what width to make the road, the problem is exporting it out of blender into the game. I change the width from 10 to 20 meters in blender and it keeps showing up the same in the route editor after I export the .igs and and .xml file.

Be sure to completely exit and restart the game from scratch, as road, loft and track items don't properly refresh upon re-entering the route (even if you manually delete the cache beforehand).[/quote]
I've been exiting each time Hack,
I have been making little adjustments in blender, then exporting with Dom's exporter, pasting the new .igs file into my procedural folder, doing a forced export with the xml file, then trying it in the game. Very frustrating, but I have a feeling its a blender thing. It doesn't seem to honor my UV mapping tweaks. Also, I'm using it as a 'road section' in the blueprint maker. I'm surprised that it won't let me change the width of the road section...?
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Re: Help with road section and blender

Unread postby Bananarama » Mon Jan 20, 2014 10:44 pm

The cross section width (and height) parameter in the blueprint is not designed to change the physical properties of the shape. I believe it's used for collision purposes.

You're exporting in an unusual way though - why not simply export the shape to your source procedural folder from the start?
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Re: Help with road section and blender

Unread postby Chacal » Tue Jan 21, 2014 1:08 am

dogrokket wrote:The problem is not what width to make the road, the problem is exporting it out of blender into the game. I change the width from 10 to 20 meters in blender and it keeps showing up the same in the route editor after I export the .igs and and .xml file.


Before exporting from Blender, use the "Apply Scale and Rotation" command (Ctrl+A ).
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Re: Help with road section and blender

Unread postby dogrokket » Tue Jan 21, 2014 8:13 am

Chacal wrote:
dogrokket wrote:The problem is not what width to make the road, the problem is exporting it out of blender into the game. I change the width from 10 to 20 meters in blender and it keeps showing up the same in the route editor after I export the .igs and and .xml file.


Before exporting from Blender, use the "Apply Scale and Rotation" command (Ctrl+A ).

YES!!! That did IT! Thank you my friend.... Now I can make that road as wide as a football field if I want!
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