Blender 2.7x Briage v2513 - en
Blender 2.7x Briage v2513 - en
Documentation - EN - v2.5.786
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BRIAGE User Manual - BlendeR Intermediate Animation and Geometry Exporter
Table of contents
1 FOREWORD 6
1.1 Thanks......................................................................................................................................................................... 6
1.2 Personal thoughts about the exporter.............................................................................................................. 6
1.3 Where does that name comes from?!................................................................................................................. 7
2 INSTALLATION 8
3 PRESENTATION 10
3.1 Contents.................................................................................................................................................................... 10
3.2 What is processed from Blender?..................................................................................................................... 10
3.3 Usual workflow...................................................................................................................................................... 10
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TrainLightMapWithDiffuse.fx
7.3 Individual texture's path mapping options................................................................................................... 29
Cancel 'Textures directory' setting
Export texture path
8 NOTES 30
9.1 Warnings.................................................................................................................................................................. 38
9.1.1 About Asset Editor cache
9.1.2 About Asset Editor preview mode
9.1.3 About TS live object export
9.2 No mesh or empty object found export. Export Stopped........................................................................... 38
9.3 Please export to the same drive your data are from! Texture 'xx' not added. .................................... 38
9.4 No texture files found in asset editor or blueprint editor......................................................................... 39
9.5 The animation is working properly in Blender but not in the asset editor......................................... 39
9.6 The animation is stuttering................................................................................................................................ 39
9.7 Image filename contains dots '.' which may cause unexpected results in material 'xx', in texture
slot 'yy'.............................................................................................................................................................................. 40
9.8 IGSE configuration parameters are not working as expected................................................................. 40
9.9 An object of an animated set is not in the expected rest position.......................................................... 40
BRIAGE User Manual - BlendeR Intermediate Animation and Geometry Exporter
for Blender 2.7x and Train Simulator 20xx
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BRIAGE User Manual - BlendeR Intermediate Animation and Geometry Exporter
10 ANNEXES 41
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BRIAGE User Manual - BlendeR Intermediate Animation and Geometry Exporter
1 Foreword
1.1 Thanks
All of this wouldn't have been possible without Dom107's exporter anyway.
This new exporter is being worked on since November 2015. I am very proud of the result and having
been part of the great adventure of this exporter which contributes to the successful DTG's Train
Simulator 20xx series (I'm not affiliated to Dovetail Games in any ways).
I still don't know why anybody made this before, but I'm happy it's here for you now.
I began working on this because using the old exporter was too extensive in time and resources
compared to the results. I also wanted it to be more ergonomic for newcomers to 3D and complex TS
asset authoring.
I learnt Python on-the-job for this. After 2 months I got something more useful through blender's
custom properties, this was the V1.5 . More internal versions came by while I was getting better and
hence quicker with Python. More and more features got implemented too until it may finally be named a
“V2.0”. Some corrections and hundreds of revisions later, there was finally something with most of the
features I wanted and a stable core. That's where few of you began hearing of it on UKTS or RailSim-
fr.com some talented beta-testers applied and two months later quite everything was finished thanks to
their remarks!
Thanks to them you can now use a mostly bug-free exporter! (according to test's extrapolations....)
Why so late? I wanted it be the best I can give to the community. I typed this thing alone in my bedroom
all day and everyday for months, and used it as an excuse to cast aside as much people as I could to stay
alone in my little PC world (which was very effective). And finally, this was really hard sometimes. You
don't believe me? -Ask my father or try yourself to develop something based on someone else work in a
language you don't understand!-
Fun fact, I always thought I was alone in this development ship, but in facts, there where lots of people
supporting me. Sparse PMs or half-weekly phone calls: everything and everyone weighs in the scale!
They don't belong in the “special thanks” section but they will recognize themselves while reading this
(if they ever read it... hahaha). This was for me a rewarding programming and typing experience as
much as an enriching human experience in the end.
My lasts words about this are that I gladly wish this software will be as useful to you as it was to me.
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BRIAGE User Manual - BlendeR Intermediate Animation and Geometry Exporter
BRIAGE is an acronym for BlendeR Intermediate Animation and Geometry Exporter which is the full
name of this software.
It's also an old French word which designates the last step of work where a dough or pastry is
homogenized and packed using a wooden bar or a mechanical device. I found this to be an appropriate
enough fact for that name to be kept compared with others I came up with so far.
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2 Installation
2. The installed Add-On must be enabled before they can be used. Simply place a check mark on
the Enable Add-On box . The new export functionalities are now integrated into Blender.
3. Display add-on informations by clicking the white arrow near the checkbox.
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4. Specify TS main “\Railworks” folder path (where TS executable file is located). This is used to
reach shader information.
If not set, it will regenerated on each load from system and steam informations. However this
last technique might fail in some cases and an error will be displayed in material IGS settings
shader description box.
5. Specify a line length in characters per line for shader description box text if necessary. This
option allows you to make sure you can see shader descriptions.
3. go to Add-ons tab.
5. Simply uncheck its “Enable Add-On” box . The new export functionalities are now withdrawn
from Blender.
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3 Presentation
3.1 Contents
You, the user, influence its behaviours through Blender's interfaces mainly located in the properties
area:
• Material tab panels (see 6)
• Scene tab panels (see 4)
• Texture tab panels (see 7)
• User Preferences Add-ons tab panel (see 2)
✔ Objects
+positions
+rotations
+main object colour
✔ Meshes
+materials
+vertices
+faces
+custom normals
+active Vertex colours (unlike in Blender only one colour is saved per vertex), see 8.7.3
+Vertex groups weights (if linked to bones through armature modifier), see 8.3
✔ Bones
+positions
+rotations
+deform bindings up to 4 bone influences per vertex
✔ Meta objects, Curves (if geometry is found), Texts and NURBS can be exported too as regular
objects if they have 1 material assigned. They are auto-converted during export to regular
objects and your scene stays untouched.
