RW 3 updates

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Re: RW 3 updates

Unread postby GreatNortherner » Sat Oct 08, 2011 5:17 am

KCJones wrote:Any painters out there the main textures have to be uncompressed so have the _nm suffix and a little specularity goes a long long way!!!!


Hi Dick, this one I completely overread when I first read this thread, could you elaborate on this? I'm not sure I fully understood it. Are you saying that uncompressed textures' specularity is treated very differently by the game engine to that of compressed textures?

Cheers,
Michael
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Re: RW 3 updates

Unread postby Kali » Sat Oct 08, 2011 5:20 am

I think that was two points in one sentence. I've not noticed any difference in compressed/uncompressed specularity.
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Re: RW 3 updates

Unread postby PapaXpress » Sat Oct 08, 2011 1:39 pm

I could be wrong, but I believe that Hack said (in a different thread) that the windows should be uncompressed.
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Re: RW 3 updates

Unread postby KCJones » Sat Oct 08, 2011 4:14 pm

I found that with compressed files, with the specularity high I got a spotty effect. And yes windows have the same problem. (Hack helped me out with that ages ago) So to get a bit of gloss I am rebuilding my models with non-compressed main textures. If they are to be compleatly matt there is no problem as far as I can see.

I am almost, almost there with the RS3s. Just a bit more editing of the psd file as I have included the PRR cab indicator with the bonus PRR RS3. It reads differently to the modern one so I am doing a crib sheet. I originally sorted it out for the GG1, so I know it works on at least the HCR and NWC.
(The GG1 is now in the pipeline. I have to do the E7 and HW coaches for that pack though)


For PRR fans. (On the HCR)
Signal reading clear.
RS306.jpg

Signal reading Slow to 20mph for yard entry (See it DOES work)
RS308.jpg

Train phone. (goes with the antenna!!!)
RS307.jpg


!*YAAA*!
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Re: RW 3 updates

Unread postby PapaXpress » Sat Oct 08, 2011 5:43 pm

wow. :D
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