RvA944 wrote:You have to add a new item to your procedural folder to ma a blueprint for your new loft item.....
01) right click on the "Procedural" folder in your source folder
02) from the popup select "Blue Print"
03) from the blue print temples select "Loft section blueprint"
04) rename the default to the name of your loft
05) under "DisplayName/English" add your item name
06) right click your igs file, "Copy As" then click on "Provider / Product relative path"
07) paste this into: "Render/CrosssectionID"
08) paste this into: "Render/MiddleGeometryBPID/BlueprintSetID/BlueprintID"
09) select a "Category"
10) save & export
Hope this helps,
Roger
jpetersjr wrote:RvA944 wrote:You have to add a new item to your procedural folder to ma a blueprint for your new loft item.....
01) right click on the "Procedural" folder in your source folder
02) from the popup select "Blue Print"
03) from the blue print temples select "Loft section blueprint"
04) rename the default to the name of your loft
05) under "DisplayName/English" add your item name
06) right click your igs file, "Copy As" then click on "Provider / Product relative path"
07) paste this into: "Render/CrosssectionID"
08) paste this into: "Render/MiddleGeometryBPID/BlueprintSetID/BlueprintID"
09) select a "Category"
10) save & export
Hope this helps,
Roger
Did this and it doesn't work anymore, all I get is this. Blue Print doesn't show up like it should.
Also, another possible way, when you right click on the igs itself and select ProceduralSceneryLoft blueprint ID, where do you find the loft at after you export it. I've did this and I can't locate it in the sim menu to try to test it to see if it works???
mrennie wrote:You probably haven't put in the Provided and Product names - they go in the Render component > Primary named texture set > Blueprint set ID section. For example, I put Smokebox in Provider, and whatever the name of my model is in Product.
Hack wrote:mrennie wrote:You probably haven't put in the Provided and Product names - they go in the Render component > Primary named texture set > Blueprint set ID section. For example, I put Smokebox in Provider, and whatever the name of my model is in Product.
Unless I'm missing something, he can't do that if he's unable to create the initial blueprint. Does the shape have to exist in the folder for BE2 to work?
Also, another possible way, when you right click on the igs itself and select ProceduralSceneryLoft blueprint ID, where do you find the loft at after you export it. I've did this and I can't locate it in the sim menu to try to test it to see if it works???
jpetersjr wrote:Wasn't able to create a blueprint because of the way the new blueprint editor is set up, it works fine for standard scenery, but I can't figure out how to create the correct style blueprints for more advanced items to get them to work correctly.![]()
The old way doesn't seem to work any longer because of the way the editor works now. I click on the folder itself to create the correct blueprint and the blueprint option isn't available,
jpetersjr wrote: and it doesn't seem to work though igs itself since the render components that need to be filled out aren't available in the scenery blueprint.
jpetersjr wrote:
I then tried to do it though scenery blueprint and filled it out the best I could and then selected eProceduralSceneryLoft, and it exported fine, but I can't find it in the game though to see if it was successful or not after selecting that and exporting.
I have to admit that I'm very familiar with exporting standard scenery into the sim, but I'm completely confused over lofted items though.
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