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Posted: Mon Apr 23, 2007 10:32 am
by andrewgadd
Working with the same idea, this weekend I have been building this...
Should be an easy task to take the renders from this model and apply them to a simple (low poly) version of the same model!!!
Andrew, CME.
Bodgit & Scarper Engineering
Posted: Mon May 14, 2007 10:05 am
by andrewgadd
I've now rendered some of the model and created some textures, when added to the simple model this is the result.
Much more work to do, but I am very pleased with the results so far.
Andrew, CME.
Bodgit & Scarper Engineering
Posted: Tue May 15, 2007 9:24 am
by andrewgadd
And with the loco on test as a wagon...
Andrew, CME.
Bodgit & Scarper Engineering
Posted: Tue May 15, 2007 3:46 pm
by Nvincer
Nice
Ben

Posted: Wed May 16, 2007 9:08 pm
by andrewgadd
Continued WIP.
Andrew, CME.
Bodgit & Scarper Engineering
Posted: Wed May 16, 2007 11:37 pm
by Jontan
Looks nice, but I would suggest to skip the alpha channel, it degrades the textures horribly.
/Jonatan
Posted: Thu May 17, 2007 10:26 am
by andrewgadd
Interesting point, Jonatan.
I am using alphas to cut down on ploys (model currently stands at 570) but I did not realise that they degraded in the Sim?
Have taken another screenie, this time with the alpha switch off and the ace saved without alpha.
What do you think of the difference?
You never stop learning with MSTS!!!
Andrew, CME.
Bodgit & Scarper Engineering
Posted: Thu May 17, 2007 12:54 pm
by g0fthick
Andrew, my advice is too steer clear of gradients, or gradiented surfaces. Whilst they look good in Photoshop or whatever, they generally look horrible in MSTS.
Plus if your model is only 570 polys, i'd recommend you put a few aside for windows and doors, will look nicer.
Posted: Thu May 17, 2007 9:25 pm
by Jontan
Looks alot better than with alpha, Andrew. You can use transparency mask instead of alpha mask, it will let you have open windows.
And 570? Heh my models are way up in their 20,000s now... atleast the steamers.
/Jonatan
Posted: Fri May 18, 2007 3:33 pm
by tagsdm
Hello, Everyone
I've managed acceptable gradients by adding a value of noise to the base color layer then layering various weathering effects (with no noise)over that. A value of 2.51 seems good in Photoshop 7.1. Save a copy as 32 bit tga, then use Tgatool2 to export ace (-trans). It seems to work better with larger texture assignments, but my GE16 tonner was built with 512x512s and came out not too bad.
Best To All

Posted: Fri May 18, 2007 6:19 pm
by andrewgadd
OK, thanks for the advise guys (not really sure that I understand most of it!!!)
This project was started because I had found an easy (and fun) way of making textures. Namely, building the full 3D model, making renders of the model and finally applying the renders to a simplified mesh of the model. This is only because my texture creation is second to .!!!
The need to keep the poly count low was only for the same old reason in MSTS.
My real big question is, what is the difference between the (alpha) and the (-trans) save in TGATools?
tagsdm (???) your model looks absolutely stunning.
Actually, I think that I know the answer to my question. Does the (alpha) save allow for semi-transparent windows (shades of grey)?
The shot below is with the (-trans) save in TGATools.
Andrew, CME.
Bodgit & Scarper Engineering
Posted: Fri May 18, 2007 6:47 pm
by tagsdm
Thank you, Andrew. Adding a noise value has been the key to minimizing the color banding effect for me. Yes, the (-trans) alpha is either on or off, that is to say there are no levels of transparency. I believe it's a 1 bit alpha. The other choice I think is 8 bit, giving you a few levels of transparency. In another project I made window "glass" with a seperate poly, sandwiched between the inner and outer cab walls using the ace (alpha) - not dxt option. That made the window semi-transparent. Also, TGATools2 has been handling 2048x2048 textures very well for me.
Many Thanks
Posted: Tue May 22, 2007 1:06 pm
by andrewgadd
New post. see below.
Andrew, CME.
Bodgit & Scarper Engineering
Posted: Thu May 24, 2007 11:29 am
by andrewgadd
And with a the tiny amount of noise added.
Andrew, CME.
Bodgit & Scarper Engineering
Posted: Thu May 24, 2007 3:08 pm
by tagsdm
Hello Andrew,
Wow, I'd say that's
much improved over the earlier color banded textures, wouldn't you? A little practice and makes perfect. It'll be a pleasure to drive that little fellow around when it's ready.
Though you may never choose to drive it, you can get the GE 16 tonner to view in Shape Viewer and use as a reference tool. It's at Elvas Tower,
http://www.elvastower.com/
Click on File Library then navigate to MSTSaddons>Traction>Light Electrics then scroll down to GE 16. I made two versions, one with a shorter trolley pole for those routes with a 6.2 m pole height. You'll have to register, but it's free to do so.
Good Luck!