SetTextureCoordinates between openBVE and BVE2/4

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SetTextureCoordinates between openBVE and BVE2/4  Empty SetTextureCoordinates between openBVE and BVE2/4

Post by LXQt on Wed Feb 20, 2019 12:26 pm

I am making a object for BVE,it appeared that the object appeared to be fine in openBVE but in BVE 2/4 its not even though openbve and BVE Trainsim 2/4 are cross compatible
BVE Trainsim:
SetTextureCoordinates between openBVE and BVE2/4  ZYjAMeJ
OpenBVE:
SetTextureCoordinates between openBVE and BVE2/4  Rp1E9Is
I bet that was just my coding skills being not good enough,so can anyone help me?

LXQt

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SetTextureCoordinates between openBVE and BVE2/4  Empty Re: SetTextureCoordinates between openBVE and BVE2/4

Post by ap1991 on Wed Feb 20, 2019 2:55 pm

I can't give a technical answer but from personal experience, but, I have always found openBVE to be a lot more forgiving of coding errors.
ap1991
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SetTextureCoordinates between openBVE and BVE2/4  Empty Re: SetTextureCoordinates between openBVE and BVE2/4

Post by leezer3 on Thu Feb 21, 2019 11:45 am

I'd need to see the object to answer.

Handling of errors varies between openBVE, BVE2 and BVE4.
In general terms, BVE2 / BVE4 will silently ignore a lot of stuff it considerers to be wrong, whereas openBVE will notify and depending on the exact error may attempt to correct it internally.

Two possible alternatives spring to mind, but they're only guesses-
* Misplaced comma where there should be a decimal point
* Some obscure face windings (The ordering of the numbers in the Face statement) sometimes produce different results between openBVE and BVE2 / 4. IIRC most of these are related to adding vertices to cubes / cylinders.

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SetTextureCoordinates between openBVE and BVE2/4  Empty Re: SetTextureCoordinates between openBVE and BVE2/4

Post by LXQt on Sat Feb 23, 2019 1:16 pm

leezer3 wrote:I'd need to see the object to answer.

Handling of errors varies between openBVE, BVE2 and BVE4.
In general terms, BVE2 / BVE4 will silently ignore a lot of stuff it considerers to be wrong, whereas openBVE will notify and depending on the exact error may attempt to correct it internally.

Two possible alternatives spring to mind, but they're only guesses-
* Misplaced comma where there should be a decimal point
* Some obscure face windings (The ordering of the numbers in the Face statement) sometimes produce different results between openBVE and BVE2 / 4. IIRC most of these are related to adding vertices to cubes / cylinders.
I can't send attachment here since I am a new member,but i can tell you that there's no any Misplaced comma and even if i try to change the order of the number with the vertices,I don't think it helps

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SetTextureCoordinates between openBVE and BVE2/4  Empty Re: SetTextureCoordinates between openBVE and BVE2/4

Post by leezer3 on Mon Feb 25, 2019 11:34 am

You should be able to upload somewhere like Mediafire and link to it here.

Alternatively, just paste in the text for the broken face here- It's unlikely to be the texture.

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Post by LXQt on Wed Feb 27, 2019 12:38 pm

leezer3 wrote:You should be able to upload somewhere like Mediafire and link to it here.

Alternatively, just paste in the text for the broken face here- It's unlikely to be the texture.
here is one of them:

CreateMeshBuilder
AddVertex,8.5 ,5    ,10,
AddVertex,8.5 ,1  ,10,
AddVertex,8.5  ,1  ,-5,
AddVertex,8.5 ,5    ,-5,
AddFace2,0,1,2,3,
GenerateNormals,
LoadTexture, hom_3.bmp,
SetTextureCoordinates,0,0,0,
SetTextureCoordinates,1,0,1,
SetTextureCoordinates,2,1,1,
SetTextureCoordinates,3,1,0,
SetDecalTransparentColor,0,0,255,

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SetTextureCoordinates between openBVE and BVE2/4  Empty Re: SetTextureCoordinates between openBVE and BVE2/4

Post by leezer3 on Wed Feb 27, 2019 5:05 pm

I can't reproduce anything with that face.

This strongly suggests it's an interaction between one or more faces in the object, probably caused by a misplaced comma or a spelling mistake in a command.

Without the whole thing, the best I can suggest is to try the offending object in the BVE4 structure viewer, adding one face at a time until it breaks.

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SetTextureCoordinates between openBVE and BVE2/4  Empty Re: SetTextureCoordinates between openBVE and BVE2/4

Post by LXQt on Fri Mar 08, 2019 5:20 am

leezer3 wrote:I can't reproduce anything with that face.

This strongly suggests it's an interaction between one or more faces in the object, probably caused by a misplaced comma or a spelling mistake in a command.

Without the whole thing, the best I can suggest is to try the offending object in the BVE4 structure viewer, adding one face at a time until it breaks.
Thanks for the reply,I think its VMware's fault. I got no problem running on an actual XP machine,sorry for wasting your time a little bit but alright it's solved!

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SetTextureCoordinates between openBVE and BVE2/4  Empty Re: SetTextureCoordinates between openBVE and BVE2/4

Post by leezer3 on Fri Mar 08, 2019 12:00 pm

Yeah, that might be somewhat of a problem.
It'll probably in that case be the graphics drivers as opposed to VMWare itself, but same end result really.

BVE2 / BVE4 rely on the DirectDraw API.
This was deprecated in 2000 (DirectX 7.0), and depending on the drivers, it ranges from anywhere from totally broken to reasonably OK.
On modern kit, nVidia is totally broken, ATI tends to work with some graphical glitches depending on the driver version, and Intel HD graohics seem OK.

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