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Textures in the sim environment

Posted: Sat Aug 11, 2007 8:35 pm
by clacky49
Could someone who is in the know with the creation of KRS please tell me what the minimum size will be for the textures that you can 'paint' onto the terrain?
Y'know...the colours and textures that make up the different kinds of grass in individual fields, or old coal, or gravel on the track bed, rock outcrops in cuttings?? Etc, Etc??
Hopefully its smaller than the numb 10 metre size that was the minimum of the Trainz texturing tool?
Often found that during texturing in areas where I wanted to paint some detail in say - old UK sidings....the edges of the textures didn't go so well with the edges of grassy textures at the edge of the sidings.
That diamond effect next to the track bed - ugh! :o
Thats one instance of the limits of texturing within Trainz...there were many more instances which I found frustrating.
Which all probably conspired to continue to make the Trainz sim environment too toytown really.
Although some folk have made some really nice looking 'real' in appearance routes in Trainz.
The German ones are usually pretty good.
'Niddertalbahn' for one, and the recent 'DB-Projekt 1970' are good uns'.

The 10 metre minimum also applied to the way the terrain gid squares could be manipulated.....so you would usually get pretty sharp cutoffs of embankments, and streams or ditches that could have hidden a Challenger tank in em sometimes! :drinking:
Is this another aspect of the KRS environment which has been improved upon? :)
:argue:
Hope so.

For all the questions and talk on this forum about locos and stock, one could be forgiven for thinking that some of the forum members were talking about spaceships....that didn't have too interact visually with a country/townscape.
If the environment is out of context with the improvement of the look of the rolling stock then...well...thats a bit retrograde really.

From what I have seen so far in the screenshots - its definitely an improvement over Trainz.
Someone on the forums mentioned it having more depth.
That would be nice. :P

Posted: Sat Aug 11, 2007 8:39 pm
by nath9425
Apparently the files are going to be in CSV Format :cry:

Eh? Not processing!

Posted: Sun Aug 12, 2007 9:50 am
by clacky49
I don't know what you mean - 'CSV format'.
Whats that?
I don't know a lot about programming or such.

Posted: Sun Aug 12, 2007 11:11 am
by TheTazman
Comma Separated Variable.

Posted: Sun Aug 12, 2007 12:48 pm
by Optrex
Or, in other words, a text file!

You can modify or create 'em in Notepad if you want.

Posted: Sun Aug 12, 2007 1:41 pm
by TheTazman
best modified/viewed in Excel

Posted: Sun Aug 12, 2007 2:42 pm
by CaptainBazza
Don't rush to buy Excell, there's a freeware spreadsheet that should do the job, too.

Cheers Bazza

:roll: Oops, need to check the name - will post that later.

Posted: Sun Aug 12, 2007 3:47 pm
by thammond12
Don't know if this has been covered, but what format will locomotive textures be in?

Posted: Sun Aug 12, 2007 4:09 pm
by jamespetts
CaptainBazza wrote:Don't rush to buy Excell, there's a freeware spreadsheet that should do the job, too.

Cheers Bazza

:roll: Oops, need to check the name - will post that later.
OpenOffice.org

Posted: Sun Aug 12, 2007 4:45 pm
by ewsjo
How can you have a CSV texture? Or am i being a little stupid as usual? :lol:

cheers

jo

Posted: Sun Aug 12, 2007 7:22 pm
by nath9425
For example - from a NWM Object (BVE4)

Code: Select all

CreateMeshBuilder,
AddVertex,-1.2,3.6,-0.1,
AddVertex,-0.2,  3.6,-0.1,
AddVertex,-0.2,  3.3,-0.1,
AddVertex,-1.2,3.3,-0.1,
AddFace,0,1,2,3,
SetColor,150,150,150,
GenerateNormals,

LoadTexture,..\common\WayoutL.bmp,
SetTextureCoordinates,0, 0, 0,
SetTextureCoordinates,1, 1, 0,
SetTextureCoordinates,2, 1, 1,
SetTextureCoordinates,3, 0, 1,
SetDecalTransparentColor,0,0,0,

CreateMeshBuilder,
AddVertex,-1.2,3.6,-0.1,
AddVertex,-0.2,  3.6,-0.1,
AddVertex,-0.2,  3.3,-0.1,
AddVertex,-1.2,3.3,-0.1,
AddFace,3,2,1,0,
SetColor,150,150,150,
GenerateNormals,

LoadTexture,..\common\WayoutR.bmp,
SetTextureCoordinates,0, 1, 0,
SetTextureCoordinates,1, 0, 0,
SetTextureCoordinates,2, 0, 1,
SetTextureCoordinates,3, 1, 1,
SetDecalTransparentColor,0,0,0,

Posted: Sun Aug 12, 2007 8:39 pm
by bigvern
Well so long as I can build the stations in 3D Canvas etc and it converts to the relevant format...

Posted: Sun Aug 12, 2007 8:45 pm
by clacky49
Does this mean that using this editing function in the CSV script you could theoretically fill in texture blocks of say - one metre square?
by changing the numbers in the script?
I would rather it be just a tool available on screen, that you can just change the painting bush size of it....bit like the Trainz texturing tool...although as I have mentioned before...with hopefully better definition.

Posted: Mon Aug 13, 2007 7:44 am
by CaptainBazza
OpenOffice.org
Spot on, Jaz, thank you.


I just hope we can use textures without converting them into something proprietary, like .ace.


I think it's time for some more technical clues, thanks Adam. '-)




Cheers Bazza

Posted: Mon Aug 13, 2007 7:53 am
by ARG706
CaptainBazza wrote:
OpenOffice.org
Spot on, Jaz, thank you.


I just hope we can use textures without converting them into something proprietary, like .ace.


I think it's time for some more technical clues, thanks Adam. '-)




Cheers Bazza
The same'd go for the shape files. I'd love to be able to use a raw DST file in the sim, so I don't have to eventually perform the task of learning 3dcanvas, Gmax, or even Google sketchup