AndiS wrote:First of all, I am a bit surprised about the use of .jpeg. You generally use something lossless like TGA. At any rate, you need to convert to ACE because that is what the game reads.
I would start with a single cube with some default UV mapping so you can be 100 % sure all faces point outside and all are textured. I don't say yours do not but with something like the default cube in Blender, you just know it.
You did not describe the export process. Do you get the .igs file, without errors in some log file?
Do you have scenery density and quality maxed out in the game. There are more reports from people who do not see scenery with some level of 5 or whatever when their sliders are not at max. That is a game feature actually, which might have got more bearing recently? Anyway, be sure to max out those sliders just for the testing.
Could it be something funny with the origin or scale? I guess not as you got shadows that seem to have matched the object, or else you did not mention a problem with them.
texdiff is a safe bet normally and so is trainbasicobjectdiffuse.fx.
My - incomplete - ABC of textures is:
trainbasicobjectdiffuse.fx by default.
texdiff for distant scenery.
tex for stuff that is illuminated, but you do not want to go to great length of modelling the effect of that light. Example: Windows at night.
There are all sorts of a-versions that offer transparency. You mostly need them when the shape or some hole or is irregular as nowadays, you generally model the contours of openings and outlines, the restrictions on poly count are not what they used to be 10 or 5 years ago when many complex structures were just 2D renditions with holes, using the alpha channel for the openings.
Just my 2p.
JamesLit wrote:Also, something that may make things easier is the use of DDS to export into the game rather than ACE, you can export directly as DDS from most image editing software (even if a free plugin is required, like in the case of Photoshop) and BlueprintEditor2 can export that as well, and of course, it's supported in Max.
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