Question: Content Creation

Seeing you are working with TS2009, try opening the new asset for edit with CCP. Then look at the mesh entry.. If the mesh is valid it will show up in the mesh preview pane of CCP. Also CCP will check the whole shooting match for errors.. Fix any errors it raises.

I'm not sure how you get an IM mesh out of 3DCanvas.. There is a chance that your mesh may not be valid..

Also you can try looking at your mesh with a viewer program. I have one that may help..

Download it from http://www.members.optusnet.com.au/~villaump/pevsoft.htm

Also with your conversion from bmp to tga, check that tga compression is disabled..

Regards,

3DCanvas has a program called Trainworks which coverts the file to im for Trainz or the appropriate format for RS, etc. Works for RS but this is the first time I've used it for Trainz. I should note that the preview shows up perfectly in the Content Manager preview window and there are no errors. The nature of the mesh is seen in the config file I posted, polygon count etc. It just doesn't show up in Tainz itself. I'll try the program you've linked though.
 
3DCanvas has a program called Trainworks which coverts the file to im for Trainz or the appropriate format for RS, etc. Works for RS but this is the first time I've used it for Trainz. I should note that the preview shows up perfectly in the Content Manager preview window and there are no errors. The nature of the mesh is seen in the config file I posted, polygon count etc. It just doesn't show up in Tainz itself. I'll try the program you've linked though.

The 3D canvas exporter normally works well but there are a couple of undocumented features in it which I forget what they are at the moment, something to do with extra lines in the texture.txt files I seem to recall. It's probably in the config.txt file. Trainz can use .bmp files by the way they aren't that much less efficient than .tga files. The texture.txt files have the references in them to the texture file names and if 3D canvas works in .bmp and you changed them to .tga for Trainz I assume you editted the appropiate texture.txt file to make everything match up.

Cheerio John
 
Seeing you are working with TS2009, try opening the new asset for edit with CCP. Then look at the mesh entry.. If the mesh is valid it will show up in the mesh preview pane of CCP. Also CCP will check the whole shooting match for errors.. Fix any errors it raises.

I'm not sure how you get an IM mesh out of 3DCanvas.. There is a chance that your mesh may not be valid..

Also you can try looking at your mesh with a viewer program. I have one that may help..

Download it from http://www.members.optusnet.com.au/~villaump/pevsoft.htm

Also with your conversion from bmp to tga, check that tga compression is disabled..

Regards,

Peter

I used the viewer and the mesh and textures show up perfectly. Only thing initially was I was using 16 bit textures and the viewer needed 24 so I converted and ok. Have a look:

SCREENSHOT.jpg
 
Again I tried but it doesn't show up in Trainz. I wonder about the naming conventions:

Scenery/mesh-table/default (I keep this name)/

username:Apartment01
im file is Apartment01

When the config is compiled in Content Manager where it indicates 'Asset Details' with the preview should I change that to the name of my object 'Apartment01'? instead of 'New Asset' which is the folder name?
 
Again I tried but it doesn't show up in Trainz. I wonder about the naming conventions:

Scenery/mesh-table/default (I keep this name)/

username:Apartment01
im file is Apartment01

When the config is compiled in Content Manager where it indicates 'Asset Details' with the preview should I change that to the name of my object 'Apartment01'? instead of 'New Asset' which is the folder name?

This made no difference. Just shows up in trainz as 'New Asset' but no object although again it is placing something as I can undo it just can't see anything.
 
John

here is the text of the im file created from 3DCanvas:

0 File ID: JIRF, Chunk Size: 2844, (file size: 2852) File Type: IDXM
12 Chunk ID: INFO Size: 44 (next chunk: 64) Version: 102
24 Position: 0.000, 0.000, 0.000
36 Rotation: 1.000, 0.000, 0.000, 0.000
52 Number of CHNK type Chunks: 2
56 Influence per Vertex: 0, Influence per Chunk: 0
64 Chunk ID: CHNK Size: 754 (next chunk: 826) Version: 100
76 Chunk Index: 0
80 Chunk ID: MATL Size: 152 (next chunk: 240) Version: 102
92 Material Name Size: 36
96 Material Name: Apartment01*2BBC6EC*Mat0°m.onetex
132 Property Count: 0
136 Two Sided: 0
140 Opacity : 1.000
144 Ambient 0.500, 0.500, 0.500
156 Diffuse 1.000, 1.000, 1.000
168 Specular 0.000, 0.000, 0.000
180 Emissive 0.000, 0.000, 0.000
192 Shininess : 0.000
196 Number of textures: 1
200 Texture Type: 1 = TEX_DIFFUSE
204 Texture Name Size: 28
208 Texture Name: 20050609_0001_0007.texture
236 Texture Amount : 1.000
240 Chunk ID: GEOM Size: 578 (next chunk: 826) Version: 200
252 Primitive flags: 4 = GC_TRIANGLES
256 Area: 1.000 Vertex Count: 13 Triangle Count: 7
268 Index Count: 21 Face Normal Count: 7 Max Influences: 0
280 Bone Name Size (V200): 0
---- VERTEX POSITIONS ---- SUPPRESSED
---- TRIANGLE INDICES ---- SUPPRESSED
---- VERTEX NORMALS ---- SUPPRESSED
---- TRIANGLE NORMALS ---- SUPPRESSED
826 Chunk ID: CHNK Size: 2002 (next chunk: 2836) Version: 100
838 Chunk Index: 1
842 Chunk ID: MATL Size: 152 (next chunk: 1002) Version: 102
854 Material Name Size: 36
858 Material Name: Apartment01*2110FB1*Mat1°m.onetex
894 Property Count: 0
898 Two Sided: 0
902 Opacity : 1.000
906 Ambient 0.500, 0.500, 0.500
918 Diffuse 1.000, 1.000, 1.000
930 Specular 0.000, 0.000, 0.000
942 Emissive 0.000, 0.000, 0.000
954 Shininess : 0.000
958 Number of textures: 1
962 Texture Type: 1 = TEX_DIFFUSE
966 Texture Name Size: 28
970 Texture Name: 20080308_0021_0005.texture
998 Texture Amount : 1.000
1002 Chunk ID: GEOM Size: 1826 (next chunk: 2836) Version: 200
1014 Primitive flags: 4 = GC_TRIANGLES
1018 Area: 1.000 Vertex Count: 43 Triangle Count: 23
1030 Index Count: 69 Face Normal Count: 23 Max Influences: 0
1042 Bone Name Size (V200): 0
---- VERTEX POSITIONS ---- SUPPRESSED
---- TRIANGLE INDICES ---- SUPPRESSED
---- VERTEX NORMALS ---- SUPPRESSED
---- TRIANGLE NORMALS ---- SUPPRESSED
2836 Chunk ID: INFL Size: 8 (next chunk: 2852) Version: 100
2848 Bone Count: 0
2852 Eof
 
