RS3 upgrade upgrade

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RS3 upgrade upgrade

Unread postby KCJones » Sat Oct 15, 2011 3:51 pm

A problem was noticed with the RW3 sandpies. This was a shader problem so here are upgrades to the upgrades.
These are just the loco shape files The main packs have also been upgraded.

For the xtra pack files you will need your original password.

Basic pack https://www.humyo.com/QbMmM/RS3-ug-ug/RS3-Basic_ug_ug.zip?a=0aOscIvdE4I

Xtra Pack https://www.humyo.com/QbMmM/RS3-ug-ug/RS3_Xtra_ug_ug.zip?a=T793gxczHXs
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Re: RS3 upgrade upgrade

Unread postby MontanaRails » Sun Oct 16, 2011 9:44 pm

Works great! Thanks!
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Re: RS3 upgrade upgrade

Unread postby MadMike1024 » Wed Oct 19, 2011 1:06 am

Mr. Cowen, For your information;

Neither the RSD5 nor the RSC3 sound folders were installed with the new updates.

The leading brake shoe on both the RSC3 and RSD5 center axle is showing a missing texture error.

The rsd5_lv_ Geo file is calling for the old rs3-01.tgpcdx file.
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Re: RS3 upgrade upgrade

Unread postby KCJones » Wed Oct 19, 2011 6:11 am

Thanks for the information. I am seriously thinking of taking up knitting!!!

Dick
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Re: RS3 upgrade upgrade

Unread postby scl » Wed Oct 19, 2011 8:33 am

That's a relief - I thought I was the only one who was missing sounds as no-one had responded to my earlier post on the RW3 thread!

KCJones wrote:Thanks for the information. I am seriously thinking of taking up knitting!!!

Dick



Dick - don't do it! It's a vicious hobby that can destroy families - especially around birthdays and Xmas !*roll-laugh*!
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Re: RS3 upgrade upgrade

Unread postby PapaXpress » Wed Oct 19, 2011 11:24 am

Mr Cowen, There are a few more issues I found while QA'ing Mike's repaints. If you already received them through Mike (they are not listed here on this thread) then you have them, otherwise should I email them to you?

btw, PLEASE DON'T STOP!
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Re: RS3 upgrade upgrade

Unread postby KCJones » Wed Oct 19, 2011 2:04 pm

You can either email them or post them here. I can print them off either way!! I have learned how to use the decal shader so I can include that with the RS3.

Now here is a question for you. I included the uncompressed main textures because there was an issue with spotty surfaces, on my system anyway, with compressed main textures. Now I can remove the bump maps and use compressed textures. this will make the models matt though. (The gloss of the paint shop worn off by years of exposure to the US weather!!!)

What is your preference?

In the days of my model boat building (professional) the maxim was "The smaller the model the more gloss you use"

Dick.
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Re: RS3 upgrade upgrade

Unread postby steve_the_slim » Wed Oct 19, 2011 2:24 pm

I personally think gloss should be kept to an absolute minimum. Even freshly-painted equipment doesn't look as shiny as a lot of stuff I've seen in Railworks.
I am become rust, ...destroyer of trains.
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Re: RS3 upgrade upgrade

Unread postby PapaXpress » Wed Oct 19, 2011 2:29 pm

I like the quality the uncompressed textures are providing.

The bugs are:
- Keyboard cannot be used
- You cannot pull the horn with the mouse

You already know about the brake texture missing and the sound which had me going nuts for awhile last night.
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Re: RS3 upgrade upgrade

Unread postby GreatNortherner » Fri Oct 21, 2011 12:51 pm

I included the uncompressed main textures because there was an issue with spotty surfaces,


Hi Dick,

I stumbeled over this issue too, it seems the 8-bit alphas somehow get slightly messed up by the exporter. However, I think it may not be necessary to use uncompressed textures, uncompressed ACE files might be all that's needed. I reverted back to using compressed textures (no _nm) on my models whereever possible. Ever since starting to always use uncompressed ACEs the spotty alphas seem to have disappeared again.

Cheers,
Michael
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Re: RS3 upgrade upgrade

Unread postby MadMike1024 » Sat Oct 22, 2011 8:59 pm

Two minor requests as you work through the models: One, as you refit the E7s, could you do an E8 and an E9? all used the same body, the variation was in louvers and window style. Secondly, is there a child object in your workbin for the SP style numberboards like the ones you added to the little steamers and the MP15? I've found RSD5s for the SP used the wing style number boards as well.

I'm working on the Classlights child for the RS3/C3/D5 to fix them to light with a lunar light in forward, and a red light to the back. Once completed and working reliably, I'll send you the code block.
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Re: RS3 upgrade upgrade

Unread postby Kali » Sat Oct 22, 2011 9:28 pm

GreatNortherner wrote:I stumbeled over this issue too, it seems the 8-bit alphas somehow get slightly messed up by the exporter. However, I think it may not be necessary to use uncompressed textures, uncompressed ACE files might be all that's needed. I reverted back to using compressed textures (no _nm) on my models whereever possible. Ever since starting to always use uncompressed ACEs the spotty alphas seem to have disappeared again.


Is that the same issue people used to get with dots on their window textures? I can't remember what the fix was for that. What happens if you insert a texture afterwards via dds import rather than using the BPE?

Dick, currently it seems I've got trailing engine dynamic brakes working via script; I don't know if anything you've built even has dynamic brakes, but we can just paste that stuff in. Annoyingly the slight RPM desynchronization I put in that script you have to make multiple units actually sound like multiple units has been made redundant by RW3 ( and we're back to them all sounding exactly the same now ) along with all the other audio message passing, it might be worth adding a fair bit more randomness in the sound blueprints. It should be possible to add RW3 lights to the lighting array in the script with minimal effort providing you give the child name some magic prefix so the script knows to change the activation method; on the other hand you shouldn't actually need to anyway, the functionality is all there in the built-in naming scheme.
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Re: RS3 upgrade upgrade

Unread postby MadMike1024 » Sat Oct 22, 2011 10:53 pm

It may be that Dick may be able to drop the lights glow he currently creates, and use the LightGlow function with the Fwd_ and Rwd_ commands. That would eliminate the need for scripts to control the lights. It would also eliminate the overhead in the geo files..
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Re: RS3 upgrade upgrade

Unread postby Kali » Sat Oct 22, 2011 11:10 pm

The new emitters don't have a source, unfortunately; I was hoping we could eliminate glow quads too, but you're still stuck with them ( or the new emissive shader anyway ) if you want a light as opposed to a lot of things lit up.
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Re: RS3 upgrade upgrade

Unread postby MadMike1024 » Sat Oct 22, 2011 11:16 pm

Kali wrote:The new emitters don't have a source, unfortunately; I was hoping we could eliminate glow quads too, but you're still stuck with them ( or the new emissive shader anyway ) if you want a light as opposed to a lot of things lit up.


There is a point light source, I'm not sure how it works yet.
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