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Name objects
An object must follow the TS20xx strict naming rules for LODs (see in 10.4).
If an object doesn’t follow these rules, some processing is made to try to set the name as required by the
game (see in 10.4).
Texture meshes
A material usually needs several texture slots, their content depends on the shader used (see in 7.1,
10.1, 10.2).
Outside specific TS20xx or animations requirements, it is advisable to centre the pivot of each object on
its geometry.
Among the specific requirements of TS20xx, the pivot of the main body of a car or locomotive must be
centred with z = 0 at the rail contact (See example in 4.7). The bogie pivot must coincide with its
rotation axis and the bogies naming convention must be followed with bo01 as the front bogie and bo02
as the back bogie, in the case of a rolling stock with 2 bogies.
In Blender, you can select shader names in a dropping menu, use custom ones or even use the old still
supported way through a material's first texture slot name. Theses two last fields support entering
short names or full shader names (See 7.1, 10.1).
Note that a specific processing is performed for TrainGlassWeatherEffects.fx to make it more convenient
to use (see 8.7). Also some automatic adjustments are done depending on the shader used.
Material attributes are initialized in Blender (see 4, 6).
The exporter takes the modifiers into account without applying them to the model. Objects can also
have some scaling and rotation (see some restrictions in 8.4 : it could be necessary to use CTRL+A to
apply these transformations). Ngons can also be used.
As a default behaviour, several Blender objects are merged into one object when exported, if they all
have the same LOD value and distance. This can be cancelled or altered, take a look here 4.2 and here
4.7 for more details.
Main object field (see in 4.4) sets the main object of the model, for example the body of a locomotive.
There are 2 modes of export for IGS or IA: the entire model (whether objects are selected or not in
Blender views) or selected objects (see 4.2). Main object is set to active object by default.
Annexe 10.6 provides some information about using dynamic representation of character strings
(automatic numbering).
Check log or Blender's system console for errors, see 8.4.2 - Reading logs
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IGS target filepath is the last export path used by IGSE. You
can enter/modify it here are later after clicking Export. It
is saved in the Blend file for later use.
The first top left box sets the Export mode to export selected or export visible.
They are self-explanatory.
“Export selected”: only selected objects are exported with all of their children
(selected of not, visible or not).
“Export visible”: only visible objects (selected of not) are exported with all of
their children (visible or not).
Visible children modifies children exportation rules. When this setting is enabled, only visible children are
exported whatever Export mode is selected.
In the Outliner, the eye icon in front each object is not greyed out for a visible object.
Hierarchy processing allows the exporter to merge objects together following their LOD's distance and
number as well as their matching keywords. Annex 10.3 shows the impact of options Hierarchy and Custom
Keywords combined on IGS and IA export. Further details at 4.7 - Keywords merging system.
For small models, it is advisable to deactivate this option.
Export skinned geometry enables the export of bones and corresponding Vertex groups weights. See 8.3 - Using
skinning and bones for informations.
Verbose toggle makes the exporter print a full log *.igs.log file alongside your
*.igs file instead of writing a short log to Blender's system console. Beware, this
option increases export time by a factor of 5. Use it only when something
looks wrong and you want to take a look at exported data.
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Main object center is a set of 3D coordinates with matching checkboxes. This is used to centre main object
origin at these coordinates (and move children accordingly) if the corresponding checkbox is enabled.
This avoids moving objects in Blender, for example, to centre a locomotive along the X axis to ensure
that it is centred on the rails.
Centring along an axis gives the same result as moving the entire model in Blender so that the pivot of
the Main Object object is at coordinate 0 of this axis.
As such a move impacts animations, the IGS file settings of “Main object center” and “Main Object” are
also read when exporting IA files.
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Textures directory field allows you to set a directory where all your model's textures will be stored
directory can be child, sibling, uncle or wherever you want. By default every texture filepath is rerouted
to this folder, you can fine-tune this behaviour with individual texture settings, see 7.3.
Example of use above Adding “#” at the beginning of former string field
toggles “texture name replacement” mode. Each filename listed as such will be replaced by another
name. The file suffix (dds, ace, bmp, etc…) must not be specified.
Example above :
Texture file “2” is changed to “tex2004”,
then “2004” is replaced by “2016” ,
then “2” are translated to “4”,
finally it is exported as “tex4016”.
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As a default behaviour, the Blender model hierarchy is kept only when objects include TS20xx keywords
or when a LOD change is found. As much as possible, several Blender objects are merged into one object
when exported, if they all have the same LOD value and distance. This is a recommended setting to
diminish performance issues linked with a high number of direct3D “draw calls” in TS.
To merge objects, the exporter looks for the following built-in keywords. ('$' represents a digit) :
'_locomotive' '_fuel_level_' '_door$$'
'_tender' '_freight' '_step$$'
'_coach' '_bulk' '_wh$$'
'_vehicle' '_lights_fwdhead' '_bo$$'
'_wagon' '_lights_revhead' '_panto$$'
'_carriage' '_lights_fwdtail' '_wiper$$'
'_coal' '_lights_revtail' '_primarydigits_$'
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If “Hierarchy processing” is enabled and you do not want an animated object to be merged with other
objects, unless they move with the same motion, just add its full name to the list. Thus,
1_1000_rod9000 present in Custom Keywords table will be a single object: It will not be merged with any
other object.
