I have a fence loft that I am trying to export that has a difference in population frequency. One is set to 2 (call this Loft 1 for example), and one is set to 5 (IE Loft 2).
Loft 1 renders fine without issues. But Loft 2 is proving to be a nightmare and very uncooperative. It is cloned directly from Loft 1, as is the blueprint as well. I simply copy the .xml and .IGS files with a different value set for the wooden posts.
So just to confirm, I am wanting to create an identical working loft with a post at a different interval. TS doesn't seem to be liking this, as every time I select loft 2, it always appears with the raw loft (wire fence) and no poles. When i inverted the 2 (IE renamed Loft 1 to Loft 2 and vice versa), it did the same with Loft 2 still).
This is getting very annoying, as I have spent two hours on a task that should have taken 5 minutes if that.
Has anyone else encountered an issue like this? If so, is there a fix? It's almost like there's a corrupt path or something for recognising Loft 2, but it is Windows 10 after all. You can't spell nightmare without the letters ten.
I have also noticed that when I change the name to Loft 002 from Loft 02, it renders normally. When I change it back, the fun (agony) starts again. I prefer consistency. I don't want scenery objects numbered like loft 016, Loft 22, Loft 036, loft 4 etc. It's exactly why I do many things the way I do with this game.
I don't want it named 002, just 02. But it seems like only the latter is an option for some absurd reason.
Thanks in advance