The 16 bit values give you a height between H1 and H2. The values of H1 and H2 in metres are defined by 8 bytes in the T file!peterholton wrote:Paul: if you have Photoshop, it's possible to open the raw terrain data from MSTS, which is saved as a 256 x 256 x 16bit greyscale bitmap, re-sample and save it as an 8-bit greyscale bitmap.
This can then be used as a displacement map, and, with a little manipulation, can make terrain models that can accurately line up with existing terrain: I used this method to make Corfe Castle.
Peter
Terrain Made in Gmax ??
Moderator: Moderators
- qzdcg8
- Woodhead Route Author
- Posts: 3768
- Joined: Thu Nov 08, 2001 12:00 am
- Location: Manchester/London
- Contact:
Steve N
Retired Modeller and Route Builder - now playing with big boys toys!

Retired Modeller and Route Builder - now playing with big boys toys!

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PaulSpringthorpe
- Getting the hang of things now
- Posts: 29
- Joined: Sat Oct 23, 2004 12:05 pm
Hi Peter,
I have paintshop pro which has a RAW option but when I opened them up I just got a black image. DO you know which options I should use when I open the file ??
Do you know what the RAW files are and how they relate to the associated T files ??
I'm going to do a search for more info on this so apologies if I'm asking a question that is already coverd on this forum
Thanks.
Regards
Paul
I have paintshop pro which has a RAW option but when I opened them up I just got a black image. DO you know which options I should use when I open the file ??
Do you know what the RAW files are and how they relate to the associated T files ??
I'm going to do a search for more info on this so apologies if I'm asking a question that is already coverd on this forum
Thanks.
Regards
Paul
peterholton wrote:Paul: if you have Photoshop, it's possible to open the raw terrain data from MSTS, which is saved as a 256 x 256 x 16bit greyscale bitmap, re-sample and save it as an 8-bit greyscale bitmap.
This can then be used as a displacement map, and, with a little manipulation, can make terrain models that can accurately line up with existing terrain: I used this method to make Corfe Castle.
Peter
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PaulSpringthorpe
- Getting the hang of things now
- Posts: 29
- Joined: Sat Oct 23, 2004 12:05 pm
Hi Steve,
I just asked a question and hadn't spotted that you had already answered it.
Many thanks. I've obviously got a lot to learn.
Cheers
Paul
I just asked a question and hadn't spotted that you had already answered it.
Many thanks. I've obviously got a lot to learn.
Cheers
Paul
qzdcg8 wrote:The 16 bit values give you a height between H1 and H2. The values of H1 and H2 in metres are defined by 8 bytes in the T file!peterholton wrote:Paul: if you have Photoshop, it's possible to open the raw terrain data from MSTS, which is saved as a 256 x 256 x 16bit greyscale bitmap, re-sample and save it as an 8-bit greyscale bitmap.
This can then be used as a displacement map, and, with a little manipulation, can make terrain models that can accurately line up with existing terrain: I used this method to make Corfe Castle.
Peter
- davelong
- Getting the hang of things now
- Posts: 65
- Joined: Thu Oct 21, 2004 5:22 pm
- Location: Birmingham
Hi Tim,timbooth wrote:
Also, with more advanced 'MSTS compatible' simulators on the way I wouldn't waste any time on alternative terrain for MSTS - these should offer better terrain resolution, as its one of the main gripes of MSTS.
Just wondering what was meant by the above ad what kind of things are on the way, just joined the MSTS ranks, unhappy to hear there will be no MSTS2, and i'm now used to much upgraded and amazing scenery from MSFS2004.
Kind regards
Dave L
- felixbicycle
- Getting the hang of things now
- Posts: 30
- Joined: Fri Aug 27, 2004 4:28 pm
- Location: Kent
Im also interested in this comment if there is any further infodavelong wrote:Hi Tim,timbooth wrote:
Also, with more advanced 'MSTS compatible' simulators on the way I wouldn't waste any time on alternative terrain for MSTS - these should offer better terrain resolution, as its one of the main gripes of MSTS.
Just wondering what was meant by the above ad what kind of things are on the way, just joined the MSTS ranks, unhappy to hear there will be no MSTS2, and i'm now used to much upgraded and amazing scenery from MSFS2004.
Kind regards
Dave L
Regards
Felix
What do you mean...Ugly B*****D ? everyone looks like this on my planet !
- thenudehamster
- Very Active Forum Member
- Posts: 5029
- Joined: Wed Sep 10, 2003 7:56 pm
- Location: Somewhere in cyberspace
- Contact:
Take a look at the TrainMaster forum for some ideas of one of the simulators, http://www.trainartisan.com for the other major player.
Don't expect either simulator to be published for at least a year - miracles have happened before, but don't count on them.
Don't expect either simulator to be published for at least a year - miracles have happened before, but don't count on them.
BarryH - thenudehamster
(nothing to do with unclothed pet rodents -- it's just where I used to live)
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Any opinion expressed above is herein warranted to be worth exactly what you paid for it.
(nothing to do with unclothed pet rodents -- it's just where I used to live)
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Any opinion expressed above is herein warranted to be worth exactly what you paid for it.
