Repainting equipment

Discussion of rolling-stock creation & re-painting.

Re: Repainting equipment

Unread postby buzz456 » Fri Jan 07, 2011 8:34 pm

We just wish we could be like you Bill.
!*cheers*!
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Re: Repainting equipment

Unread postby styckx » Fri Jan 07, 2011 9:00 pm

Can't tell if that was sarcasm or not.

Wasn't meant to be a "look at meeeeee" post. Just saying, everyone who repaints currently was in the know nothing boat and can do the same as me and whoever else does repaints. It is a learning curve yes. Once you got it though you will be flying through it like clock work. Just keep at it and ask a lot of questions. It will eventully click. V:-)
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Re: Repainting equipment

Unread postby buzz456 » Fri Jan 07, 2011 10:14 pm

It was not sarcasm.
!*salute*!
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Re: Repainting equipment

Unread postby Spin » Fri Jan 07, 2011 11:36 pm

Well not everybody has the same luck with RW_Tools, as several have told me.

I can follow the instructions step-by-step, do a nice edit on the textures, convert them back, and the changes are there. Load up the sim and nothing has changed. Reload the texture in RW_Tools, and the changes are right there.

That's not learning curve. That's a bug in the system somewhere. And nobody I have talked to has been able to figure it out.
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Re: Repainting equipment

Unread postby grumplstink » Sat Jan 08, 2011 12:42 am

:D Not sure if this may help, try clearing "Blueprint cache" first on startup? regards
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Re: Repainting equipment

Unread postby Spin » Sat Jan 08, 2011 2:06 am

Yep tried that.
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Re: Repainting equipment

Unread postby qrfan3 » Sat Jan 08, 2011 7:34 am

Mike
Reading your thread it appears you are doing the right procedure...
This may sound far fetched.....but are your graphic sliders more towards the high, more so maxed....especially the water and object. I know that nm & nmc textures were affected prior to RW2 if the sliders were way too low and RW would read the compressed texture and not the uncompressed one that most painters repainted.....weird!!
Your particular texture is a straight texture but has bump maps assigned so who knows.... !*don-know!*
Another option is zip that TgPcDx file only and PM a link to me ...( or others )...then dump it in the particular GP9 folder and see if we get the same problem.. *!question!*

Up to you...
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Re: Repainting equipment

Unread postby styckx » Sat Jan 08, 2011 10:00 am

Let me offer this advice. It was invaluable when I learned it. All it took was an email from Sly that helped me use this method. It's 300000x easier than dancing with RW_Tools any other DDS converters. Bee doing it this way for awhile now.

Download this if you don't have Photoshop: http://www.railsimdownloads.com/files/c ... ceTool.zip

Download this if you have Photoshop and install the ACE plugin: http://www.railsimdownloads.com/files/c ... lugins.zip

Now. I'm not in front of my home computer so I will be using fictitious names. It's simple though.

Let's say you're trying to paint "supertrain" and the texture you want to work on it located

railworks\assets\cooldeveloper\railvehicles\supertrain\repaint1\textures\

We'll call the texture "supertrainbody.TgPcDx

Do your normal procedure of using RW_Tools or whatever to export the texture to DDS. Then close those programs, you won't need it anymore until you want to move on and export another texture. ie: Only use it to export to DDS

Ok now.. Paint it, dress it up pretty and save it in ACE format HERE (see bolded below). You will need to create the directory inside the source folder to mirror the foldeer structure that is in the asset folder of this train.. Change no default settings with any ACE saving dialogs that pop up. The only exception is with IHH products I believe. Don't create MipMaps with IHH products.


Railworks\Source\cooldeveloper\railvehicles\supertrain\repaint1\textures\supertrainbody.ace


Save the texture EXACTLY the same name as it is really named with the exception of it now being an ACE file.

Open the BLUEPRINT EDITOR (not asset editor)

Expand the folders until you open up all the way to the texture subfolder. ie: \cooldeveloper\railvehicles\supertrain\repaint1\textures\

You should see your newly created ACE file sitting there. Right click,Export.. You're done. It is now automatically converted to TgPcDx and sent over to the Railworks\assets\cooldeveloper\railvehicles\supertrain\repaint1\textures\ folder and overwrites the supertrainbody.TgPcDx file that is currently there with a newly updated one that you repainted.

Enjoy
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Re: Repainting equipment

Unread postby qrfan3 » Sat Jan 08, 2011 5:08 pm

Bill
Is the only reason converting to DDS because of the use of Photoshop...
I use the same exact procedure but convert the TgPcDx texture file to tga instead.


Cheers
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Re: Repainting equipment

Unread postby dick8299 » Sat Jan 08, 2011 9:22 pm

Could you explain the procedure for converting the TgPcDx texture file to a tga file?
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Re: Repainting equipment

Unread postby qrfan3 » Sun Jan 09, 2011 8:36 pm

Sorry I haven't got back sooner....have a lot on my plate at the moment with the floods....

Here's the link:

http://fly.to/mwgfx/

It's Martin Wrights DXTBmp program. Bottom row third from right, click on the plane...scroll down to bottom.

!*cheers*!
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Re: Repainting equipment

Unread postby dick8299 » Sun Jan 09, 2011 9:44 pm

Thanks, It turns out I already had that program - just didn't realize it could do that.
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Re: Repainting equipment

Unread postby qrfan3 » Mon Jan 10, 2011 3:50 am

Actually it is a neat little program..I like it... :D
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Re: Repainting equipment

Unread postby Spin » Tue Jan 18, 2011 9:39 am

Guys I want to thank you all for your input. I really appreciate it, and am anxious to try your suggestions. But my winter break is over and I don't have the time to play at the moment. It's amazing how quick 5 weeks can go when you're off, and how slow 8 weeks can go when you're working full time and a full time student. *!sad!*

I didn't want you to think I was ignoring you.
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