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Post by jnr on Jan 25, 2023 16:24:50 GMT
Hi Everyone Not a lot of activity, Have we all gone to pastures new
Regards Jnr
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Post by starfighter on Jan 25, 2023 18:19:29 GMT
Everyone probably skis in the mountains...🤔⛷️
STARFIGHTER
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train
Conductor
Posts: 114
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Post by train on Jan 25, 2023 18:30:53 GMT
Hi Everyone Not a lot of activity, Have we all gone to pastures new Regards Jnr What does this mean?
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Post by dad3353 on Jan 25, 2023 18:42:44 GMT
Too busy to reply here, trying to animate stuff, with slow and limited success. Fragmotion doesn't do what I hoped it would. i.imgur.com/4QJk6cx.gif
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Post by jnr on Jan 25, 2023 18:46:25 GMT
Hi Train It doesn’t mean anything ,just asking that was all Regards Jnr
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train
Conductor
Posts: 114
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Post by train on Jan 25, 2023 20:49:05 GMT
Too busy to reply here, trying to animate stuff, with slow and limited success. Fragmotion doesn't do what I hoped it would. i.imgur.com/4QJk6cx.gifWhat is happening? I would like to help if possible. Did you manage to get blender animations working?
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Post by dad3353 on Jan 25, 2023 22:24:28 GMT
The problem is not the animations, neither in Blender, nor in Fragmotion (although I have yet to find a working passage from Blender to FM...). No, the problem is getting an animation which works perfectly in FM to be recognised by RTR. For a simple one (0-2-0 with animated wheels and con-rods...) it works. When I make exactly the same animation for a 2-6-2, just the wheels, RTR crashes whenever I give the model an animation n° (in the 1250 range...). The model runs perfectly when imported in a different range (but the wheels don't turn, naturally...) the loco runs just fine. I've looked long and hard at the x-file to see where the problem lies and I can't see why it's rejected. As an experiment, I took the x-file of the working, animated 2-6-2 from RTR (the gozos_egy_30_LK.x file...), imported it into FM, then exported it, changing nothing. The resulting x-file crashes RTR, and, when I compare the two, there are many differences. I can't explain (yet...) why FM does this to a working x-file, and I have not yet found better software for creating the x-file. Blender can export x-files, but creates a whole section for each animation frame, with a final astronomical file size. Not good. I had some hopes for Milkshape, but, having paid for the license, I've not heard back from the developer, despite several emails. If anyone has any other software for creating x-files, I'd like to hear of them; the issues are not with creating the animations (although Blender is far, far superior to the clunky FM for that...). How to reliable create an animated x-file accepted by RTR, that's the issue. Work goes on...
Douglas
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Post by rtrfan739 on Jan 25, 2023 22:37:17 GMT
Yeah. Sometimes I don't know what to make for RTR. Sometimes I'm busy.
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Post by jnr on Jan 25, 2023 23:28:08 GMT
Hi Douglas You need to look at all the texture file paths, this is the common fault which will cause RTR to crash every texture in the xfile must have a texture file path if you send me the x file I will have a look at it
Regards Jnr
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train
Conductor
Posts: 114
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Post by train on Jan 25, 2023 23:41:58 GMT
The problem is not the animations, neither in Blender, nor in Fragmotion (although I have yet to find a working passage from Blender to FM...). No, the problem is getting an animation which works perfectly in FM to be recognised by RTR. For a simple one (0-2-0 with animated wheels and con-rods...) it works. When I make exactly the same animation for a 2-6-2, just the wheels, RTR crashes whenever I give the model an animation n° (in the 1250 range...). The model runs perfectly when imported in a different range (but the wheels don't turn, naturally...) the loco runs just fine. I've looked long and hard at the x-file to see where the problem lies and I can't see why it's rejected. As an experiment, I took the x-file of the working, animated 2-6-2 from RTR (the gozos_egy_30_LK.x file...), imported it into FM, then exported it, changing nothing. The resulting x-file crashes RTR, and, when I compare the two, there are many differences. I can't explain (yet...) why FM does this to a working x-file, and I have not yet found better software for creating the x-file. Blender can export x-files, but creates a whole section for each animation frame, with a final astronomical file size. Not good. I had some hopes for Milkshape, but, having paid for the license, I've not heard back from the developer, despite several emails. If anyone has any other software for creating x-files, I'd like to hear of them; the issues are not with creating the animations (although Blender is far, far superior to the clunky FM for that...). How to reliable create an animated x-file accepted by RTR, that's the issue. Work goes on... Douglas Hello Douglas. [...] As an experiment, I took the x-file of the working, animated 2-6-2 from RTR (the gozos_egy_30_LK.x file...), imported it into FM, then exported it, changing nothing. The resulting x-file crashes RTR, and, when I compare the two, there are many differences. [...] I was very intrigued with what you said, so I just did the same thing here for quick testing, on my computer, and the model works fine: Here's a short step-by-step of what I did: - I imported "gozos_egy_30_LK.x" into Fragmotion.
