RS3 texture pattern anomaly

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Re: RS3 texture pattern anomaly

Unread postby MontanaRails » Sun Oct 16, 2011 6:11 pm

EDIT:

Okay, figured it out! Finally! I was looking in the engine .bin's, assuming something was pointing to the wrong fitting folder. Wrong...

Actually, each .bin file in the fittings folder for each repaint has to be edited to point to itself (point to the non default fittings folder).

Wow...I'm starting to see why its set up this way for the purpose of repaint flexibility, but this is pretty complex.

Ok. Crisis over, back at it.
Last edited by MontanaRails on Sun Oct 16, 2011 7:26 pm, edited 1 time in total.
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Re: RS3 texture pattern anomaly

Unread postby Kali » Sun Oct 16, 2011 7:24 pm

Hack wrote:I have several buildings with a mix of compressed and uncompressed textures. Besides the occluded shadows, windows and some other bits are left uncompressed.


To be clear: you have a material that uses a texture with _nm at the end of the filename, which when you export the model will build a _nm ( uncompressed ) and _nmc ( compressed ) texture, and the _nm uncompressed texture is being used at lower detail levels?
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Re: RS3 texture pattern anomaly

Unread postby MontanaRails » Sun Oct 16, 2011 7:29 pm

Kali wrote:To be clear: you have a material that uses a texture with _nm at the end of the filename, which when you export the model will build a _nm ( uncompressed ) and _nmc ( compressed ) texture, and the _nm uncompressed texture is being used at lower detail levels?


And I still dont understand the detail level/ compressed/uncompressed issue.

For me, using the newest version of TS2012 (7.1a) and the newest version of the RS3, it does not use any of the uncompressed texture files, at any detail setting in the sim. I can literally set it at 1, or at 10, and it makes no difference to what texture it uses - it always uses the compressed texture. As a test, I deleted all the uncompressed textures, and everything is still fine with the models.
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Re: RS3 texture pattern anomaly

Unread postby MontanaRails » Sun Oct 16, 2011 9:09 pm

Making progress finally!

Two questions: is it possible to move the location of the unit's auto-numbers on the cab? Currently they fall on the L&N logo, and need to be lower. Also, where's the texture for the very top/inside of the exhaust stack?

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Re: RS3 texture pattern anomaly

Unread postby Bananarama » Mon Oct 17, 2011 4:14 am

Kali wrote:To be clear: you have a material that uses a texture with _nm at the end of the filename, which when you export the model will build a _nm ( uncompressed ) and _nmc ( compressed ) texture, and the _nm uncompressed texture is being used at lower detail levels?

I don't know why you bring up lower detail levels - I never mentioned it. The reason I export some of my textures with the "_nm" extension is to prevent color banding. Only a few need this, such as those with very subtle changes in color and some using alpha blending. I export standard type textures first, and if I note an issue within 25m distance, I'll resort to an uncompressed type if I feel it's needed. My comments above are that I've never noticed an issue with a model that has a mix of compressed and uncompressed textures.
Cheers!
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