An object named with a TS20XX keyword as listed in above blue box, (for example 1_0100_bo01)
doesn’t need to be in Custom Keywords table.
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The frames per second (fps) setting can be set in the render menu:
or
It allows having a frame rate higher that the fps value using parameter Frame rate Multiplier. The frame rate is
computed as “Frame rate Multiplier * fps value” (see 5.1 for fps setting). The frame rate multiplier is limited
to 10. If the computed frame rate is higher than 10, a message is displayed in the log file and Frame rate
Multiplier is reset to 1 for the export.
With fps = 30, the frame rate for the animation will be 90. (This value can be found in the log file at line
SampleRate in section IAfHeaders)
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The IA file describes the positions of the IA elements through time. For a cyclic animation, the last position
is identical to the first.
Eventually, removing this last position in the IA file, may make a cyclic animation smoother.
If Remove last frame is ticked in IA export config: last position is not exported, else it is written without any
change.
Moments where no actual animation occurs, at the end and beginning of the array of selected frames for
exporting, are trimmed out. This leads to a shorter file. This is useful when animating cabs and trains with
different animation length not to have to move the start frame and end frame by hand for each set of objects to
export.
This setting is enabled by default. When it is active, only animation relative to Blender object's parent are
exported. This is useful for animating buttons mounted on moving parts in cab for example.
Unticking this box exports animations relative to the scene for every object which doesn't have his parent
included in exported objects set.
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Some options might be greyed out depending on the shader used because all features are not available for all
shaders.
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Legacy shader name mode has priority over other shader name selection techniques on export.
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6. Ambient
Material UI > IGS Options
7. Emissive colour
+ alpha
7
8 8. Emissive strength
6.3 UV Arguments
There are 6 UV args (short for “UV Arguments”) which have various effects depending on the shader
used. But the first one is often used for the same setting:
arg1 : “Phong” size (values between 0<64)
This is the size of the specular highlight: this is close to blender material's “ Hardness” visual effects.
When “Use specular hardness” is enabled, Blender's specular hardness is translated to TS hardness system
then affected to arg1 on export. Else, arg1 can be modified freely.
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These are special behaviours available for some materials. They allow some sort of texture animation.
You can activate them with their associated radio-buttons.
Animate UVs allows use of “animated” textures (more like a sequence of different images). See this for
more informations:
Train Simulator 20XX supports animated textures. 3. Still in the material tab, scroll down to find the "UV
Animated textures refer to a series of identically sized Special Effects" area, and tick the "Animate UVs" button.
frames or textures which the game will load and Also insert the correct number of frames for your
display frame-by-frame. Some examples of animated animation in the area marked '#Frames' (in our example
textures would be : this would be 4). Also choose a frame rate in the 'FPS'
field. In our example we'll choose 2.
- traffic light sequence
- flashing lights on a police car
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6.5 Transparency
The Transparency checkbox is the former AlphaTestMode toggle. It enables transparency for fx shaders,
mostly 1-bit alpha.
Visible distance when set at another value than 0 sets maximum distance in
meters where this material is viewable. Else, it's considered infinite.
MipLODBias pulls MIPmaps change distance closer(negative values) are away(positive values). This is a
particularly effective way of fixing with distance-blurred textures in TS by applying a negative value
here.
FilterMode sets the filtering mode used for the texture in-game.
Viewfacing enumerator allows you to choose the viewer facing mode you want to
apply to your material.
➔ No mode is self-explanatory.
➔ ViewFacing mode enables all-axis view-facing rotations
➔ UprightViewFacing mode enables local Z-constrained view-facing rotations
➔ Auto mode applies the best or most common setting corresponding to
the selected shader name.
These two boxes allow culling faces' back for non-fx shader and double-siding
for fx shaders.
Pre-DPP is a comment field toggle (see 6.10) added on export to the comment field. (DPP means
Deferred Post Processing, theses are effects applied after rendering objects like antialiasing or other 2D
effects.)
Cast shadows is taken from Blender's interface and activates LMCastShadows flag.
BRIAGE User Manual - BlendeR Intermediate Animation and Geometry Exporter
for Blender 2.7x and Train Simulator 20xx
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IGobject_color : (only set by IGS's main objects) Object tab > Display panel> Object color
Some shaders usage examples are given in annex 10.2 and a non-exhaustive shaders list is given in
annex 10.1.
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or or
using short name: using long name: using shader list or custom shader
TrGlass TrainGlass.fx field:
TrainGlass.fx
The slots must be enabled ( ) to be taken into account. The enabled slots don’t need to be contiguous.
Only the enabled slots order matters.
Typical setting of the Mapping panel for a texture slot associated with an image:
The “Map:” field may be left empty when using object active
UV channel for mapping this texture slot.
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Export texture path precise a texture path to use on IGS export instead of Blender's one. This field cancels
'Textures directory' setting too. To only change texture's name: please use 'texture strings to replace' table(see
4.5). Option is disabled if field is empty.
This setting is particularly useful when reskinning an “unreskinnable” assets (like lofts) or when
textures are not available on export path.
>> If using “New texture mode”: wherever you export your IGS, its texture component will point to the file specified
by Blender.
>> If using “Legacy texture mode”: the same relative filepath from blend to texture will be applied to IGS. For this
setting to work properly, work in your source folder sub-directories where you will export your IGS to, or make
sure your working directories mimic exactly end-directories hierarchy.
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8 Notes
Here are various notes you should take into account while using BRIAGE.
Duplis are objects or groups of objects instanced in Blender by Duplication panel of objects.