- timbooth
- Very Active Forum Member
- Posts: 1643
- Joined: Mon Feb 04, 2002 12:00 am
- Location: Walsall, UK
Visit the TrainMaster forum for details of their product under development - TMTS. See also trainartisan.com for another possible product.
The bugs and limitations in MSTS are here to stay, so the future lies beyond MSTS. It should be possible to import your MSTS route and update the trackbed with higher resolution terrain - hopefully.
The bugs and limitations in MSTS are here to stay, so the future lies beyond MSTS. It should be possible to import your MSTS route and update the trackbed with higher resolution terrain - hopefully.
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peterholton
- Well Established Forum Member
- Posts: 825
- Joined: Sat Dec 08, 2001 12:00 am
- Location: Freelance modeller
Hi, Paul,PaulSpringthorpe wrote:Hi Peter,
I have paintshop pro which has a RAW option but when I opened them up I just got a black image. DO you know which options I should use when I open the file ??
<snip>
Thanks.
Regards
Paul
I don't know if PSP can open 16-bit greyscale files: Photoshop can, but can't save or perform many operations on them: also I think Gmax and Max only accept 8-bit greyscale displacement maps.
If you open the relevant _y.raw file in PS: the parameters required are:
dimensions: 256 x 256 pixels
channels: 1
bit depth: 16 bit
byte order: IBM PC
example: resampled 8-bit bitmap:
http://www.3dtspeter.co.uk/images/-11ccc5e4_y.bmp
Steve's right about the relationship between the .raw and .T data: however, that's a bit advanced for my limited brain, so I did it by trial and error: adjust the scaling and strength of your displacement map until it fits: if you start with a plane mesh object 256 x 256 segments 1000m square and fit your displacement map to it you should be somewhere near: this can always be cut down or optimised later.
Peter
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peterholton
- Well Established Forum Member
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- Location: Freelance modeller
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PaulSpringthorpe
- Getting the hang of things now
- Posts: 29
- Joined: Sat Oct 23, 2004 12:05 pm
Hi Peter,
Thanks for the extra info I'll give it a try.
Cheers
Paul
Thanks for the extra info I'll give it a try.
Cheers
Paul
peterholton wrote:Hi, Paul,PaulSpringthorpe wrote:Hi Peter,
I have paintshop pro which has a RAW option but when I opened them up I just got a black image. DO you know which options I should use when I open the file ??
<snip>
Thanks.
Regards
Paul
I don't know if PSP can open 16-bit greyscale files: Photoshop can, but can't save or perform many operations on them: also I think Gmax and Max only accept 8-bit greyscale displacement maps.
If you open the relevant _y.raw file in PS: the parameters required are:
dimensions: 256 x 256 pixels
channels: 1
bit depth: 16 bit
byte order: IBM PC
example: resampled 8-bit bitmap:
http://www.3dtspeter.co.uk/images/-11ccc5e4_y.bmp
Steve's right about the relationship between the .raw and .T data: however, that's a bit advanced for my limited brain, so I did it by trial and error: adjust the scaling and strength of your displacement map until it fits: if you start with a plane mesh object 256 x 256 segments 1000m square and fit your displacement map to it you should be somewhere near: this can always be cut down or optimised later.
Peter
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PaulSpringthorpe
- Getting the hang of things now
- Posts: 29
- Joined: Sat Oct 23, 2004 12:05 pm
Hi Tim,
I'll take a look at these. It might be an idea to make some progress in MSTS in the hope that the future will bring something better.
Thanks
Regards
Paul
I'll take a look at these. It might be an idea to make some progress in MSTS in the hope that the future will bring something better.
Thanks
Regards
Paul
timbooth wrote:Visit the TrainMaster forum for details of their product under development - TMTS. See also trainartisan.com for another possible product.
The bugs and limitations in MSTS are here to stay, so the future lies beyond MSTS. It should be possible to import your MSTS route and update the trackbed with higher resolution terrain - hopefully.
- gopher
- Very Active Forum Member
- Posts: 1734
- Joined: Fri Dec 07, 2001 12:00 am
- Location: Just about here >
Just a note on using models for embankments and cuttings. Although I have been able to use these on single track routes I have been experimenting with them on double/multiple track configurations. The main problem is the trainspotter view (key 4) keeps jumping inside the embankments and cuttings. On a single track with narrow embankments and cuttings this is fairly infrequent but on double and greater formations this happens most of the time. I have not been able to find a satisfactory solution to this so don't recommend them for anything but single track routes.
Gordon
Gordon
To further add, 3D modeled imbankments can have shadows...or so l belive, l think theres a setting in RE when you place the item into the sim, its a tick box and enables it to accept shadows from the rolling stock.
As far as l know theres no way to stop you 'going underground' with 3D scenery, also l never figured on leaving the mesh at 2x and using 3D, does this figure in frame rates ?, l've always used 0x for max resolution in terrain, another test to try this afternoon
.
Best regards
Michael
As far as l know theres no way to stop you 'going underground' with 3D scenery, also l never figured on leaving the mesh at 2x and using 3D, does this figure in frame rates ?, l've always used 0x for max resolution in terrain, another test to try this afternoon
Best regards
Michael
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peterholton
- Well Established Forum Member
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- Joined: Sat Dec 08, 2001 12:00 am
- Location: Freelance modeller