Error on committing Assets to Trainz - Texture Issue?

Len12

New member
The im and kin files export properly from Blender with no errors. However, in trying to commit the file in Trainz I get the following error:

Error: Unable to load source texture 'hash-b9\copytempsrcnx9oryag92\texture-texture.convert-tex' in subst 'local'

The texture is a 1024x1024 tga image named texture. Not sure what the problem is.
 
ahh this is 1 of the easiest errords to fix and how to fix it is simple sometimes people forget to add the tga file with the text document so i recommend is to delete the file that's causing the problem
 
The error during committing is not very helpful. If the item has become faulty as a result, right-click it and use View Errors and Warnings. As said above, most of the time it's due to either a missing image file or one that has been saved as a compressed TGA.

Shane
 
As Shane suggests a compressed file seems the most likely problem. I would not name an image file "texture.tga" as that invites a problem. Why not give it a meaningful name?

The name suggests a texture using an alpha channel or maybe a normal map.

If you are asset building, then you would be better off posting in the Content Creation Forum. They don't bite much. :hehe:
 
Ahhh ok thanks for the replies guys. The problem came from the utility MakeHuman. I exported the model from there and tried to rig it for export in Trainz. I did try changing the name of the texture file to another name, changed the original png file to tga. The texture text document does note an alpha= in it. I'll fool around with it though and see what I come up with.
 
If it persists, open up the TGA file in something like GIMP then re-export it making sure RLE compression is not ticked. Also, make sure the file that is referred to as an alpha actually exists.

Shane
 
Len12,

You do know that MakeHuman, a program slightly like Poser, creates meshes with a very high poly count, hardly suitable for creating people to use in trainz without doing some serious poly reducing work.

Greetings from nighttime Amsterdam,

Jan
 
Yes I know about the poly count. Poser does have some low poly count meshes which I have managed to export with animation. I'm experimenting with some animation of characters through Blender. If I can get them to work all the better. I'll take care of the polys if I can get them in Trainz. So far, using bones or the meta rig in Blender I've been unsuccessful except one character which when I put it in Trainz its body stretched out in a horror type of scenario. Rail Simulator is much less picky about your animation, bones, etc. However, if I use a Poser mesh, and instead of bones use simple lattices it seems to work a lot better.
 
Len12,

I presume you use the latest blender and exporter script versions and in that case animations using bones should be supported. Personally I haven't used that option yet, I use latices still. One of the things to look out for when exporting animations is that the origins of the exported meshes, bones and latices are aligned with the world axes. Rotating any of these during construction will throw off the animation directions and can lead to strange results in trainz. To prevent this from happening select the objects one at a time, press Ctrl-Akey and from the popup choose "Apply rotation & scale".

Btw note that even low poly Poser meshes still have a high poly count compared to what trainz expects, so handle with care.
Happy blendering. ;)

Greetings from sunny Amsterdam,

Jan
 
Len12,

I presume you use the latest blender and exporter script versions and in that case animations using bones should be supported. Personally I haven't used that option yet, I use latices still. One of the things to look out for when exporting animations is that the origins of the exported meshes, bones and latices are aligned with the world axes. Rotating any of these during construction will throw off the animation directions and can lead to strange results in trainz. To prevent this from happening select the objects one at a time, press Ctrl-Akey and from the popup choose "Apply rotation & scale".

Btw note that even low poly Poser meshes still have a high poly count compared to what trainz expects, so handle with care.
Happy blendering. ;)

Greetings from sunny Amsterdam,

Jan


Good advice.Yes I'm using the latest Blender now with the the plug-ins. The problem with Trainz and human animation is that every bone I believe has to be prefixed with 'b.r.'. If I bring a character in from MakeHuman, there is significant work which has to be done to get the character to work in Trainz. I do have a utility to batch rename the bones. Further, you need a master bone or lattice which doesn't move and all have to be it's child. Further, I don't like the limitations which the importer has with the Blender. If I want to export a 50,000 poly character then I should be able to do so. I have a rig which can take it. The problem is if it's uploaded without warning to the content location. Nevertheless, unlike the fantastic exporter made for Sketchup (which also converts any images to the requisite power) I should be able to control the poly exported.
 
... Further, I don't like the limitations which the importer has with the Blender. If I want to export a 50,000 poly character then I should be able to do so. I have a rig which can take it. ....

You probably should take this part of the discussion to the Blender Exporter thread (started by Torsten) since it is more likely that Torsten will see it there.

I vaguely recall Torsten saying he tested the exporter to a point well beyond 50,000 polys. 300,000?

Lattices have to be prefixed by "b.r" and children of a non moving lattice called b.r.main at grid centre, but I prefix bones with "armature.". That was the convention I picked up from Paul Hobbs' tutorial so I don't know if that is a requirement or not.
 
...but I prefix bones with "armature.". That was the convention I picked up from Paul Hobbs' tutorial so I don't know if that is a requirement or not.
Does this mean Paul launched his new blender version tutorials and I missed that completely?
Bugger. :hehe:


Greetings from sunny Amsterdam,

Jan
 
Does this mean Paul launched his new blender version tutorials and I missed that completely?
Bugger. :hehe:


Greetings from sunny Amsterdam,

Jan

Not as far as I know. I should correct my earlier statement. Armatures consist of one or more bones and they can probably be called anything but I choose to prefix them with "armature.". They don't need to be children of b.r.main and I don't think they are exported. My recollection is a little dusty but I think they are only used for "posing" the lattices. i.e. making sure they move as determined by the position of the armature bones. Its been a little while since I have done any of this.

It would be more interesting than spending days making windows. Only about 20 or 30 to go.
 
Back
Top