These instances are now exported by BRIAGE with the following strategies.
8.1.1 DupliFrames
These are merged with duplicator's on export.
8.1.3 DupliGroups
The content of the groups is parented to the duplicator (mesh
or empty) and renamed with duplicator’s name.
The duplicator cannot be a snap point. Duplicator's name may or may not use TS naming conventions,
its detected name is inserted at the beginning of object's and bone's names of the group instances.
You must be careful not to exceed the overall 24 chars limit after insertion , else name will be truncated.
If a "*" is present as last char of duplicator's name, name will be appended to instance's names
without "*".
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1. Place an “arrows” type empty in the Blender scene. The naming convention is important so the
blueprint editor can recognise this as a snap point.
• #ss_xxx is a source snap point
• #st_xxx is a target snap point
• #sb_xxx is both a source and target snap point
where xxx is a unique name, in this case SnapOut2 (I was using SnapIn for target snap points)
2. Orient the snap point object so that the Z axis is pointing in the direction of the desired alignment
when snapped to a target. In general, for all snap point types, this is usually away from the model’s
surface
5. Add as the model of a scenery blueprint, or any other blueprint that has a container component.
6. Hit export. The snap points will automatically be added to the container component on export, and
by default these will be the
Kuju\RailSimulatorCore\Editor\Gizmo\DefaultScenerySnapPoint*.xml blueprints.
NOTE: You can create your own snap point blueprints and configure various settings for these. To use
your own blueprints, you will have to manually add the snap points with the names you gave them in
Blender as children of the blueprint, e.g. #ss_SnapOut2 would be named SnapOut2. You assign your
custom snap point blueprint as the blueprint ID, and hit export. The blueprint editor will match the
names of the snap points in the model to the ones in the blueprint and override their matrices
automatically.
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Armatures are exported when using Export skinned geometry function (see 4.2). Corresponding Vertex
groups weights are exported when an armature modifier is present on a skinned object. Envelope
deformations are not supported yet if not applied to Vertex groups. Skinned objects must only use
“Skin....fx” shaders to work properly. Skinned objects doesn't need to be child of an armature they
only need an armature modifier set to deform following vertex groups weights. Vertex groups names
must be the same as the concerned bone name. It is recommended to take a look here: Blender manual
“Weight edit”, “Skinning to Shapes” and more generally to “Skinning” chapter.
All objects within an IGS doesn't have to be skinned. Used armatures must be exported (it follows rules
defined by selected Export mode). Make sure all your bones have unique names even across
armatures!
You might want to disable this feature for armature-based animations which doesn't need any
deformations on any object to speed up performances.
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"current frame" is set to 0 during the export. The different animated objects must be in a rest
position at "current frame" = 0. At the end of the export, "current frame" is reset to the value before
performing the export.
Only 256 objects can be exported within an IGS including LoDs and without snap points.
You will note that when BRIAGE starts properly, it prints this in Blender system console: (right picture)
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visible (“Export visible” mode). Some options allow more control over what should come out in TS, see 5.5,
5.6 .
Don’t forget to set the frames per second (fps) and the start and end keyframes according to the
relevant objects: a switch animation is shorter than a pantograph animation.
8.5.2 Scaling
Data in exported IA format are positions and rotations. There is therefore no scale. Remember to apply
scale to objects CTRL+A “scale” to avoid strange surprises. Thus the effect of a "copy scale" constraint
won’t show up in the TS20XX exported animation. Although, a scale animation could be faked using an
armature and skinning vertices, one bone for each stretching direction.
A model and tutorial on “animating the valve-gear of a steam locomotive” by Mike Adams can be found
on UKtrainsim download section. Though this tutorial is being updated for this export tool, it gives a
good example of what can handle the exporter: lattices, bones, armatures, constraints of type copy
location / copy rotation, limit rotation.
It is not necessary to select all objects of an animation set and especially an object with an
already selected parent if using “selection mode”.
Among the selected objects ("selection mode" enabled) or the objects below the scene object ("visible mode"
enabled), the criteria of inclusion in the animation export are (see example at Annex 10.5):
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When enabling "selection mode", be sure that the selection is consistent with the IGS structure or bring
corrections with Relative export and Selected hierarchy options. For example, if the IGS file was created
exporting the entire model, the selected objects for animation should be at the level under the scene
object (otherwise, risk of unwanted translation when playing the animation without using previously
cited options for adjustments).
By default, the log file lists the selected objects and those taken into account in the export.
The exporter takes into account whether to render the object fully smoothed, flat or auto-smoothed
meshes. It also reads and export custom normals and sharp edges.
You can read details on smoothing here:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Smoothing
I use below some information from this link for a few explanations.
Click the Flat button in the Tool Shelf's Shading panel to cancel the
smoothing effect.
Another way of changing the impact if smoothing is to use the edge split
modifier. But this might just be useless as this is already done internally
on export...
If you want to use custom normals for improved lightning effects and cleaner normal maps, have a look
at this Blender Add-on over there: Y.A.V.N.E. (Yet Another Vertex Normal Editor)
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Be careful when using smaller IGS setting, if vertices have too different colours for their adjacent faces
they will not weld correctly together, causing performance issues in TS.
An invisible object must be added otherwise the object once added in a scenario won't be pickable. One
way is to add a cube with a UV map initialized and use the “ invisible" shader. The "invisible"
shader must not be accompanied by a texture file else, it will generate an error (see example 10.7).
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winwmotion_nm.dds : Texture to
define the wipe out pattern of
raindrops.
May be generated using
“winmotion.exe” in TS directory
For TrainGlassWeatherEffects.fx, the exporter automatically adds an additional slot for TS20XX.
