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What's this textures problem

Unread postPosted: Sun May 23, 2021 8:48 am
by honeybaobao
Hi,

I have problem when i do the export of this track, I designed from Sketchup and follow a tuto and then I convert with 3Dcrafter, I tried too with 3dsmax the problem is the same.

For this test I used the Texdiff shader, i know it's loft, but it's to try to resolve the problems about this texture

https://postimg.cc/HVX6w3PT

https://postimg.cc/RWTG8hB8

I never had that Problem in the past, but I stopped since 4 years so I guess I lost some Conversion problems !**duh*!! !**duh*!!

This is the contect of the file:

Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<cHcGeometry xmlns:d="http://www.kuju.com/TnT/2003/Delta" d:version="1.0" d:id="39373928">
   <LODController>
      <cHcGeometryLODController d:id="114980640">
         <LOD>
            <e d:type="sFloat32" d:alt_encoding="0000000000005940" d:precision="string">100</e>
            <e d:type="sFloat32" d:alt_encoding="0000000000007940" d:precision="string">400</e>
            <e d:type="sFloat32" d:alt_encoding="0000000000408F40" d:precision="string">1000</e>
         </LOD>
      </cHcGeometryLODController>
   </LODController>
   <Material>
      <cHcExplicitStateMaterial d:id="39457480">
         <ShaderName d:type="cDeltaString">Lit3DirSingle</ShaderName>
         <TextureByName>
            <e d:type="cDeltaString">textures\[00]rail</e>
         </TextureByName>
         <Name d:type="cDeltaString">material0</Name>
         <CollisionSurface d:type="cDeltaString">METAL</CollisionSurface>
         <VertexType d:type="ref">114956832</VertexType>
         <FrameAlphaMode d:type="cDeltaString">ALPHA_MODE_NONE</FrameAlphaMode>
         <PassPlatformData/>
         <DiffuseAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000000 1.0000000 1.0000000 1.0000000</DiffuseAsVec>
         <AmbientAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">0.1000000 0.1000000 0.1000000 1.0000000</AmbientAsVec>
         <EmissiveAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">0.7000000 0.7000000 0.7000000 1.0000000</EmissiveAsVec>
         <SpecularColourAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000000 1.0000000 1.0000000 1.0000000</SpecularColourAsVec>
         <SpecularPower d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</SpecularPower>
         <TextureAddrModeU>
            <e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
         </TextureAddrModeU>
         <TextureAddrModeV>
            <e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
         </TextureAddrModeV>
         <TextureAddrModeW>
            <e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
         </TextureAddrModeW>
         <MagFilter>
            <e d:type="cDeltaString">HC_FILTER_MODE_LINEAR</e>
         </MagFilter>
         <MinFilter>
            <e d:type="cDeltaString">HC_FILTER_MODE_LINEAR</e>
         </MinFilter>
         <MipFilter>
            <e d:type="cDeltaString">HC_FILTER_MODE_NEAREST_POINT</e>
         </MipFilter>
         <MipLodBias>
            <e d:type="sFloat32" d:alt_encoding="00000000000000C0" d:precision="string">-2</e>
         </MipLodBias>
         <AlphaTestType d:type="cDeltaString">HC_ALPHATEST_GREATER</AlphaTestType>
         <AlphaRef d:type="sUInt32">127</AlphaRef>
         <BackFaceCulled d:type="bool">1</BackFaceCulled>
         <LightGlowFadeDistance d:type="sFloat32" d:alt_encoding="00000000B7C6DA38" d:precision="string">8.05768e-035</LightGlowFadeDistance>
      </cHcExplicitStateMaterial>
      <cHcExplicitStateMaterial d:id="114577504">
         <ShaderName d:type="cDeltaString">Lit3DirSingle</ShaderName>
         <TextureByName>
            <e d:type="cDeltaString">textures\[00]beton</e>
         </TextureByName>
         <Name d:type="cDeltaString">material1</Name>
         <CollisionSurface d:type="cDeltaString">METAL</CollisionSurface>
         <VertexType d:type="ref">114956832</VertexType>
         <FrameAlphaMode d:type="cDeltaString">ALPHA_MODE_NONE</FrameAlphaMode>
         <PassPlatformData/>
         <DiffuseAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000000 1.0000000 1.0000000 1.0000000</DiffuseAsVec>
         <AmbientAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">0.1000000 0.1000000 0.1000000 1.0000000</AmbientAsVec>
         <EmissiveAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">0.7000000 0.7000000 0.7000000 1.0000000</EmissiveAsVec>
         <SpecularColourAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000000 1.0000000 1.0000000 1.0000000</SpecularColourAsVec>
         <SpecularPower d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</SpecularPower>
         <TextureAddrModeU>
            <e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
         </TextureAddrModeU>
         <TextureAddrModeV>
            <e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
         </TextureAddrModeV>
         <TextureAddrModeW>
            <e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
         </TextureAddrModeW>
         <MagFilter>
            <e d:type="cDeltaString">HC_FILTER_MODE_LINEAR</e>
         </MagFilter>
         <MinFilter>
            <e d:type="cDeltaString">HC_FILTER_MODE_LINEAR</e>
         </MinFilter>
         <MipFilter>
            <e d:type="cDeltaString">HC_FILTER_MODE_NEAREST_POINT</e>
         </MipFilter>
         <MipLodBias>
            <e d:type="sFloat32" d:alt_encoding="00000000000000C0" d:precision="string">-2</e>
         </MipLodBias>
         <AlphaTestType d:type="cDeltaString">HC_ALPHATEST_GREATER</AlphaTestType>
         <AlphaRef d:type="sUInt32">127</AlphaRef>
         <BackFaceCulled d:type="bool">1</BackFaceCulled>
         <LightGlowFadeDistance d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</LightGlowFadeDistance>
      </cHcExplicitStateMaterial>
      <cHcExplicitStateMaterial d:id="114580624">
         <ShaderName d:type="cDeltaString">Lit3DirSingle</ShaderName>
         <TextureByName>
            <e d:type="cDeltaString">textures\[00]ballast</e>
         </TextureByName>
         <Name d:type="cDeltaString">material2</Name>
         <CollisionSurface d:type="cDeltaString">METAL</CollisionSurface>
         <VertexType d:type="ref">114956832</VertexType>
         <FrameAlphaMode d:type="cDeltaString">ALPHA_MODE_NONE</FrameAlphaMode>
         <PassPlatformData/>
         <DiffuseAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000000 1.0000000 1.0000000 1.0000000</DiffuseAsVec>
         <AmbientAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">0.1000000 0.1000000 0.1000000 1.0000000</AmbientAsVec>
         <EmissiveAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">0.7000000 0.7000000 0.7000000 1.0000000</EmissiveAsVec>
         <SpecularColourAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000000 1.0000000 1.0000000 1.0000000</SpecularColourAsVec>
         <SpecularPower d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</SpecularPower>
         <TextureAddrModeU>
            <e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
         </TextureAddrModeU>
         <TextureAddrModeV>
            <e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
         </TextureAddrModeV>
         <TextureAddrModeW>
            <e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
         </TextureAddrModeW>
         <MagFilter>
            <e d:type="cDeltaString">HC_FILTER_MODE_LINEAR</e>
         </MagFilter>
         <MinFilter>
            <e d:type="cDeltaString">HC_FILTER_MODE_LINEAR</e>
         </MinFilter>
         <MipFilter>
            <e d:type="cDeltaString">HC_FILTER_MODE_NEAREST_POINT</e>
         </MipFilter>
         <MipLodBias>
            <e d:type="sFloat32" d:alt_encoding="00000000000000C0" d:precision="string">-2</e>
         </MipLodBias>
         <AlphaTestType d:type="cDeltaString">HC_ALPHATEST_GREATER</AlphaTestType>
         <AlphaRef d:type="sUInt32">127</AlphaRef>
         <BackFaceCulled d:type="bool">1</BackFaceCulled>
         <LightGlowFadeDistance d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</LightGlowFadeDistance>
      </cHcExplicitStateMaterial>
   </Material>
   



