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My confusion with texturing

Posted: Mon Feb 14, 2011 7:45 pm
by Irishrailguy
Hi everyone,

Here I am again, getting another one of my endless questions out of the way. So I've started skinning my model, which seems to be going alright. But what I don't understand is if I should be texturing with my .ace files in max or using something like a .psd? If I have to use a .psd then where should I have the .ace version on export? I tried to export before with my .ace files used to texture and the process crashes when the text box says 'gathering textures'. Can anyone enlighten me on the whole aspect of texturing for railworks? Also, can I get the requirements for a bumpy metal texture, I know it is a train--(.fx) shader, so could anyone specify the shader type, what texture should go into which slot, and the uv arguments for each. I can't seem to find any decent reference towards any of this on the web, I can't understand any part of the wiki, I wish they would make it more useful.

Expect more noobish questions :roll: There are a lot of things to do with exporting a loco into RW, to which I can't find a decent explanation on the web,

Thanks.

Re: My confusion with texturing

Posted: Mon Feb 14, 2011 8:25 pm
by eyore
You can use your .ace files to texture if you want but they must be in the right folder. e.g. C:\Program Files\Steam\steamapps\common\railworks\Source\Developer\Addon\RailVehicles\Diesel\Textures

Can I suggets you read this tutorial, http://members.uktrainsim.com/filelib-i ... leid=19166. I know its for 3DCanvas but it does describe alot of the things you're asking about.

Re: My confusion with texturing

Posted: Mon Feb 14, 2011 8:26 pm
by Acorncomputer
I know nothing about max :o but a bit about exporting.

In 3DC you can texture your model with texture sheets in a variety of formats. .jpeg, .bmp .tga (for transparency) etc and I guess it is the same for Max.

When you are ready to export your model to RW you need to export it out of 3DC/Max first into the model folder in your developer source folder as a .IGS file plus an .IA file if there is any animation. You then create the .ace files (RWAce Tool) from your original texture sheets and place them in the Texture folder inside your model folder.

When you create the blueprint and then export your model into the RW assets folder, it will convert the .ace files into TgPcDx files that RW uses in the game.

A brief description of the process that may help. There is much more involved of course to achieve a successful export to RW but it may still help.

Re: My confusion with texturing

Posted: Mon Feb 14, 2011 9:15 pm
by Irishrailguy
Thanks a lot guys for the help, I'm a little confused about the actual texturing though, is it possible to layer textures on top of each other on the same face? I put a base texture down using an unwrap uvw, then collapse the stack. I then select a face I want to add a second texture (say a logo) to. But when I create a new unwrap or map modifier the original uv's are reset and I get the base texture all messed up. So is this possible?

Thanks.

Re: My confusion with texturing

Posted: Mon Feb 14, 2011 9:44 pm
by Kitform
Irishrailguy wrote: is it possible to layer textures on top of each other on the same face?
Using .psd textures it is, either make your layers up in photoshop or add a new layer in Max and texture/draw/shade directly onto the object/face.
Convert to .ace when ready to export.

Re: My confusion with texturing

Posted: Mon Feb 14, 2011 11:22 pm
by g0fthick
Personally I use PSDs as I texture so I can save changes and have them applied instantly on the model, then when it comes to export I change the material paths to the .ace file.

As for the layering of textures, your best bet for logos and the sort is to either apply it straight onto the diffuse texture, or build a plane slightly out from the mesh that will hold a logo with alpha transparency properties.

Re: My confusion with texturing

Posted: Tue Feb 15, 2011 3:06 pm
by sdark2
Irishrailguy wrote:Thanks a lot guys for the help, I'm a little confused about the actual texturing though, is it possible to layer textures on top of each other on the same face? I put a base texture down using an unwrap uvw, then collapse the stack. I then select a face I want to add a second texture (say a logo) to. But when I create a new unwrap or map modifier the original uv's are reset and I get the base texture all messed up. So is this possible?

Thanks.
Hi Irishrailguy,

You can layer textures in Max, but you'll need to be overtly familiar with Map Channels and Composite or Multi/Sub-Object Material Types - if you're not familiar with these, it would only add an element of complexity into mapping that you really don't need. However, to achieve what you want, I'd recommend as g0fthick stated, to use a plane floating above the surface (I generally go with 5mm to avoid flickering in RW). Given the relative size of the texture and the scale, you'll end up with a much sharper result and avoid the whole mess of layering.

If you want to consider layering, you'd do this by not collapsing the stack after the first unwrap, leave the stack intact. Then using Mesh or Poly Select modifiers (depending upon which you have to start with, if you're using an Editible Poly, use the Poly Select), select the face you wish to apply the second texture to, then assign the new channel number, and the texture (with matching channel). You then apply a second Unwrap UVW modifier to the stack and map the logo to that. Note that these changes may not be reflected in the views - you may need to use the Activeshade renderer or the full rendering engine to see the final result. While Activeshade will show you an instant result, and is refreshed each time you do something, you may find it easier and faster to work without it active.

Hope this helps.

Steve

Re: My confusion with texturing

Posted: Fri Feb 18, 2011 3:14 pm
by Irishrailguy
Hi,

Thanks for the replies, I've actually got around to using composite maps, and they work really nicely, but any overlying textures that have greys cause the subsequent areas to glow slightly. Is this an issue with the kuju material? Do they support midtones in the alpha channels? If I get this sorted I'll be fine with the layering.

Also, does anyone know where I can find a suitable tutorial on the trainbumpenvmask.fx (or whichever one creates the bumpy metal texture) shader? I have to get this working before I export also.

Thanks.