(dummy cubemap slot) UV arguments are not enabled for this material.
Example in Blender:
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9.1 Warnings
This error is generated when nothing is found which can be exported. To solve this :
9.3 Please export to the same drive your data are from! Texture 'xx' not added.
It also appears when you are exporting an object from a scene never saved before and Blender
executable is not on the drive you are exporting to.
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pop-up. This will not happen if textures are under C:/myWork/myTrain/myTexures/ but textures paths
in the igs will point there and your model will never work on another computer than yours.
• Use provided texture path 'on-export' modifier tools (see 4.5 and 7.3)
• Use TS's source directories as working directories
If no texture files are found when opening the xml model file in the asset editor or the blueprint editor
Check in the log file that the export used the proper texture mapping informations. If you are not
familiar with the new BRIAGE texture workflow, uncheck “write from *.IGS destination”:
9.5 The animation is working properly in Blender but not in the asset editor
If nothing moves, check in the main blueprint “Anim Set” section that all the animation sets have
“Animate in editor” set to “True”.
If the parts are not moving as expected:
Check the igs / ia export consistency. For example, selected objects for animation are not
under the scene level whereas the igs export was made for the entire model (no selection).
Check in the igs export log file (“Groups list” section) that a moving part was not merged
with another object. If this is the case, add keywords in the Custom Keywords table, if the model
has not too many objects, disable hierachy processing.
Check the FPS value (number of frames per second) in the igs exporter log file. This value is
listed in every description of a material even if option "verbose" is not checked. Setting-up FPS is
explained in paragraph 5.1.
Exit the Asset Editor, clean the cache and restart the Asset Editor.
If you can’t get a smooth animation, try “Key” menu -> “Interpolation Mode” ->
“Linear”, either in the dope sheet or in the graph editor.
You can also try to lower the framerate divider (framerate base: see 5.1) or
try to use framerate multiplier option: see paragraph 5.
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9.7 Image filename contains dots '.' which may cause unexpected results in material 'xx',
in texture slot 'yy'
This warning appears when the texture filename contains more than 1 dot because the blueprint editor
will process these thinking the last part after the first dot he sees is a file extension. Therefore a “.safe” is
appended at export in this case.
Check the igs log file in Blender's system console or by performing an export with Verbose option
activated and check the output:
Check all your exported objects have their scale applied (active object > CTRL+A > “ scale”). This
is known to cause untraceable bugs during export.
Then, check its contents: Are the expected IGS parameters listed as expected (shader names,
texture names, etc...)? If not refer back to sections from this very manual about setting
correctly the parameters which failed to export.
For transparency, you may need to change some parameters under Material IGS options panel>
Transparency settings according to the shader used (see paragraph 10.2).
If you still encounter problems, please contact the author or current maintainer(s) of BRIAGE
about your issue with a detailed log file and eventually your *.blend file.
An object of an animated set may not be in the expected position before running the animation. Still,
when running the animation and when the set returns to the rest position, all objects of the animated
set are well positioned.
If you still encounter problems, please contact the author or current maintainer(s) of BRIAGE
about your issue with a detailed log file and eventually your *.blend file.
Check the object position with current frame set to 0 (the igs export is done with " current
frame" = 0).
Before animating an object, ensure to use Ctrl+A “rotation & scale”.
If the badly positioned object is a child, clear the parent link (Alt+P Clear and Keep Transformation).
Add the link with the parent using the ChildOf constraint + Set Inverse. Don’t forget to export again
the igs file. The object must then be included in the selection when exporting the animation.
Check that:
An object of LOD level N has a parent of LOD N-1 (parentage created by Ctrl p).
The child name must be the same as the parent name, apart from the LOD level and distance
The child LOD distance must be > than the parent LOD distance
Some objects with different names haven't been truncated to the same 24 chars name to
comply with LOD naming conventions
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10 Annexes
This list is exhaustive: other shaders are used directly by game engine or unfinished, contain bugs or
just less useful copies of other listed shaders in the use which can be made of them from an 3D artist
point of view.
This table is meant to give informations about which slot each texture type should use. Hence, shaders
which don't have their source file(s) included with TS distribution cannot be listed.
Cubemaps can be replaced by dummy textures, TS always uses its default cubemap instead.
All *.fx shaders support at least 1-bit alpha transparency mode when Material IGS option Transparency is
ticked. Even if “RGBx” is specified. I don't know any exception to this rule
Images contains usually 4 components : RGBA (3 colours [RGB], 1 transparency [A]). Unused
components are replaced with an “x”. By default, “RGBA” designate here 8-bit per channel textures used
as diffuse maps with a transparency channel unless stated otherwise.
“xxxx” represent dummy textures: none of their channels will be used whatever they contain. It is
advisable to keep these as small as possible (e.g.: 8x8).
ConvertToGeo.exe known
ShaderName ShaderName ShaderName
supported shaders (App.fbk
list)
Some Blue listed shaders might bug ConvertToGeo.exe while exporting producing “invalid
parameters “ errors or provoke an “infinite export” bug.
Each Grey listed shader have been tested and is working properly in TS.
