Photoshop and Max plugins?

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Photoshop and Max plugins?

Unread postby canadiannational1996 » Mon Nov 17, 2014 4:48 pm

What ever happened to the plugins for the developers? I remember before the last sim major update they were at railsimulator's website. When I went back to reinstall the Photoshop plugin i couldn't find it. Any help would be much appreciated!!
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Re: Photoshop and Max plugins?

Unread postby LordMannu » Mon Dec 08, 2014 7:45 am

You will find the plugins in a folder called dev or developer within railworks folder. It is included in the game download.
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Re: Photoshop and Max plugins?

Unread postby mrennie » Mon Dec 08, 2014 8:16 am

LordMannu wrote:You will find the plugins in a folder called dev or developer within railworks folder. It is included in the game download.


The 3DSMax plugins are there but not the ones for Photoshop. That's because they're going to be superseded. In fact, the place where they used to be (http://www.railsimulator.com/support.php) has changed and no longer hosts the files. I asked DTG about this too. They said they'll be announcing something soon(-ish).
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Re: Photoshop and Max plugins?

Unread postby LordMannu » Mon Dec 08, 2014 1:26 pm

You're right. Now ts2015 uses dds texture files. You need to install the nvidia plugins for dds and normal mapping.
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Re: Photoshop and Max plugins?

Unread postby Bananarama » Mon Dec 08, 2014 5:05 pm

You can still use ACE files, but if you want to do normal mapping or use DDS textures you'll need the DDS plugin from nVidia.

Below are the Photoshop ACE plugins for Railworks. Place the contents of the zip into your main Photoshop directory.

Photoshop_plugins.zip

You'll need to track down the Max plugins elsewhere or ask DTG for a copy.
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Re: Photoshop and Max plugins?

Unread postby mrennie » Mon Dec 08, 2014 5:17 pm

Hack wrote:You can still use ACE files, but if you want to do normal mapping or use DDS textures you'll need the DDS plugin from nVidia.


That's what I do :D

Hack wrote:You'll need to track down the Max plugins elsewhere or ask DTG for a copy.


The Max plug-ins are in C:\Program Files (x86)\Steam\SteamApps\common\RailWorks\dev\MaxPlugins
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Re: Photoshop and Max plugins?

Unread postby canadiannational1996 » Wed Dec 10, 2014 7:32 pm

Thanks for the help!!

Well I got everything set up now and I started to model a billboard as a start and when I get to creating the blueprint and then viewing it I get this message:

Could not add an IGS shape file dependency referenced in Canadiannational1996\Scenery\Objects\Billboard.xml under the property RenderComponent/GeometryID. See previous errors
Export process terminated due to errors.

I am relatively new to 3DS Max as I'm an engineering student and work with AutoCAD, but I have an opportunity to access 3DSMax. I've tried all the tutorials and still have failed. What do I need to properly export a model into Train simulator?
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Re: Photoshop and Max plugins?

Unread postby Bananarama » Wed Dec 10, 2014 10:50 pm

The model only needs to be an Editable Mesh or Editable Poly, and a basic texture applied (need not be mapped). Then export to Kuju IGS, and not the default IGS plugin that ships with Max.
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Re: Photoshop and Max plugins?

Unread postby Chacal » Thu Dec 11, 2014 11:12 am

Have you set up your "Source" folder hierarchy according to the dev docs?
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Re: Photoshop and Max plugins?

Unread postby canadiannational1996 » Thu Dec 11, 2014 7:52 pm

I tried making a simple box with a simple white texture in .tga format, and also made the geometry as editable poly and exported it through the RW .IGS and still the same thing. I've attached a picture of the blueprint editor. Sorry for the many questions I don't want to seem like a pest, it's that there aren't much tutorials out there and your expert help is very valued!
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Re: Photoshop and Max plugins?

Unread postby mrennie » Thu Dec 11, 2014 8:04 pm

canadiannational1996 wrote:I tried making a simple box with a simple white texture in .tga format, and also made the geometry as editable poly and exported it through the RW .IGS and still the same thing. I've attached a picture of the blueprint editor. Sorry for the many questions I don't want to seem like a pest, it's that there aren't much tutorials out there and your expert help is very valued!


You use the .tga to texture in the modelling software, but you also have to save that texture in ACE format and put it into the Texture folder, because the Blueprint Editor uses .ace files, not .tga. It takes the texture file name it finds inside the .igs file and looks for a texture with the same name but with the .ace file extension.
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Re: Photoshop and Max plugins?

Unread postby PapaXpress » Thu Dec 11, 2014 8:05 pm

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Re: Photoshop and Max plugins?

Unread postby canadiannational1996 » Thu Dec 11, 2014 8:11 pm

Thank you guys it's making sense now! I'll read the article as well and let you know how it went tomorrow. If I get the trouble of exporting them to Train Simulator out of the way I'll start tackling some more advance models. Although, I hope I could export them successfully from AutoCAD because I can model more easily there, and maybe then edit them in 3DSMax?
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Re: Photoshop and Max plugins?

Unread postby PapaXpress » Thu Dec 11, 2014 9:45 pm

I did a whole series of tutorials, though they are aimed for 3D Crafter users. Some of it pertains like LOD so hopefully you can translate the rest into 3D Max.
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Re: Photoshop and Max plugins?

Unread postby canadiannational1996 » Fri Dec 12, 2014 6:25 am

I did manage to finally put a box in Train Simulator. That was pretty rewarding. It only had one problem, it was transparent. I believe it's because of the misuse of shaders, but I'll experiment with them and see. The problem was the texture file, it only worked with .ACE for me, I don't know why I couldn't use .DDS. Anyway I'll take a look at the tutorials and try things out. Thanks again for all the help everyone!
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