Very cool: TrainDecal.fx 8-bit alpha numbering

Discussion of rolling-stock creation & re-painting.

Very cool: TrainDecal.fx 8-bit alpha numbering

Unread postby GreatNortherner » Thu Sep 29, 2011 3:09 pm

Hi,

After re-reading Derek's RW3 route and model building documentation draft here in the forum, I stumbeled over the TrainDecal.fx shader, which shall bring us the use of full 8-bit alpha for numbering and other stencil (logo etc.) textures. So in other words, translucency instead of transparency. That sounded promising, so I gave it a try!

Below are four screenshots, showing the results. To better illustrate just how incredibly well this works, I took these screenshots with Anti-Aliasing turned completely off! And the numbers and lettering is still very sharp and doesn't flicker at all. VERY COOL!!!

*!!thnx!!* RSC!!!

Setting up these in your model is quite simple.
In 3DC, all you need to do is:
  • for autonumbers: rename the primarynumber_X.ace/bmp to decal_primarynumber_X.ace/bmp -- leave the name of the numbers textures unchanged
  • for normal textures: rename the files decal_filename.ace/tga
  • update all texture references in your model (hint: select your entire hierarchy, then run the "Swap Texture Files" plugin from the Plug-Ins > Materials menu)
  • use a full 8-bit (greyscale 256 color) alpha channel on your tga textures for a nice anti-aliasing effect on the fonts
  • for best results, export the tgas as uncompressed aces
  • in the model: use the shader TrainDecal.fx now on all parts that you want to use these new textures on (autonumbers, stencils, etc.)
  • in the model: change the Tx Alpha from Transparency to Translucency
  • re-export the model and you are all done!

Here's how it looks, all four pics are straight from the game.
(Now, switch anti aliasing back on in the settings and it'll look even better!)

Image

Image

Image

Image

Cheers,
Michael
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Re: Very cool: TrainDecal.fx 8-bit alpha numbering

Unread postby PapaXpress » Thu Sep 29, 2011 3:22 pm

uhh... I want that.

Does that have to be built into the model? When I repainted the RWA rolling stock I found that SP didn't always put the lettering in the same place as other roads, would I still be able to use this method or do I have stick with painting them on the same old way?
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Re: Very cool: TrainDecal.fx 8-bit alpha numbering

Unread postby Toripony » Thu Sep 29, 2011 4:22 pm

Hey... not a repainter here !!howdy!! ... this looks interesting. So are you saying that ALL of the lettering/numbering in those screenies is done using the "numbering system" instead of being painted on the body? And does this mean we'll be seeing more rolling stock with customizable names as well as numbers?

Good word for it... "Cool"!

!*brav*!
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Re: Very cool: TrainDecal.fx 8-bit alpha numbering

Unread postby Kali » Fri Sep 30, 2011 4:25 pm

Aha. Time for portable autonumbering v2!
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Re: Very cool: TrainDecal.fx 8-bit alpha numbering

Unread postby PapaXpress » Fri Sep 30, 2011 4:34 pm

Kali wrote:Aha. Time for portable autonumbering v2!


uhh... I want that too!
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Re: Very cool: TrainDecal.fx 8-bit alpha numbering

Unread postby Kali » Fri Sep 30, 2011 10:29 pm

Going to redo it as effectively a giant signal number plate ( once I get Max updated anyway ), this time it might actually look ok.
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Re: Very cool: TrainDecal.fx 8-bit alpha numbering

Unread postby GreatNortherner » Sat Oct 01, 2011 2:47 pm

Kali,

Signal number plate?!? Are you saying what I think you're saying, that you have found a way to get autonumbers working on child objects of rail vehicles? This would open up so many new possibilities for repainters! I tried a couple of times to get that working but to no avail each time, but I never looked into the signal number plate object. Which is a child object with dynamic number, so **!!bang!!**

About the rail vehicles "static" stencils, these should be pretty easy to set up as child objects. You would need only minimal experience with modeling tools. You could even do this in SketchUp. All you'd need is the outside width of the main model (ask the modelder *!!wink!!* , or experiment) so you can have the decal stencils hover just an inch above the main shape.

I see only one problem with this new possibility thanks to RW's new shader... now that we can, I think we also should add all that little stuff on our models. Or let me put it like this: Waaah!!! !*hp*! So far, "insufficient texture resolution of the main texture" or "crappy flickering of the b/w alpha stencils" were good excuses to not bother with all the smaller markings on the cars. But now... gaack.

!*cheers*!
Michael
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Re: Very cool: TrainDecal.fx 8-bit alpha numbering

Unread postby Kali » Sat Oct 01, 2011 11:47 pm

I've already made it work with a different technique - I used individual child objects with multiple nodes in the same place and turned them on and off, I didn't actually know you could set autotextures directly from scripts... my way works but I could never make it look ok and frankly it's a daft way of doing things :)

Image

That's Dick Cowen's 40ft car, the built in numbers are down the bottom somewhere. I did get everything lined up better eventually but it was still terrible.

You can scale child objects in the blueprint so you don't even need a million different sized panels, although you can't have infinitely variable lengths ( you can just insert spaces though ).
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Re: Very cool: TrainDecal.fx 8-bit alpha numbering

Unread postby harryadkins » Sun Oct 02, 2011 6:44 am

I'd like to see one of your edited panels. Would you upload one for us?
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Re: Very cool: TrainDecal.fx 8-bit alpha numbering

Unread postby Kali » Sun Nov 06, 2011 5:32 pm

Holy grail achieved!, after some really bizarre texture issues.
cnan2.jpg


Even a child picks up the surface distortions and so on: this new shader rocks!
cnan1.jpg


I'll see how fast I can put some CN paint on Michael's 40ft car while Dick fixes the shadows on this, ( and also improve the number textures ) and upload it as an example.
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Last edited by Kali on Sun Nov 06, 2011 5:33 pm, edited 1 time in total.
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Re: Very cool: TrainDecal.fx 8-bit alpha numbering

Unread postby PapaXpress » Sun Nov 06, 2011 5:32 pm

!*YAAA*!
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