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Unknown
following naming conventions:
Texture mapped, with diffuse
InvertATexDiff RGBA
colour, using inverted additive
alpha from texture's alpha
channel
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R: palette 1
mask
Skinned geometry specific shader RGBA palette 1 RGBA palette 2
G: palette 2
SkinDiffusePallete2.fx with diffuse channel mask 256xY image 256xY image
Palettised, see 10.8.3 x use “_nocomp” use “_nocomp”
A: luminosity
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R: palette 1
mask
Skinned geometry specific shader RGBA palette 1 RGBA palette 2
G: palette 2
SkinNormalPallete2.fx with diffuse channel mask 256xY image 256xY image RGBx Normal
Palettised, see 10.8.3 x use “_nocomp” use “_nocomp”
A: luminosity
Unknown
following naming conventions:
RGBA
SubtractATexDiff Texture mapped, with diffuse
subtractive draw
colour, using subtractive alpha
from texture's alpha channel
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R: palette 1
mask
RailWorks specific shader with RGBA palette 1 RGBA palette 2
G: palette 2
TrainBasicObjectDiffusePallete2.fx diffuse channels 256xY image 256xY image
mask
Palettised, see 10.8.3 use “_nocomp” use “_nocomp”
x
A: luminosity
R: palette 1
RailWorks specific shader with mask
diffuse, specular and bump RGBA palette 1
channels plus environment map x
TrainBumpSpecEnvPalette1.fx 256xY image RGBx Normal RGBx Cubemap
Supports UVarg1 see 6.3 x
use “_nocomp”
Palettised, see 10.8.3 A: luminosity
and Specular
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Unknown
Blends mapped texture with
TrainVertexLit.fx vertex colours. Buggy when RGBx
skydome behind. No transparency
at all.
Unknown
TrainVertexLitWithDiffuse.fx Mapped texture. Buggy when RGBx
skydome behind.
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TrainBasicObjectDiffuse.fx name.dds
Solid texture
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Note: Custom Keywords in this example show how objects are merged and how it can also be used to
ensure that an object is not merged with others by adding the full object name (see paragraph
also 4.7).
For this example, the wheels don’t follow the TS20XX naming rules (bo01wh01, for example). They are
processed as any object. With the TS20XX naming rules, it would not have been necessary to add them
in the Custom Keywords list (see choices 3 and 4 below).
This model needs to animate wheels and rods. So choice 1 is not the right option as wheels and rods are
merged. Choice 4 is the best if you need to add a lot more objects in the model and don’t want to reach
the 256 objects limit.
IA Export: To export the wheels and rods animation, select 1_0100_bo01 and 1_0100_bo02.
Note: display of this informations has changed in BRIAGE but may be found at the same location
with an increased legibility.
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------------------ Groups list ----------------- Group objects: 1_1000_frnt_exh_cvr Parent group: 1_1000_rear_hdlgt_1
--- 46 groups --- 1_0100_rod1_r --- Group --- 1_1000_rear_exh (1 item) Group objects:
LOD level 1 / LOD distance 1000 / keyword 1_1000_rear_hdlgt_2
--- Group --- 1_1000_frame (1 item) --- Group --- 1_0100_wheel02 (1 item) None
LOD level 1 / LOD distance 1000 / keyword LOD level 1 / LOD distance 0100 / keyword Parent group: 1_1000_cab --- Group --- 1_1000_rear_hdlgt_3 (1 item)
None None Group objects: LOD level 1 / LOD distance 1000 / keyword
Parent group: None Parent group: 1_0100_bo01 1_1000_rear_exh None
Group objects: Group objects: Parent group: 1_1000_rear_hdlgt_1
1_1000_frame 1_0100_wheel02 --- Group --- 1_1000_rear_exh_cvr (1 item) Group objects:
LOD level 1 / LOD distance 1000 / keyword 1_1000_rear_hdlgt_3
--- Group --- 1_0100_bo02 (1 item) --- Group --- 2_1000_bo01 (1 item) None
LOD level 1 / LOD distance 0100 / keyword LOD level 2 / LOD distance 1000 / keyword Parent group: 1_1000_cab --- Group --- 1_1000_front_hood (1 item)
_bo02 _bo01 Group objects: LOD level 1 / LOD distance 1000 / keyword
Parent group: None Parent group: 1_0100_bo01 1_1000_rear_exh_cvr None
Group objects: Group objects: Parent group: None
1_0100_bo02 2_1000_bo01 --- Group --- 1_1000_rear_hood (1 item) Group objects:
Group children: LOD level 1 / LOD distance 1000 / keyword 1_1000_front_hood
1_0100_wheel03 --- Group --- 1_1000_cab_interior (1 item) None Group children:
1_0100_wheel04 LOD level 1 / LOD distance 1000 / keyword Parent group: None 1_1000_frnt_hdrail_2
2_1000_bo02 None Group objects: 1_1000_frnt_hdrail_3
Parent group: None 1_1000_rear_hood 1_1000_frnt_hndrail_1
--- Group --- 1_0100_wheel03 (1 item) Group objects: Group children: 1_1000_frt_hdrail_4
LOD level 1 / LOD distance 0100 / keyword 1_1000_cab_interior 1_1000_hdrail_rear_3 1_1000_rgt_grbox
None 1_1000_hndrail_rear_4 1_1000_right_fuel_flr
Parent group: 1_0100_bo02 --- Group --- 1_1000_rear_cplr_pkt (1 item) 1_1000_left_fuel_filr
Group objects: LOD level 1 / LOD distance 1000 / keyword 1_1000_lft_gearbx --- Group --- 1_1000_frnt_hdrail_2 (1 item)
1_0100_wheel03 None 1_1000_rear_hdrail_1 LOD level 1 / LOD distance 1000 / keyword
Group children: Parent group: None 1_1000_rear_hdrail_2 None
1_0100_rod2_l Group objects: Parent group: 1_1000_front_hood