- Added "B_" to the front of all bones except "Scene_Root", as I have been recommending.
- Exported the .x file.
- On Notepad, I opened the .x file and I replaced all "/" or "//" in the file with "\\", since these bars are used on the texture directories, and for some reason, RTR uses "\\" to split folders instead of "/" or "//", if you don't do that, the model will crash your game. Here's an example of how a directory should look like after this:
- Then I just validated the .xli on XValidator, and that's it, the model ran fine as you can see on the screenshot above, with animated wheels, in fact, I managed to import it within the "1250" range, so this model occupies ID "1256".
Here are the files so you can inspect them, they include the Fragmotion file and the files from the model on RTR:
www.mediafire.com/folder/4l7ep8ylbiuag/RTRI would recommend that you try to follow the same procedures as I did so you can figure out if it works on you computer and maybe if you missed anything on your proccess. Regarding blender, I'd recommend that you look online for other .x exporter addons (I can help you with that if needed), or try using this frame-based animation thingy anyways, lets just hope RTR is able to support it too. Idk what to say about using milkshape, never used the software, I only use the ".ms3d" file format to transfer the .x files' animations into blender, Fragmotion can export to .ms3d. I think Fragmotion is the key to creating a RTR compatible .x file, but our goal here is to get something better and easier to use to achieve the same result.
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Post by dad3353 on Jan 25, 2023 23:58:13 GMT
Thanks for the return of info and tips. No, there's no texture path issues; I'm well able to change 'slash' to 'double backslash' ('Notepad++' is your friend...) with the correct path. If the same model file, with animation data, loads and runs as '1051', but crashes at '1253', it's not a texture path issue. I'll go over it all (yet...) again. Success will be getting my own FM animations accepted, but first I'll have to get FM to create a working x-file from the RTR x-file. Onward and upward..!
Douglas
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train
Conductor
Posts: 114
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Post by train on Jan 26, 2023 0:44:59 GMT
Thanks for the return of info and tips. No, there's no texture path issues; I'm well able to change 'slash' to 'double backslash' ('Notepad++' is your friend...) with the correct path. If the same model file, with animation data, loads and runs as '1051', but crashes at '1253', it's not a texture path issue. I'll go over it all (yet...) again. Success will be getting my own FM animations accepted, but first I'll have to get FM to create a working x-file from the RTR x-file. Onward and upward..! Douglas That's very nice, please keep me updated on your progress.
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Post by boots127 on Jan 26, 2023 9:39:40 GMT
I'm following your testing, it's very interresting. My experience of changing textures in xfiles is that the "\\" doubleslash are very important & also the "\" singleslash in xli-files. It's also important that the "S" in "Scenes" are the same in xfile & xli-file, as in the program if u want the model to be repaintable. So I wish u to notice the upper "S" in "Scenes" & all other upper letters. Please, do not change them into lower letters. It's a lot of work to change them. I have changed more than 2000 xfiles the past 10 years. Just a thought, - Boots127
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