SetTextureCoordinates between openBVE and BVE2/4
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SetTextureCoordinates between openBVE and BVE2/4
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:
OpenBVE:
I bet that was just my coding skills being not good enough,so can anyone help me?
BVE Trainsim:
OpenBVE:
I bet that was just my coding skills being not good enough,so can anyone help me?
Re: SetTextureCoordinates between openBVE and BVE2/4
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.
Re: SetTextureCoordinates between openBVE and BVE2/4
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.
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.
Re: SetTextureCoordinates between openBVE and BVE2/4
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 helpsleezer3 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.
Re: SetTextureCoordinates between openBVE and BVE2/4
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.
Alternatively, just paste in the text for the broken face here- It's unlikely to be the texture.
Re: SetTextureCoordinates between openBVE and BVE2/4
here is one of them: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.
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,
Re: SetTextureCoordinates between openBVE and BVE2/4
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.
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.
Re: SetTextureCoordinates between openBVE and BVE2/4
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!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.
Re: SetTextureCoordinates between openBVE and BVE2/4
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.
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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