**** New discovery for MSTS from Russia ****

Learn the finer points of making your own engines and wagons!

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tango4262
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Post by tango4262 »

trains2 wrote:There's something not quite right about it, but it does look good I have to say.

Rich
i think its the fact that the wheels and cab have not been done

regards david
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demonshadow
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Post by demonshadow »

Cab has been done by the looks of it look on the left side of the cab front, its gleaming slightly which judging by the rest of the model looks to be just about right for the reflection of light, wheels could do with a slight shine to them although not much, would work better on a clean engine obviously
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myles
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Post by myles »

How much work is it to convert the route Im building to have all that and my train models
(bearing in mind I have 1 train model and its rubbish :roll: )
You'll have to excuse if those have been answerd or a stupid questions i cant read the 3Dtrains fourms. :oops:
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mpeffers
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Post by mpeffers »

Looks amazing...
Awaiting a computer that'll run KRS... *twiddles thumbs*
meonia
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Post by meonia »

Fantastic info! I'm glad you guys make things understandable to the laymen.

I downloaded the files from the Russian site (haven't installed them yet) and changed my app.fbk file as directed.

Will need a few instructions now on S file changes and how to select gloss in 3DC for selected items in the models I'm building.

Good stuff Decapod!

Mike.
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chrisj94
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Post by chrisj94 »

Just thinking,but could this be used in routes,epsecially for water?
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BR7MT
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Post by BR7MT »

chrisj94 wrote:Just thinking,but could this be used in routes,epsecially for water?
You could possibly create small bits of water e.g. puddles and ponds/lakes using a large flat surface shape, put over a hole in the ground.

I think the method used here is applicable to *.s files only.

Regards,

Dan
If at first you don't succeed, destroy all evidence that you tried :)

My uploads
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mpeffers
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Post by mpeffers »

So what do you actually do to the .s files (ie is it easy enougth for me to do) ?
Awaiting a computer that'll run KRS... *twiddles thumbs*
meonia
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Post by meonia »

For those that are curious, here is the text about changing the app.fbk file. Just remember that "a little knowledge is dangerous". I wouldn't mess with anything until Decapod has had a good chance to figure it all out and pass on the info to us. Also we will need to download some Makeace and Conv3ds files from the Russian site. We also need to change the S file and the instructions for that are not so clear for us lay people but all important. Proceed at your own risk.
Here is a some information from modified conv3ds readme:

As you probably know, it is impossible to import a glossy texture
into MSTS as the converter CONV3DS.EXE has a bug and always shows
an error when you try to convert a model with a glossy texture.
This bug was fixed by program code modification, but the
converted .S file still needs some manual work.

For some unknown reason (probably due to human error) Microsoft
disabled shader for glossy textures in the 1.2 patch for MSTS.
There are 23 shaders listed in the configuration file, however
the shader counter is equal to 22. As a result the sumulator
doesn't take shader for gloss textures into use. To correct this
problem please do the following:

1. Make a backup copy of app.fbk file, that is located in your
MSTS main folder.

2. Open app.fbk file, with any text edirot, Write or Notepad
for example.

3. Find the following part:

----------------------------------------------------
shader_cfgs (
22
shader_cfg "ShaderCfg-Alpha-Smoke" (
----------------------------------------------------

4. Change 22 for 23, so the result looks like that:

----------------------------------------------------
shader_cfgs (
23
shader_cfg "ShaderCfg-Alpha-Smoke" (
----------------------------------------------------

5. Save app.fbk file. That's all.
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myles
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Post by myles »

Is it possible to get a set of instructions to add the effect to a model, starting from scratch. I dont have any of the stuff I need to do it (mainly because I dont know what I need)

Also is it possible to get something straight about this... Does it reflect the world around it or just a picture you use in a texture. Just thinking it would be a bit silly to have the windows of a coach reflecting farmfeilds in the middle of a city.

P.S I'm very easily confused :lol:
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decapod
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Post by decapod »

There are about 7-8 changes needed to the S file to make it work, not too difficult, but needed explaining.

It wouldn;t take much to write a program to make the changes ;)

However - there are a few other shaders that need investigating before I put out anything. We could have proper bump mapping too.

Myles - the reflections are usually very low detail (64x64 pixel) so it doesn't look out of place anywhere.

Take a look at Shape Viewer 1.6 environment mapping (ctrl+E) - this is the effect you can now get in MSTS.
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myles
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Post by myles »

Ok thanks decapod, I'll look more deeply into this see what programs I need and stuff.
(someone meantioned CONV3DS, whatever that is).

If I could just understand what needs to be don to textures in the game, I've never been very good at them :lol:
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myles
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Post by myles »

Ok, sorry to push this thread up again but its not off the first page yet.
Anyway I thought I had everything I needed to get glossy textures working in MSTS.
I've got a loco that has glossy textures (shows up in SView) and I've the got the Conv3DS thing although I'm not sure I've done the right thing with it (Just replaced the old one right?)

What am I missing or is the detail just so minuite im not seeing it. I seriously hope thats not it.
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decapod
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Post by decapod »

Glossy textures in SView are unrelated to the changes and conv3ds.exe
conv3ds.exe is only useful if you have model build using 3D Studio Max (3DS files)

The changes to the S file are a bit more complex than I first thought. I have almost written it up.
However, I'm not sure I should release this info till I'm happy with the results. Which may take some time.

Basically I'll keep you posted - alternatively you could try pulling apart the S file of the models that already use it - the UFO is not really a good example.
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jonrach73
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Post by jonrach73 »

Paul

I noticed there's a tutorial from you on how to do this on Steam4me - have you made any further discoveries with bump maps and the like?

Cheers,

Jon
Cheers

Jon
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