![]() ![]() Your almost done! The last thing that you need to do is delete the old textures out of the track folder in rFactor. Then delete texture0.png, texture1.png etc out of the folder for your XPack. Repeat for all offending textures, every single one. For example, for texture0.png I would load the new mcd0.png. Load the one that is identical to the current one. Browse to BTB/My Projects/XXXXX/Xpacks/xpackname/, and find where you copied and renamed those textures. ![]() You can see that you have every texture in that XPack.įor each offending texture, click on it once, then click the textures tab.Ĭlick Load, and a dialog box will pop up. This window will appear.Ĭlick on the name of the XPack, so for me, george st. Open BTB, with the same track in which you have the offending objects.Click the Edit Materials button.Ĭlick OK when the dialog box pops up. Make a copy of texture0, texture1 etc, and replace 'texture' with something else, e.g mcd0, mcd1. I am not sure about 3DS Max objects, but it should be very similar. Inside the images folder will be texture0, texture1 etc. I got two folders called 'models' and 'images'. I exported my objects from SketchUp into Google Earth 4 (.kmz) and renamed to. The beauty of BTB is that it looks for XPack FOLDERS first, then. Inside that folder, you should straightaway see folders called 'Materials', 'Objects', 'Textures' etc. Create a folder with the same name as the. ![]() It needs to be in BTB/My Projects/XXXXX/XPacks, not BTB/XPacks. I have one called george st.zip, which contains the shops. If you are making your own XPack, see the final section.įirst, you need to go to one or more of the offending XPacks. Note: the following solution is only necessary when someone else made the XPack and you therefore don't have the source files. rFactor will always load the jpg textures before pngs, so if the space on a model is taken up by the wrong texture, it will not load the right one. In my case, I had texture0.png, and texture0.jpg. If this is the case, BTB will export both. In my screenshot, the tram I downloaded was in jpgs, and the shops I made were in pngs. You may have another XPack that has the same, but a different extension. The XXX is png, jpg, dds, depending on what image file was set as the material, and what format it was in. For SketchUp users, this will be texture0.XXX, texture1.XXX etc. You will have textures in the XPack which contains your object. (click the thumbnails to see the full-size images) Er muss nicht negativ und kleiner als die Auflistung sein.īei (ExceptionArgument argument, ExceptionResource resource)īei ()īei _TerrainArea(View& v, TerrainArea loTA, Boolean Solid)īei _2d(View v)īei (View& v)īei _Paint(Object sender, PaintEventArgs e)īei .OnPaint(PaintEventArgs e)īei .PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)īei .WmPaint(Message& m)īei .WndProc(Message& m)īei .WndProc(Message& m)īei .ControlNativeWindow.OnMessage(Message& m)īei .ControlNativeWindow.WndProc(Message& m)īei .So, you've created a nice building or some other object in Google SketchUp, 3DS Max etc, and it is working perfectly in BTB. System.ArgumentOutOfRangeException: Der Index lag außerhalb des Bereichs. Informationen über das Aufrufen von JIT-DebuggenĪnstelle dieses Dialogfelds finden Sie am Ende dieser Meldung. I can work with it but nevertheless the red cross appears again from time to time. "Move Node and Control Points") and drag around in the 3D view the track suddenly is rendered and also the other views appear. Update: After loading the track each view shows a red cross on white background. I try to create a new one with 0.6.3, did 0.6.0 and 0.6.1 write corrupted projects!? Still getting an ArgumentOutOfRangeException when loading my new track with BTB 0.6.3 (created with 0.6.1). ![]()
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