Asset Builders Let's Dissect This!

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Asset Builders Let's Dissect This!

Unread postby eyein12 » Tue Sep 27, 2011 3:34 pm

OK fellow asset builders lets begin dissection class.

first specimen is the 100m high telegraph line. At night I notice this particular object to be casting ambient light over nearby objects meaning that this object plays along with the new engine and capabilities. all my objects still cast lights but not ambiently on other objects. Meaning that theres a shader that works with the new engine. which one is it? its not addatex.fx

the telegraph 100m high pole uses 3 shaders.

TrainPostDPPObjectDiffuse.fx ????????
TrainBasicObjectDiffuse.fx
StencilShadow.fx

I dont know anything about the first two but do these have anything to do with casting lighting affects. The wiki doesnt even list the first 2. I would like to start applying a better shader for light casting from buildings.

regards

Ian
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Re: Asset Builders Let's Dissect This!

Unread postby spec5sx » Wed Sep 28, 2011 12:25 am

The Point and spotlighting is hard coded and don't use a shader. Export a simple model from Max, a small cube, sphere, flashlight, lightbulb, Using TexDiff, then blueprint your model using either a Pointlight blueprint or a Spotlight blueprint.
There is a new TrainObjectEmissive.fx shader, that should be real good for making neon signs and other things but that won't be available until they update the art plugins.
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Re: Asset Builders Let's Dissect This!

Unread postby g_nash » Wed Sep 28, 2011 12:38 am

spec5sx wrote: but that won't be available until they update the art plugins.


http://forums.uktrainsim.com/viewtopic. ... 5&start=15

everyone has the plugins in the dev folder.

copy the new plugins (app.fbk and shaderDesc.txt) from this folder:

C:\Program Files (x86)\Steam\steamapps\common\railworks\dev\Shaders

into your max plugcfg folder in Users.
(C:\Users\RSderek\AppData\Local\Autodesk\3dsmax\2011 - 32bit\enu\plugcfg)

This will give you the new shaders.

d


Mike Whiteley has now a few things already , might pay to have a look
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Re: Asset Builders Let's Dissect This!

Unread postby spec5sx » Wed Sep 28, 2011 1:32 am

Ah Ha!

Now if I knew who Mike Whitley was, I might have a look. *!greengrin!*
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Re: Asset Builders Let's Dissect This!

Unread postby g_nash » Wed Sep 28, 2011 1:52 am

Mike playin'n round .. http://forums.uktrainsim.com/viewtopic. ... 4&t=118763 ...... can have fun emissive for really neat stuff .
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Re: Asset Builders Let's Dissect This!

Unread postby eyein12 » Wed Sep 28, 2011 7:17 am

Thanks guys will give it a whirl on future models. I lke the glow thing mike found out too.
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Re: Asset Builders Let's Dissect This!

Unread postby SMMDigital » Wed Sep 28, 2011 7:22 am

Hmmm. I may have to shelve the AND Route for now. I'm seeing this new shader could be applied to signals....
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Re: Asset Builders Let's Dissect This!

Unread postby eyein12 » Wed Sep 28, 2011 7:53 am

Jerry check your PM
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