Thanks for your precious help, could be help me to resolve the problem and hope get in the next step

Re: What's this textures problem

Unread postPosted: Mon May 24, 2021 2:29 am
by bnsfsubdivision
Wrong texture format I assume. Textures must be converted to .ace or .dds prior to export in order to work in-game.

Re: What's this textures problem

Unread postPosted: Mon May 24, 2021 3:44 am
by honeybaobao
Hi bnsfsubdivision thanks for your help, very strange because I tried with PNG texture convert on ace, and I tried with DDS textures same result as picture, because I used modelconverter x from sketchup to 3Dcrafter and the preview was fine, It's for sure I made mistake but where ???

Re: What's this textures problem

Unread postPosted: Mon May 24, 2021 4:35 am
by bnsfsubdivision
honeybaobao wrote:Hi bnsfsubdivision thanks for your help, very strange because I tried with PNG texture convert on ace, and I tried with DDS textures same result as picture, because I used modelconverter x from sketchup to 3Dcrafter and the preview was fine, It's for sure I made mistake but where ???

If you don't have photoshop to convert your textures to dds, I suggest you use the classic RWAceTool (you can find it in your railworks directory). If you can't find it, search for "RWAceTool.exe".

Re: What's this textures problem

Unread postPosted: Wed May 26, 2021 1:56 am
by GreatNortherner
Hi,

This "pink texture" issue is a common thing when using .dds for your models. They have to be in a valid format to process correctly in the exporter. Do not use DDX compression. Assuming you're using GIMP for your .dds saving, all that should be needed is to make sure that the save dialog is set to "compression NONE", "generate mipmaps ON", and "format AUTO". That should make it work.

Cheers,
Michael

Re: What's this textures problem

Unread postPosted: Wed May 26, 2021 12:19 pm
by honeybaobao
GreatNortherner wrote:Hi,

This "pink texture" issue is a common thing when using .dds for your models. They have to be in a valid format to process correctly in the exporter. Do not use DDX compression. Assuming you're using GIMP for your .dds saving, all that should be needed is to make sure that the save dialog is set to "compression NONE", "generate mipmaps ON", and "format AUTO". That should make it work.

Cheers,
Michael

Hi GreatNorthener thank you for your answer, it could be that, but I use Photoshop for editing pictures, I will check the settings. But now I know the settings for the DDS I will test it !!howdy!!