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Posted: Mon May 21, 2007 3:44 pm
by karlrestall
have a look at my post
http://forums.uktrainsim.com/viewtopic. ... highlight= most the stuff at the beginning is a bit uneccessary for you but work your way through and you will get the hang of it, and become faster and faster at doing it

. Don't give up what ever you do!
Good Luck and Regards
Karl
Posted: Mon May 21, 2007 4:06 pm
by hertford
Ok....
I have a certain default model that I'd like to reskin, but I cannot locate how to convert it into 1024x1024 textures. I use MSPaint, and TGATool 2A if that helps a bit...
Hertford
Posted: Mon May 21, 2007 5:07 pm
by karlrestall
OK. So you need to open your 512*512 texture in mspaint from TGAtools. Click on image, stretch skew and stretch by 200 both horizontally and vertically. Once this has been done it will probably look awful so a bit of tweaking will be needed, as long as windows doors and the like are in the same place you should be fine. Once you have edited the image to how you want it click on File, Save As, then save the image to a new location away from the default texture. For example I have a folder on my desktop named 1024x1024 textures, in there I have seperate folders with the title of the object, for example GWR Hall textures or LNER A4 textures. When it is saved go into TGAtools and open the 1024*1024 textures once it is open in TGAtools the export and overwrite the original texture. You should now have a 1024*1024 texture covering the model instead of a 512*512 texture.
Hope this helps.
Regards
Karl
Posted: Sun Jun 03, 2007 5:13 am
by hertford
Cheers mate, mastered it like a dream. Now all I need is my own PC to start doing reskins in 1024x1024 textures! Whoopee!
I hope you'll all look forward to some of my reskins eh? I certainly hope so, and I'll always ask permission from the original owners first...
Thanks very much matey!
Hertford
Posted: Tue Jun 05, 2007 10:57 pm
by hertford
Now I have run into another bloody barrier. AceIt refuses to export the textures! When I try to do such a thing, it comes up with some silly stupid error message saying: "Unable to create Direct 3D device". Whatever that means.
Hertford
Posted: Wed Jun 06, 2007 12:46 am
by hertford
Another problem, this time with the main program. "Train simulator requires Hardware Acceleration" I've checked the Hardware acceleration and it's on full blast! What could be done to run MSTS on this ultra out-of-date PC? (1.4GHz with 512MB of PC133 RAM)
Posted: Sun Jul 15, 2007 11:46 pm
by hertford
Now I have (just about) managed the art of alpha texturing, Percy is in a late season two colour with transparant wheels! I will reveal him as soon as I get MSTS + Ace It working again.
I am also doing some Class 317s. The NSE 317 has had the red stripe narrowed a bit, and black windows added. The cab has also changed to make it a 317/1. Also the WAGN 317s are complete with 1024x1024 textures. All models by me will now have 1024x1024 texturing. (I have asked permission for my reskins to all those that are possible)
Hertford
Posted: Mon Jul 16, 2007 10:28 am
by NiallGray
hertford wrote:Now I have run into another bloody barrier. AceIt refuses to export the textures! When I try to do such a thing, it comes up with some silly stupid error message saying: "Unable to create Direct 3D device". Whatever that means.
Hertford
Have you got the shapeviewer program open at the same time? I find that it always refuses to export if I have shapeviewer running. If I close shapeviewer down, it exports no problem.
Posted: Mon Jul 16, 2007 3:14 pm
by thammond12
hertford wrote:Now I have run into another bloody barrier. AceIt refuses to export the textures! When I try to do such a thing, it comes up with some silly stupid error message saying: "Unable to create Direct 3D device". Whatever that means.
Hertford
I let TGATool2 export the ace for me. It saves time.
Posted: Mon Jul 16, 2007 3:38 pm
by hertford
It seems that the PC I'm on has too many problems. (Wrong Drivers, stop errors, e.t.c) So dad and I have agreed to reinstall windows once we have another computer running. And when everything is ship-shape and bristol fashion, that's when I'll be uploading the textures.
Re: Hertford's reskins (ex. difficulty with reskinning)
Posted: Sun Jun 01, 2008 6:58 pm
by hertford
Right, as some of you will know (hopefully) by now, I have uploaded a fictional National Express liveried Class 47_370. I'm now working on a 2048x2048 textured version of a WAGN Outer suburban liveried class 317. However, there are a few problems with it that are beyond my knowledge, will anyone be so kind as to offer some help?
Re: Hertford's reskins (ex. difficulty with reskinning)
Posted: Sun Jun 01, 2008 7:47 pm
by rwaceyw
Surely we need to know the problems before we can help
Dave
Re: Hertford's reskins (ex. difficulty with reskinning)
Posted: Sun Jun 01, 2008 8:24 pm
by hertford
I mean by sending the file to you, and fixing it for me. I cannot do it. I've tried, and failed. But if that won't work, then I'll say what's wrong in a little while. When I've summed it up.
Re: Hertford's reskins (ex. difficulty with reskinning)
Posted: Sun Jun 01, 2008 9:23 pm
by Backfoot2002
hertford wrote:Right, as some of you will know (hopefully) by now, I have uploaded a fictional National Express liveried Class 47_370. I'm now working on a 2048x2048 textured version of a WAGN Outer suburban liveried class 317. However, there are a few problems with it that are beyond my knowledge, will anyone be so kind as to offer some help?
2048 textures do use alot of memory. You have to make sure that if you are using these you are going to make the detail much more noticeable. That means resizing the textures and then redoing everything on the texture so it looks better. Anything you dont improve will be the same as it was originally and therefore just wasting space and memory for no reason.
Re: Hertford's reskins (ex. difficulty with reskinning)
Posted: Sun Jun 01, 2008 9:37 pm
by hertford
Ok. The problem is: Train Simulator Activity editor says that there are eng and wag files missing, even though they are right there, or that it has failed to read them. Route Riter's ENG editor doesn't allow you to see what's in the value before you remove it and replace it with something else, and ENGMod 2.0 only allows you to change some things around in the files. Also Anton, how do you get your models to look so realistic?