1_0100_rod2_r 1_1000_rear_cplr_pkt --- Group --- 1_1000_hdrail_rear_3 (1 item) Group objects:
LOD level 1 / LOD distance 1000 / keyword 1_1000_frnt_hdrail_2
--- Group --- 1_0100_rod2_l (1 item) --- Group --- 1_1000_frnt_cplr_pkt (1 item) None
LOD level 1 / LOD distance 0100 / keyword LOD level 1 / LOD distance 1000 / keyword Parent group: 1_1000_rear_hood --- Group --- 1_1000_frnt_hdrail_3 (1 item)
None None Group objects: LOD level 1 / LOD distance 1000 / keyword
Parent group: 1_0100_wheel03 Parent group: None 1_1000_hdrail_rear_3 None
Group objects: Group objects: Parent group: 1_1000_front_hood
1_0100_rod2_l 1_1000_frnt_cplr_pkt --- Group --- 1_1000_hndrail_rear_4 (1 item) Group objects:
LOD level 1 / LOD distance 1000 / keyword 1_1000_frnt_hdrail_3
--- Group --- 1_0100_rod2_r (1 item) --- Group --- 1_1000_lft_fuel_tnk (1 item) None
LOD level 1 / LOD distance 0100 / keyword LOD level 1 / LOD distance 1000 / keyword Parent group: 1_1000_rear_hood --- Group --- 1_1000_frnt_hndrail_1 (1 item)
None None Group objects: LOD level 1 / LOD distance 1000 / keyword
Parent group: 1_0100_wheel03 Parent group: None 1_1000_hndrail_rear_4 None
Group objects: Group objects: Parent group: 1_1000_front_hood
1_0100_rod2_r 1_1000_lft_fuel_tnk --- Group --- 1_1000_left_fuel_filr (1 item) Group objects:
LOD level 1 / LOD distance 1000 / keyword 1_1000_frnt_hndrail_1
--- Group --- 1_0100_wheel04 (1 item) --- Group --- 1_1000_rt_fuel_tnk (1 item) None
LOD level 1 / LOD distance 0100 / keyword LOD level 1 / LOD distance 1000 / keyword Parent group: 1_1000_rear_hood --- Group --- 1_1000_frt_hdrail_4 (1 item)
None None Group objects: LOD level 1 / LOD distance 1000 / keyword
Parent group: 1_0100_bo02 Parent group: None 1_1000_left_fuel_filr None
Group objects: Group objects: Parent group: 1_1000_front_hood
1_0100_wheel04 1_1000_rt_fuel_tnk --- Group --- 1_1000_lft_gearbx (1 item) Group objects:
LOD level 1 / LOD distance 1000 / keyword 1_1000_frt_hdrail_4
--- Group --- 2_1000_bo02 (1 item) --- Group --- 1_1000_pilot_frnt (1 item) None
LOD level 2 / LOD distance 1000 / keyword LOD level 1 / LOD distance 1000 / keyword Parent group: 1_1000_rear_hood --- Group --- 1_1000_rgt_grbox (1 item)
_bo02 None Group objects: LOD level 1 / LOD distance 1000 / keyword
Parent group: 1_0100_bo02 Parent group: None 1_1000_lft_gearbx None
Group objects: Group objects: Parent group: 1_1000_front_hood
2_1000_bo02 1_1000_pilot_frnt --- Group --- 1_1000_rear_hdrail_1 (1 item) Group objects:
LOD level 1 / LOD distance 1000 / keyword 1_1000_rgt_grbox
--- Group --- 1_0100_bo01 (1 item) --- Group --- 1_1000_pilot_rear (1 item) None
LOD level 1 / LOD distance 0100 / keyword LOD level 1 / LOD distance 1000 / keyword Parent group: 1_1000_rear_hood --- Group --- 1_1000_right_fuel_flr (1 item)
_bo01 None Group objects: LOD level 1 / LOD distance 1000 / keyword
Parent group: None Parent group: None 1_1000_rear_hdrail_1 None
Group objects: Group objects: Parent group: 1_1000_front_hood
1_0100_bo01 1_1000_pilot_rear --- Group --- 1_1000_rear_hdrail_2 (1 item) Group objects:
Group children: LOD level 1 / LOD distance 1000 / keyword 1_1000_right_fuel_flr
1_0100_wheel01 --- Group --- 1_1000_cab (1 item) None
1_0100_wheel02 LOD level 1 / LOD distance 1000 / keyword Parent group: 1_1000_rear_hood --- Group --- 1_1000_frnt_hdlgt_1 (1 item)
2_1000_bo01 None Group objects: LOD level 1 / LOD distance 1000 / keyword
Parent group: None 1_1000_rear_hdrail_2 None
--- Group --- 1_0100_wheel01 (1 item) Group objects: Parent group: None
LOD level 1 / LOD distance 0100 / keyword 1_1000_cab --- Group --- 1_1000_reardoor (1 item) Group objects:
None Group children: LOD level 1 / LOD distance 1000 / keyword 1_1000_frnt_hdlgt_1
Parent group: 1_0100_bo01 1_1000_frnt_exh None Group children:
Group objects: 1_1000_frnt_exh_cvr Parent group: None 1_1000_frnt_hdlgt_2
1_0100_wheel01 1_1000_rear_exh Group objects: 1_1000_frnt_hdlgt_3
Group children: 1_1000_rear_exh_cvr 1_1000_reardoor
1_0100_rod1_l --- Group --- 1_1000_frnt_hdlgt_2 (1 item)
1_0100_rod1_r --- Group --- 1_1000_frnt_exh (1 item) --- Group --- 1_1000_rear_hdlgt_1 (1 item) LOD level 1 / LOD distance 1000 / keyword
LOD level 1 / LOD distance 1000 / keyword LOD level 1 / LOD distance 1000 / keyword None
--- Group --- 1_0100_rod1_l (1 item) None None Parent group: 1_1000_frnt_hdlgt_1
LOD level 1 / LOD distance 0100 / keyword Parent group: 1_1000_cab Parent group: None Group objects:
None Group objects: Group objects: 1_1000_frnt_hdlgt_2
Parent group: 1_0100_wheel01 1_1000_frnt_exh 1_1000_rear_hdlgt_1
Group objects: Group children: --- Group --- 1_1000_frnt_hdlgt_3 (1 item)
1_0100_rod1_l --- Group --- 1_1000_frnt_exh_cvr (1 item) 1_1000_rear_hdlgt_2 LOD level 1 / LOD distance 1000 / keyword
--- Group --- 1_0100_rod1_r (1 item) LOD level 1 / LOD distance 1000 / keyword 1_1000_rear_hdlgt_3 None
LOD level 1 / LOD distance 0100 / keyword None --- Group --- 1_1000_rear_hdlgt_2 (1 item) Parent group: 1_1000_frnt_hdlgt_1
None Parent group: 1_1000_cab LOD level 1 / LOD distance 1000 / keyword Group objects:
Parent group: 1_0100_wheel01 Group objects: None 1_1000_frnt_hdlgt_3
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The other *panto01* objects like 1_0128_panto01_04 don't need to be selected because they are
children of already selected objects.
