The first post explaining how to install Torsetn's exporter does that also covers how to export.
http://forums.auran.com/trainz/showthread.php?t=72243
http://forums.auran.com/trainz/showthread.php?t=72243
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The first post explaining how to install Torsetn's exporter does that also covers how to export.
http://forums.auran.com/trainz/showthread.php?t=72243
The first post explaining how to install Torsetn's exporter does that also covers how to export.
http://forums.auran.com/trainz/showthread.php?t=72243
Here is the error message I get when I simply try and insert a mesh into the CCP:
Unable to load image file 'UV Block.jpg' for texture '..\..\..\..\documents and settings\hp_administrator\my documents\uv test file\UV Block.texture.txt' while validating mesh '..\..\..\..\Documents and Settings\HP_Administrator\My Documents\UV Test file\building10.im'
I have tried this one as well using all 3 file types. And no luck.![]()
As for Blender, I have it pretty much figured out. The only problem I may have is, when exporting files from blender to Trainz, do they need to be exported to a perticular file, or simply one you create?
You start or create the file in the Content Manager then add the exported items from Blender into that file. Then add your picture files as needed.
You are speaking of the the image files created for the texture, right? I am not supposed to add the actual .jpg image to the Trainz file, do I ?
Yes add the actual picture file. Blender dosen't export that.
Next, your text file must match the picture file type. Your text file indicates what picture is being used for the mesh.
I think I see what's going wrong here.
Change the UV Block.psd to a UV Block.tga. Then also, in your text file (Open with a text editor) change the name UV Block.psd to UV Block.tga. It should work.
One other thing. In Blender, Just a minute ago, I was creating a new block and fixing a couple things that may have gone wrong. When I went to name the UV in the UV Editors windo, I noticed a tab that said, "Package".
Must this UV image be packaged?
Your detailed description of your problem gives me more clues. As I originally said, I am not very familiar with Blender, but its 'flipping' of your model does not seem quite right. However, that is not relevant to my comments now - even if normals are reversed, you should get at least something when it is exported to Trainz.
I can offer a couple of ideas on the rest of it. Your first post on this thread described the error message you were getting. I responded because I had had a similar error message just minutes before, and had quickly identified it as a missing texture file. Your comment that Photoshop will only allow you to save as a PSD or whatever file is, I suspect, the crux of this matter. I am now on Photoshop 7, and have forgotten PS5, but I am sure that 5 worked the same way. You should not just click 'Save', rather 'Save As'. This should open a window, where you should be given an option of choosing the format (in a bar below the filename one). Clicking on the down arrow to the right of that bar should result in a drop-down menu giving choices of TGA, BMP, JPG and several others.
For a simple model, Trainz needs the IM file, the texture.txt file and the original JPG, TGA or whatever image texture file. If the texture TGA, JPG or whatever is not present, you will get the error message you described in your first post. The texture.txt file refers to the image file, and must quote the same extension, TGA, JPG or whatever, as the filename.
Package is a feature that adds the picture to the Blender file. This is not needed to get a model into Trainz.
Sounds a s if something is wrong with your config or something. If you like, I can send you a simple textured cube model that works. You can then see the file structure of the asset. You can then clone the asset and substitute your own files. When making a new asset, I generally clone an existing one - so much easier to get the configs right that way...
Right-Oh, here you are. No need to send this, actually, and I can't see how to attach a file to this message. I have a very simple model, consisting of a block with one tapered face and textured with a brick finish. On top is a plane, textured with a concrete finish. They are part of my set of models on the DLS. The asset you want is SR/LBSCR Brick Abutment Block, kuid:381430:1104, author jayholland. Download it and look at the file structure, particularly the config.txt, which is about as simple as they get. Ignore the .jpg file in the thumbnail section - this refers to the image that appears on the DLS, and is not necessary for the asset to work. Clone the asset, replace 'abuttaper.IM' with your own IM file, and 'lbscbrick.tga' with your own texture file and 'lbscbrick.texture.txt' with your own txt file, and it should work, in theory...