RS3 now available

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RS3 now available

Unread postby KCJones » Sun Oct 09, 2011 2:58 pm

(The sound of mass bagpipe bands center left)

The free ware RS3 kit is now available and the Xtra pack is uploading as I write.
As is usual with my upgrades, If you on my records as having purchased the Xtra pack I will send you the link and password. If you give me your name or the name of the PayPal account you used, and date of purchase it will be easier for me to track your original order down.

Please enjoy this TS2012 update.
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Re: RS3 now available

Unread postby TDHenderson » Sun Oct 09, 2011 3:34 pm

Can anyone confirm for me a good download via Humyo for the basic pack? I am logged in, but keep getting denied trying to download.

Have not had a problem from there before.

Thanks,
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Re: RS3 now available

Unread postby KCJones » Sun Oct 09, 2011 3:38 pm

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Re: RS3 now available

Unread postby TDHenderson » Sun Oct 09, 2011 3:40 pm

That worked, thanks much sir.

Trevo
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Re: RS3 now available

Unread postby TDHenderson » Sun Oct 09, 2011 6:55 pm

Very nice work! Love running the PRR model on the Horseshoe Curve!

Looking forward to your future upgrades. !*salute*!

Regards,
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Re: RS3 now available

Unread postby Samwolf » Mon Oct 10, 2011 6:51 am

I have 5 or 6 repaints of the RS3. Will they work with the new version? Are there any changes I can easily make by swapping out some files or do I have to hope the repainter will update them?
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Re: RS3 now available

Unread postby KCJones » Mon Oct 10, 2011 11:43 am

The texture mapping is the same but I now use non compressed textures for the main one.

Dick.
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Re: RS3 now available

Unread postby Kali » Mon Oct 10, 2011 12:26 pm

Samwolf wrote:I have 5 or 6 repaints of the RS3. Will they work with the new version? Are there any changes I can easily make by swapping out some files or do I have to hope the repainter will update them?


You will have to rename the existing texture with _nmc at the end of the file name itself, and then save the texture into the existing _nm file.
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Re: RS3 now available

Unread postby Samwolf » Mon Oct 10, 2011 1:30 pm

Thanks Kali. I know enough to get myself into trouble, so if you don't mind could you expalin further? *!!thnx!!*

Let me see if I understand. As an example,

TS2012 texture files:
(T)rs3-02_nm.TgPcDx
(T)rs3-02_nmc.TgPcDx

Repaints' texture files:
(R)rs3-02_nm.TgPcDx
(R)rs3-02_nmc.TgPcDx

"You will have to rename the existing texture with _nmc at the end of the file name itself"

Which file do I rename? (T)rs3-02_nmc.TgPcDx or (R)rs3-02_nmc.TgPcDx and to what *-nm.TgPcDx? !*don-know!*

"and then save the texture into the existing _nm file."

I'm not sure what you mean by save "into" the existing _nm file. !**conf**!

This may be beyond my ability.
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Re: RS3 now available

Unread postby Kali » Mon Oct 10, 2011 2:06 pm

Existing paint has a body texture called Body1.tgpcdx. This is likely to be a DXT3 compressed texture, if it isn't you need a lot of work.

New repaint uses uncompressed textures and provides Body1_nm.tgpcdx and Body1_nmc.tgpcdx, so:

* Rename Body1.tgpcdx to Body1_nmc.tgpcdx - the additional _nmc identifies a compressed texture.
* I'm going to assume you're using RSBintool at this point:
- open Body1_nm.tgpcdx in RSBintool.
- make a note of how many mips it has; that will be right in front of you, if you expand the little + under "Maps" you'll get a list from 1 to a number.
- open Body1_nmc.tgpcdx in RSBintool.
- DDSTool -> export DDS
- open in a paint program which has a dds exporter, I think gimp has
- export as dds, using ARGB encoding and however many mips you noted down above.
- In RSBinTool, DDSTool -> import DDS
- Save.

Alternately if you're really stuck you can just rename your original Body1 texture to Body1_nm also.
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Re: RS3 now available

Unread postby Samwolf » Mon Oct 10, 2011 2:23 pm

Thanks Kali.

Looks like I'm goning to have to learn how to use some new tools or hope that the original repainter updates the engine.
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Re: RS3 now available

Unread postby MadMike1024 » Mon Oct 10, 2011 11:48 pm

Samwolf wrote:Thanks Kali.

Looks like I'm goning to have to learn how to use some new tools or hope that the original repainter updates the engine.


I plan to update the alphas and so on and then recompile all of my repaints into the new formats and release them.
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Re: RS3 now available

Unread postby arizonachris » Tue Oct 11, 2011 12:46 am

Samwolf wrote: Looks like I'm goning to have to learn how to use some new tools or hope that the original repainter updates the engine.


Yeah, same here, Sam. For me, I am still struggling with repaints to begin with, now add more "fiddling around under the hood" and I'm stuck in the mud. *!!wink!!*
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Re: RS3 now available

Unread postby Samwolf » Tue Oct 11, 2011 7:18 am

MadMike1024 wrote:I plan to update the alphas and so on and then recompile all of my repaints into the new formats and release them.



My hero! **!!bow!!**
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