Other objects not shown here (little additional parts) don't need to be selected either because they are
children of *panto01*. They will be present in the exported animation.
Please note that it may be necessary to import again the equipment in a scenario so that the game takes
into account changes in xml files or in the Blender model.
In addition to this tutorial, here is how 3 numbering objects with 3 digits were implemented in Blender:
They are respectively named 1_0050_primarydigits_3 (for the number on the right of the image),
1_0050_primarydigits_3.001 (for the number on the opposite side) and 1_0050_primarydigits_3.002 (for the front
number).
The white rectangle shows the main bicolour texture and the alpha alpha texture for digit 3 included in
a 64 x 128 pixels DDS file. The faces for the side grey number crop the grey area and the faces for the
front white number crops the white area.
The 1_0050_primarydigits_3 object (1_yyyy_primarydigits_ followed by the number of digits = 3) is a plane divided
into 3 faces. The other 1_0050_primarydigits_3.00x objects are created by duplication.
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Each face is assigned a material: primarynumber_0 (units), primarynumber_1 (tens digit) ou primarynumber_2
(hundreds digit).
In detail, each of these 3 materials is defined by (N is set to 0, 1, 2, …, 29, …, 99, and perhaps even
higher):
Material first texture slot: texture named decal_primarynumber_N associated in the UV-editor to image
decal_primarynumber_N.dds and associated to texture file decal_primarynumber_N.dds.
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Material second texture slot (in the UV-editor, the image is decal_primarynumber_0.dds)
Nota: Be careful when creating NamedTextureSets for your dynamic text. TextureName field of each
entry must contain 1 ASCII symbol, else your text won't display at all.
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Tree texture in Material "MatSimpletree" with “Transparency” enabled in IGS option panel:
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Texture for the selection cube (Material "MatInvisible"). An invisible object must be added otherwise it
will be impossible to select the object once placed in a scenario. There is no special care to take to
texture this item because it will not be visible.
Result:
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Normal map (or just Normal) holds informations about fake details. i.e. , details to heavy and too little
to be included in final 3D work are printed to a normal map to spare performances. This can be useful
for vents, screws, metal panels, hinges, windows, etc...
Cubic map (,Cubemap or Skybox) is a special texture type used to fake reflections on old rendering
engines. It contains 6 images mapped inside a virtual cube. They should look like the real mirrored
environment around your object for more realism. These can be contained in DDS files; use GIMP or Ps
to be able to manipulate them.
Specular map (or Spec) specifies specular intensity (“specular power” in TS: see 6.2) at given places of
the texture . This is used to fake a particular real life material light properties, making it shiny or dull.
Gloss map (or simply Gloss) specifies specular size (“Phong” size in TS: see 6.3, Hardness in Blender,
“tightness”) at given places of the texture . This is used to fake a particular real life material light
properties, making it glossy or diffuse.
Environment map (or Envmap) holds reflectiveness of a material making it more or less mirror-like.
Light map (LM), which save shadows from all light sources, and Ambient occlusion (AO) map, which save
shadows from bouncing environmental light (in more or less fake way), can be considered the same in
TS as they are treated the same way. Both contain fixed shadows which are altered by dynamic TS light
sources and occlusion volumes. However, you can mix them to your diffuse maps or use them as stencil
shadows (e.g. with SubtractATexDiff) to make them unalterable by game engine.
Emissive map specifies which part of a material emits light and in which amount. This can be used to
make glowing effects or to cut off a light build into a wall texture.
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Greyscale maps sometimes need to be cast to RGB components (just copy values to all channels) when
TS needs it.
10.8.3 Palettisation
This refers to a semi-random way of generating variations for diffuse channels in TS.
Take a look at this document:
'TS directory'/dev/Docs/TS2014Tech_P1.pdf, p19, 6. Palettisation
You may also see and try using the provided PalletisedCar.blend file (Thanks to Ash from UKTS) and
it’s associated blueprints
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Last modification:
> Julian MERLE-REMOND - 19:22, 30/01/20
If you want to translate this manual or BRIAGE interface in another language: please contact document
maintainer for *.odt source files and/or to include your work in the main BRIAGE distribution.
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