RS3 texture pattern anomaly

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Re: RS3 texture pattern anomaly

Unread postby KCJones » Fri Oct 14, 2011 5:40 pm

Hmm!! Interesting. Why is it fine on my system then???? I wonder if it is a graphics card problem??? I removed the Uncompressed file and got the black and yellow but on removing the compressed file it was fine!!!!

The black box should be transparent. I will look into that tomorrow

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Re: RS3 texture pattern anomaly

Unread postby MontanaRails » Fri Oct 14, 2011 6:09 pm

Yep, we're definitely getting the opposite effect. From a clean install of your updated RS3 RWP pack, removing the compressed files gets us the black and yellow, no texture error. I cant imagine how this could be a graphics card issue as I havent had anything like that ever before (stranger things have happened though).

Below are your pictures where I've highlighted the black box issue, just so you see what I'm talking about. I noticed the back (cab side) truck has problems too, while its not a black box, the sanding lines themselves disappear depending on the camera angle.

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Re: RS3 texture pattern anomaly

Unread postby KCJones » Fri Oct 14, 2011 6:39 pm

Yes the sand lines are the issue. In the original model they were just double sided transparent polys with the sand pipe cut out using the TexDiff shader. The idea back then was to keep the poly count down as I hadn't intended to make high poly super models that you can crawl under. In the upgrade I left them as they were. I have just experimented with the BlendATexDiff shader and improved things. For me anyway!!!!!! !*hp*!

Count the extra textures as a bonus if you can use them!!!!
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Re: RS3 texture pattern anomaly

Unread postby MontanaRails » Fri Oct 14, 2011 6:50 pm

Awesome, thanks, now that I have the green light to try a few things, I'll see what I can do with the textures to get them up and running. Out of curiosity, where might one find the handrail textures? I'll need to change that white to yellow.

After cloning locos, modifying a few textures, editing alpha channels, I'm getting there:

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I'm thinking I might have to buy the Xtra pack too...these are some really nice looking models.
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Re: RS3 texture pattern anomaly

Unread postby KCJones » Sat Oct 15, 2011 4:23 am

xxRS3-01_nm.jpg


This will help you to see what is mapped where!!!!!
When you have got the painting as you want it you can upload them to the libry here for others to enjoy *&!welcome!&*

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Re: RS3 texture pattern anomaly

Unread postby MontanaRails » Sat Oct 15, 2011 10:31 am

Awesome, thank you!

And thats really nice of you to allow the uploads of the paints (I'm assuming the base textures are yours).
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Re: RS3 texture pattern anomaly

Unread postby KCJones » Sat Oct 15, 2011 1:22 pm

Yep they are mine *!embar*!
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Re: RS3 texture pattern anomaly

Unread postby Kali » Sat Oct 15, 2011 1:33 pm

Uncompressed textures only show up at detail level 10 - RW3 defaults to 9 I think? I've never seen a model that has both but won't actually use the uncompressed ones, that's very wierd.
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Re: RS3 texture pattern anomaly

Unread postby Bananarama » Sat Oct 15, 2011 3:15 pm

Kali wrote:Uncompressed textures only show up at detail level 10 - RW3 defaults to 9 I think? I've never seen a model that has both but won't actually use the uncompressed ones, that's very wierd.

Not true. Most of my models have an occluded shadow texture and all are uncompressed. Everything loads and looks fine regardless of the detail level settings.
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Re: RS3 texture pattern anomaly

Unread postby PapaXpress » Sat Oct 15, 2011 4:32 pm

This means that we need to include (and test) compressed and uncompressed textures... ouch.
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Re: RS3 texture pattern anomaly

Unread postby Kali » Sat Oct 15, 2011 5:47 pm

Hack wrote:Not true. Most of my models have an occluded shadow texture and all are uncompressed. Everything loads and looks fine regardless of the detail level settings.


I mean if you have uncompressed and compressed, not if you just have one uncompressed texture. Took me a while to work out why one of my paints was showing the wrong texture, it was something I'd not updated the compressed textures for... and texture detail level was on 9.

Papa: yep. But you can just export the same texture with different dds parameters, so it's only marginally more work.
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Re: RS3 texture pattern anomaly

Unread postby MadMike1024 » Sat Oct 15, 2011 5:48 pm

Looks like the update update worked out...

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ATSF and Mopac Museum piece to be completed soon... I'll upload all three as soon as the QA is done.
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Re: RS3 texture pattern anomaly

Unread postby Bananarama » Sun Oct 16, 2011 1:46 pm

Kali wrote:I mean if you have uncompressed and compressed, not if you just have one uncompressed texture.

I have several buildings with a mix of compressed and uncompressed textures. Besides the occluded shadows, windows and some other bits are left uncompressed.
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Re: RS3 texture pattern anomaly

Unread postby MontanaRails » Sun Oct 16, 2011 5:19 pm

I cant figure out why I cannot change the color of the handrails near the steps. No matter what color I change the textures to, they just stay white. Like certain parts are retaining the qualities of the default FL paint job.

Here's what I did: I cloned the default locomotive in RW_Tools, and then just renamed the rs3-01_nmc.TgPcDx file so it would use the new textures. But it wont use the textures for the horn, pilot railings, or step railings.

I give up. Thanks for the help everyone, but this has become way too confusing for me to figure out.
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Re: RS3 texture pattern anomaly

Unread postby MadMike1024 » Sun Oct 16, 2011 5:41 pm

There are two other texture folders. One is in the 'cabview' folder, the other is in the 'fittings' folder. You'll need to copy your textures into both of these to make everything work. Usually the FLC files are in all three.
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