The 3D canvas exporter normally works well but there are a couple of undocumented features in it which I forget what they are at the moment, something to do with extra lines in the texture.txt files I seem to recall. It's probably in the config.txt file. Trainz can use .bmp files by the way they aren't that much less efficient than .tga files. The texture.txt files have the references in them to the texture file names and if 3D canvas works in .bmp and you changed them to .tga for Trainz I assume you editted the appropiate texture.txt file to make everything match up.

Cheerio John

John

Thanks about the bmp files. I changed back 512x512 24 bit. I then reworked the mesh in 3DCanvas making sure there were no other textures and applied the bmp textures. Same as before. Shows up in mesh viewer and in preview but in Trainz nothing.
 
Seeing my text mesh viewer parsed the mesh OK there is the best chance that it is OK.

I will send you a PM of my email address.. If you are still having problems you can send me the complete asset as a cdp file and I will check it for you.

Later EDIT: One more thing.. I notice from your text mesh print-out that the material names have a non alpha-numeric character in them. Generally you should have only english letters, numbers plus the * - _ and . characters only.. Try fixing the two material names... If you can't do it in 3DCanvas, you may have to use a hex editor to put in a _ character in place of the degree sign. (as shown above on my computer, hopefully on yours) Also notice that the degree character is not a standard one on normal US keyboards, so where does it come from? TS2009 is fussy about material names.. refer to TrainzDEV wiki for allowable material names.

And also I notice that your asset forlder name is still "New Asset" This sort of indicates that you have not committed the asset after editing.. The folder should disappear when you commit.. The next time you open for edit the name will be (perhaps) Apartment01 or some other obscure name.. You do not change the name of the asset folder yourself.. CM2 will take care of all that.
 
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I'll also add my support as a beta tester. Len, if you want, you can fling me a copy of the asset and I can also take a look. One of us should be able to find why it isn't showing up.

You can either send me a PM and I will message you back with my email address, or you can click the homepage link in my profile, and there is a link to my email address on there.

Chris
 
The 3DC im exporter generates the material name, the user has no control over them.
Most of my previous 3DC creations worked in the first TRS2009 beta (just don't use the DXT compression options)

3DC can use TGA files, they are generally only used if you need transparency.
However with the current exporter you need to add the alpha= line to the .texture.txt file that gets created.

(I do still drop by occasionally though I've moved into flight sims mostly these days)
 
Guys thanks for all your help and responses. I'll try to find some time to pm the files. I'll send the original 3DC file, the im and textures if that will help. I'll also try to use Blender, or 3DS max as I have all three. I just haven't used the latter for texturing as I find it way more complicated than the simple process of 3D Canvas. I can do an object in 3DS and import it into 3D Canvas for texturing which is what I usually do. This time though I simply used the object made in 3D Canvas for RS and exported with Trainworks to Trainz. Before I pm anyone I'm going to try making a mesh in one of the others and then texturing with 3D Canvas or mybe even 3DS if I can figure the texturing out.
 
Ok guys I've finally done it. It appears it was a stupid error on my part. When I had the New Asset folder created, the im file was outside of it when I accessed it from CCP. When the New Asset folder was saved im wasn't in there it was outside so the config file wasn't properly pointing to it. In any event I've been porting several objects over such as apartment buildings like below, barrels and such. I'll upload some shortly. One question. One of the objects is upside down. I don't want to have to go back and redo it. Is there not a function in Trainz to flip the object other than just rotating it? Again, thanks for all your help:

Apartmentsnag.jpg
 
Len12

Don't be surprised or disheartened if you receive a rejection of your uploads from the DLS. The upload process is not working for anyone at the moment and there are reports that suggest it may be a week (!) before Auran even take a look at fixing it.

The rejection notice will say something to the effect that the package could not be opened...blah blah. It's probably not you, it's them. So keep an eye on the DLS forum threads as to when it's up and running again, then submit your uploads.

~Deane

p.s. welcome aboard!
 
Len12

Don't be surprised or disheartened if you receive a rejection of your uploads from the DLS. The upload process is not working for anyone at the moment and there are reports that suggest it may be a week (!) before Auran even take a look at fixing it.

The rejection notice will say something to the effect that the package could not be opened...blah blah. It's probably not you, it's them. So keep an eye on the DLS forum threads as to when it's up and running again, then submit your uploads.

~Deane

p.s. welcome aboard!


Thanks for the heads up. Nobody likes rejection!:'(
 
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