I have problem when i do the export of this track, I designed from Sketchup and follow a tuto and then I convert with 3Dcrafter, I tried too with 3dsmax the problem is the same.
For this test I used the Texdiff shader, i know it's loft, but it's to try to resolve the problems about this texture
https://postimg.cc/HVX6w3PT
https://postimg.cc/RWTG8hB8
I never had that Problem in the past, but I stopped since 4 years so I guess I lost some Conversion problems


This is the contect of the file:
- Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<cHcGeometry xmlns:d="http://www.kuju.com/TnT/2003/Delta" d:version="1.0" d:id="39373928">
<LODController>
<cHcGeometryLODController d:id="114980640">
<LOD>
<e d:type="sFloat32" d:alt_encoding="0000000000005940" d:precision="string">100</e>
<e d:type="sFloat32" d:alt_encoding="0000000000007940" d:precision="string">400</e>
<e d:type="sFloat32" d:alt_encoding="0000000000408F40" d:precision="string">1000</e>
</LOD>
</cHcGeometryLODController>
</LODController>
<Material>
<cHcExplicitStateMaterial d:id="39457480">
<ShaderName d:type="cDeltaString">Lit3DirSingle</ShaderName>
<TextureByName>
<e d:type="cDeltaString">textures\[00]rail</e>
</TextureByName>
<Name d:type="cDeltaString">material0</Name>
<CollisionSurface d:type="cDeltaString">METAL</CollisionSurface>
<VertexType d:type="ref">114956832</VertexType>
<FrameAlphaMode d:type="cDeltaString">ALPHA_MODE_NONE</FrameAlphaMode>
<PassPlatformData/>
<DiffuseAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000000 1.0000000 1.0000000 1.0000000</DiffuseAsVec>
<AmbientAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">0.1000000 0.1000000 0.1000000 1.0000000</AmbientAsVec>
<EmissiveAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">0.7000000 0.7000000 0.7000000 1.0000000</EmissiveAsVec>
<SpecularColourAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000000 1.0000000 1.0000000 1.0000000</SpecularColourAsVec>
<SpecularPower d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</SpecularPower>
<TextureAddrModeU>
<e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
</TextureAddrModeU>
<TextureAddrModeV>
<e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
</TextureAddrModeV>
<TextureAddrModeW>
<e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
</TextureAddrModeW>
<MagFilter>
<e d:type="cDeltaString">HC_FILTER_MODE_LINEAR</e>
</MagFilter>
<MinFilter>
<e d:type="cDeltaString">HC_FILTER_MODE_LINEAR</e>
</MinFilter>
<MipFilter>
<e d:type="cDeltaString">HC_FILTER_MODE_NEAREST_POINT</e>
</MipFilter>
<MipLodBias>
<e d:type="sFloat32" d:alt_encoding="00000000000000C0" d:precision="string">-2</e>
</MipLodBias>
<AlphaTestType d:type="cDeltaString">HC_ALPHATEST_GREATER</AlphaTestType>
<AlphaRef d:type="sUInt32">127</AlphaRef>
<BackFaceCulled d:type="bool">1</BackFaceCulled>
<LightGlowFadeDistance d:type="sFloat32" d:alt_encoding="00000000B7C6DA38" d:precision="string">8.05768e-035</LightGlowFadeDistance>
</cHcExplicitStateMaterial>
<cHcExplicitStateMaterial d:id="114577504">
<ShaderName d:type="cDeltaString">Lit3DirSingle</ShaderName>
<TextureByName>
<e d:type="cDeltaString">textures\[00]beton</e>
</TextureByName>
<Name d:type="cDeltaString">material1</Name>
<CollisionSurface d:type="cDeltaString">METAL</CollisionSurface>
<VertexType d:type="ref">114956832</VertexType>
<FrameAlphaMode d:type="cDeltaString">ALPHA_MODE_NONE</FrameAlphaMode>
<PassPlatformData/>
<DiffuseAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000000 1.0000000 1.0000000 1.0000000</DiffuseAsVec>
<AmbientAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">0.1000000 0.1000000 0.1000000 1.0000000</AmbientAsVec>
<EmissiveAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">0.7000000 0.7000000 0.7000000 1.0000000</EmissiveAsVec>
<SpecularColourAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000000 1.0000000 1.0000000 1.0000000</SpecularColourAsVec>
<SpecularPower d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</SpecularPower>
<TextureAddrModeU>
<e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
</TextureAddrModeU>
<TextureAddrModeV>
<e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
</TextureAddrModeV>
<TextureAddrModeW>
<e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
</TextureAddrModeW>
<MagFilter>
<e d:type="cDeltaString">HC_FILTER_MODE_LINEAR</e>
</MagFilter>
<MinFilter>
<e d:type="cDeltaString">HC_FILTER_MODE_LINEAR</e>
</MinFilter>
<MipFilter>
<e d:type="cDeltaString">HC_FILTER_MODE_NEAREST_POINT</e>
</MipFilter>
<MipLodBias>
<e d:type="sFloat32" d:alt_encoding="00000000000000C0" d:precision="string">-2</e>
</MipLodBias>
<AlphaTestType d:type="cDeltaString">HC_ALPHATEST_GREATER</AlphaTestType>
<AlphaRef d:type="sUInt32">127</AlphaRef>
<BackFaceCulled d:type="bool">1</BackFaceCulled>
<LightGlowFadeDistance d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</LightGlowFadeDistance>
</cHcExplicitStateMaterial>
<cHcExplicitStateMaterial d:id="114580624">
<ShaderName d:type="cDeltaString">Lit3DirSingle</ShaderName>
<TextureByName>
<e d:type="cDeltaString">textures\[00]ballast</e>
</TextureByName>
<Name d:type="cDeltaString">material2</Name>
<CollisionSurface d:type="cDeltaString">METAL</CollisionSurface>
<VertexType d:type="ref">114956832</VertexType>
<FrameAlphaMode d:type="cDeltaString">ALPHA_MODE_NONE</FrameAlphaMode>
<PassPlatformData/>
<DiffuseAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000000 1.0000000 1.0000000 1.0000000</DiffuseAsVec>
<AmbientAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">0.1000000 0.1000000 0.1000000 1.0000000</AmbientAsVec>
<EmissiveAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">0.7000000 0.7000000 0.7000000 1.0000000</EmissiveAsVec>
<SpecularColourAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000000 1.0000000 1.0000000 1.0000000</SpecularColourAsVec>
<SpecularPower d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</SpecularPower>
<TextureAddrModeU>
<e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
</TextureAddrModeU>
<TextureAddrModeV>
<e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
</TextureAddrModeV>
<TextureAddrModeW>
<e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
</TextureAddrModeW>
<MagFilter>
<e d:type="cDeltaString">HC_FILTER_MODE_LINEAR</e>
</MagFilter>
<MinFilter>
<e d:type="cDeltaString">HC_FILTER_MODE_LINEAR</e>
</MinFilter>
<MipFilter>
<e d:type="cDeltaString">HC_FILTER_MODE_NEAREST_POINT</e>
</MipFilter>
<MipLodBias>
<e d:type="sFloat32" d:alt_encoding="00000000000000C0" d:precision="string">-2</e>
</MipLodBias>
<AlphaTestType d:type="cDeltaString">HC_ALPHATEST_GREATER</AlphaTestType>
<AlphaRef d:type="sUInt32">127</AlphaRef>
<BackFaceCulled d:type="bool">1</BackFaceCulled>
<LightGlowFadeDistance d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</LightGlowFadeDistance>
</cHcExplicitStateMaterial>
</Material>
Thanks for your precious help, could be help me to resolve the problem and hope get in the next step