WVRR1964's Stuff

Tips and discussion about scenery creation for RailWorks.

Re: WVRR1964's Stuff

Unread postby WVRR1964 » Wed Oct 30, 2013 1:12 pm

There are a couple of things about "confusing the basic newbie" that people should try to understand - 1. without knowing the person asking the question, it can be hard to strike the right balance between a reply that sounds either patronising because it explains the most obvious (to all but complete "newbies") terms and procedures, or "know-it-all" because it assumes (or hopes) that the reader will understand the geek-speak; 2. if the answer really does need to assume no prior knowledge and the person posing the question does indeed need a tutorial for novices, the reply would need to be very extensive, and that takes time and effort that many of us (see above) don't have.


I understand what you are saying here. My intention is not to blame the person giving the advise. I'm actually trying to make everybody aware of why some folks may shy away from creating in this sim.
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Re: WVRR1964's Stuff

Unread postby mrennie » Wed Oct 30, 2013 1:35 pm

WVRR1964 wrote:I understand what you are saying here. My intention is not to blame the person giving the advise. I'm actually trying to make everybody aware of why some folks may shy away from creating in this sim.


Yep, I know what you mean. I think it's only when you've started to have a go yourself that you realise just how involved it can get, make a model. It can try the patience of the most patient of us. I get the impression that, generally, people coming into the hobby vastly underestimate the difficulty and just how much talent, for lack of a better word, you need. It's simply not something that any and everybody can do. Anyone wanting to make content for the game has to be willing to experiment a lot, go through a lot of trial and error, on their own with little to no help, and learn the hard way.
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Re: WVRR1964's Stuff

Unread postby Bananarama » Wed Oct 30, 2013 1:49 pm

WVRR1964 wrote:That blog post is another example of confusing the basic newbie...I was told not to use greyscale alphas, but what's used in that tutorial? A greyscale alpha. !*hp*!

Several of the examples in Derek's blog are for items that are few and spread out a bit, such as a lamp post, which would have one or two alpha-related parts, but are of little consequence to scene overhead as there are likely to be relatively few on a single tile. Utility pole insulators, such as you have shown on your model, however, have 20 or so alpha parts (if modeled individually), and just a dozen or so poles will drive performance into the ground (you have to take into account the hundreds of other objects in the scene). That's why you would use full alpha with a "Trans" flag applied. This "Trans" flag is an option (switch) for forcing a punch-through alpha on an object, provided the texture has an alpha channel greater than RGB 128, 128, 128 of any depth (16, 24, etc.).

The mentioning of error bias and a Trans flag is not unique to TS2014 and is present in other games - both in procedure and nomenclature. Error bias controls the mip values of a texture against a model. A value of '0' is default, and uses the default game engine to control the texture's mip values (when the texture begin to divide by 2 and blur). Knocking it down to -1 places more control in the modeler's hands, allowing mip degradation to be delayed and in most cases improve the looks of the object (anything beyond -1 tends to make pixels sparkle).

I agree that what's needed is better documentation, tutorials and real-world examples. With the number of different modeling packages available though, one technique in one package might not dot directly translate to another. A modeler might need to be fully experienced in their chosen package, lest things get bogged down in the details. Questions regarding one technique invariably lead to a dozen more that sometimes have nothing to do with the original question, and usually the person trying to lend assistance may not know what experience the OP might have. It would be great if we had the level of documentation that Auran provided for users of Trainz, but we don't and will have to muddle through the best we can. However, Derek's blog is better interpreted to be a conceptual guide and to expand creativity, rather than a de facto means of getting objects into TS2014.

Your chosen package, Blender, is better suited to modeling in TS2014, IMHO, as its interface and procedures follow industry standards and nomenclature. Canvas does not, which I believe is the main reason why some have so much trouble getting things into the game, and forget about SketchUp. Some folks have a good deal of experience with Canvas though, and in the early days of Rail Simulator/Railworks there was marginal support. However, it's now up to the community to work their way through Canvas and TS2014, as RSC model exclusively in 3DS Max and aren't likely to step back and support another language. While 3DC was fine in its day and filled a need, games in general and modeling packages such as Max and Blender continue to evolve, while Canvas, on the other hand, does not.)

Stick with it. With your experience you're miles ahead of many, but you'll need to have patience in getting through these early steps. :D
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Re: WVRR1964's Stuff

Unread postby g_nash » Wed Oct 30, 2013 8:46 pm

Hack wrote:
WVRR1964 wrote:Knocking it down to -1 places more control in the modeler's hands, allowing mip degradation to be delayed and in most cases improve the looks of the object (anything beyond -1 tends to make pixels sparkle)


Not that little quirks like this can't be useful at times though.

just sayin'
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Re: WVRR1964's Stuff

Unread postby WVRR1964 » Wed Oct 30, 2013 11:43 pm

I'm still lost on the Trans Flag so I'll look into this later. Now for the error bias, is this set when saving the file to an .ace format?
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Re: WVRR1964's Stuff

Unread postby Bananarama » Thu Oct 31, 2013 12:00 am

Error bias is set on the object that a material is assigned to within the 3D editor. I'm not familiar with the inner workings of Blender, so I'm unable to tell you where the setting might be (in 3DS Max, it's located when you select a material slot in the Material Editor). FWIW, mip levels can be set on a texture, but can add unwanted anomalies. You have much more control on the model than with textures.
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Re: WVRR1964's Stuff

Unread postby mrennie » Thu Oct 31, 2013 9:40 am

Hack wrote:Error bias is set on the object that a material is assigned to within the 3D editor. I'm not familiar with the inner workings of Blender, so I'm unable to tell you where the setting might be (in 3DS Max, it's located when you select a material slot in the Material Editor). FWIW, mip levels can be set on a texture, but can add unwanted anomalies. You have much more control on the model than with textures.


It's a pity that there's no error bias in 3Dcrafter (note - Amabilis changed "3DCanvas" to "3DCrafter" because someone else was claiming the rights to the former name). I have to do it with the mip-map generation options in Photoshop when saving as an ACE file.

ScreenShot044.jpg


As for the Trans flag, I suppose in 3DC, that's the same as "transparency" that you put as the "Tx Alpha" parameter for the TrainBasicObjectDiffuse.fx shader:

ScreenShot045.jpg


Hopefully, one day in the future, I'll find time to experiment with Blender.
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