AndiS wrote:I'm not sure I ever built a loft myself, but for all I remember, this mid geometry is just the same as the ends. I mean, you link to the same legs. The start and end is just there for cases where you need a cap. And of course, in your case you need a reference to the legs there, too, or else the ends hover in mid air.
Now don't ask me where you put the reference to the loft shape. I would put my money on the CrossSectionID. Have you tried entering the filename of the IGS file of the bridge top there?
I guess the problem could be that you need to get through the steps of creating a loft. I would first texture your invisible.igs and try to make it show in game and then you do the same with the model of the bridge top.
The modifiers in the 3D modelling software have nothing to do with it at all. You model your segment and the game
Auscgu wrote:Class1987
I have built a track loft and struggled for quite a while.
Looking at your setup as you have modeled the bridge deck.
You bridge is forward of the X,Z plane.
You have the deck orientation in the Y plane but it should go away from the X,Y Plane.
This is the track loft setup in Blender.
Next thing to check is you UV map.
Again the direction of the UV is critical.
U is the X plane V is the Y plane.
You texture must be in the V direction to match the model Y direction.
You also need to ensure the texture direction is correct.
I have highlighted a vertex and you can see its orientation in the V or Y direction.
I would also check the bridge deck appears in the Blueprint editor by using the preview option.
Once you have the bridge confirmed in Railworks we can sort out the Blueprint.
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