Yes, it is true.
Not impossible, but unnecessarily difficult, in my opinion. There's loads of threads on here if you'd care to look, including one linked from that thread on train-sim.com.
Peter
Search found 805 matches
- Wed Apr 02, 2008 2:27 pm
- Forum: [RS] Building Rolling Stock
- Topic: How hard is it to import models into RS ?
- Replies: 1
- Views: 935
- Wed Apr 02, 2008 7:12 am
- Forum: Railway Photography
- Topic: Winter in China 8: Fuxin, 1st morning (50 p.)
- Replies: 3
- Views: 485
Re: Winter in China 8: Fuxin, 1st morning (50 p.)
superb photography as usual, Roni. You really capture the whole feeling and soul of a location. What hard lives those people have to be a part of the economic miracle?
Peter
Peter
- Sun Mar 30, 2008 12:03 pm
- Forum: [RS] Scenery Creation
- Topic: Strange mapping problem
- Replies: 11
- Views: 2721
Re: Strange mapping problem
Hi Peter, I think I understand what the shadow map is used for now.... normally I would have made a diffuse texture and added shadows for ledges to that, using a larger texture to retain the detail. Now I see I can use a second shadow map for this detail where before I was using it as a map for the...
- Sun Mar 30, 2008 11:53 am
- Forum: [RS] Scenery Creation
- Topic: Strange mapping problem
- Replies: 11
- Views: 2721
Re: Strange mapping problem
Peter, could you tell us how you made this nice onbject. I have no luck so for... Kindest regards, Theo. To see your real max file (here at home) could help;) I did have some help but it's not in detail. (step by step) I recieved an example: with one bitmap with all the textures on but the result w...
- Sun Mar 30, 2008 11:51 am
- Forum: [RS] Screenshots
- Topic: Glenfinnan
- Replies: 15
- Views: 3811
Re: Glenfinnan
Good luck and get well soon, Vern, and you know where I am if you need any MSTS models converting...bigvern wrote:<snip>No estimate on likely release yet, as spare time varies these days (though the two week recovery after my operation later this week might afford a fair bit of spare time).
Peter
- Sun Mar 30, 2008 9:12 am
- Forum: [RS] Scenery Creation
- Topic: Strange mapping problem
- Replies: 11
- Views: 2721
Re: Strange mapping problem
Easy fix for the white banding on mipmaps is to fill the blank areas in your texture with a neutral colour of a similar shade to the diffuse colours. I tend to use a white background to layer against when I'm creating, then flood fill with a suitable grey to finish. Obviously if you're making foliag...
- Sat Mar 29, 2008 10:17 pm
- Forum: [RS] Screenshots
- Topic: Dunlop Mills, Castleton
- Replies: 3
- Views: 1549
Dunlop Mills, Castleton
In the process. LOD1 complete, shadow model to start, details and signage to add. Dunlop Mills, Castleton. Major landmark beside the railway in the Rochdale area. In it's day, the world's largest cotton factory: produced tyre canvas. Burned down in 1960, partly rebuilt. http://www.rochdaleobserver.c...
- Sun Mar 23, 2008 3:51 pm
- Forum: [RS] Scenery Creation
- Topic: Strange mapping problem
- Replies: 11
- Views: 2721
Re: Strange mapping problem
Problem with mapping UV channel 2: remapped and used RTT with E-light to produce a shadow map: http://www.3dtspeter.co.uk/images/screenshots/UKTS/Joh_house.jpg You'll have to do a bit of tidying of the diffuse texture on the timbering, as I extruded the polys on a shadow model copy to make a high po...
- Sun Mar 23, 2008 9:30 am
- Forum: [RS] Scenery Creation
- Topic: Strange mapping problem
- Replies: 11
- Views: 2721
Re: Strange mapping problem
If you'd like me to look at the file, pm me, I'd be happy to look at it for you.
Peter
Peter
- Sat Mar 22, 2008 6:07 pm
- Forum: [RS] Scenery Creation
- Topic: Strange mapping problem
- Replies: 11
- Views: 2721
Re: Strange mapping problem
Make sure the lightmap UV is on channel 2, and there's no shared or overlapping UV's: the flatten mapping tool is your friend here. I've had similar with large, involved structures, where there's been a lot of transforms. Only reliable way I've been able to overcome it is by cloning all polys to a n...
- Sat Mar 22, 2008 12:01 pm
- Forum: [RS] General RS Discussion
- Topic: Asset Editor uses to much memory!
- Replies: 2
- Views: 505
Re: Asset Editor uses to much memory!
It isn't too bad if you make sure you've minimised it before using other programs: If I have a heavy session of exporting and previewing I make sure I don't have anything else running apart from Asset editor and Max or PS as applicable. On my old m/c with 1GB it did crash sometimes, but with 2GB, it...
- Fri Mar 14, 2008 4:31 pm
- Forum: [RS] Screenshots
- Topic: Hooray for Shaders
- Replies: 15
- Views: 4010
Re: Hooray for Shaders
http://www.crazybump.com/
Makes lovely normal maps, displacement and has a good go at specularity, walks the dog, makes the tea, tells the wife she's lovely...
Still in Beta, so free for now!
Peter
Makes lovely normal maps, displacement and has a good go at specularity, walks the dog, makes the tea, tells the wife she's lovely...
Still in Beta, so free for now!
Peter
- Thu Mar 13, 2008 5:25 pm
- Forum: [RS] Scenery Creation
- Topic: How to get a simple object into RS form start to finish
- Replies: 24
- Views: 28101
- Wed Mar 12, 2008 6:26 pm
- Forum: [RS] Scenery Creation
- Topic: Blueprint (asset) Editor Missing Blueprints?
- Replies: 16
- Views: 6401
Re: Blueprint (asset) Editor Missing Blueprints?
Yep, Sly, tried that early on. Being clever, I reckoned that I could use a pole and wires attached as pop geom... heehee: you've never seen anything so stupid in all your life! Soon binned that idea... Good for single objects, I guess, but life's too short.
Peter
Peter
- Wed Mar 12, 2008 5:05 pm
- Forum: [RS] Scenery Creation
- Topic: Blueprint (asset) Editor Missing Blueprints?
- Replies: 16
- Views: 6401
Re: Blueprint (asset) Editor Missing Blueprints?
Hmmm: If your telepoles show up as single scenery objects, there shouldn't be any reason why they can't be population geometry: I've used poles, houses, etc. no problem. It may be something in the referencing of the population geometry id. Have you tried exporting the telepole .igs into the \Scenery...