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Re: Payware Dependancies
Posted: Sat Mar 10, 2012 6:18 pm
by FoggyMorning
Creative Rail have used a new texture set for their routes (although some people have complained that their greens are too... green). Thomson Interactive/Totalize Media use a modified texture set for their routes, as do Woodhead and Portsmouth. Isle of Wight and Falmouth share a texture set that is slightly different to the default set also.
I think Vern's point is there is no Texturing.bin included with the Free Pack textures, so you have to compile one yourself before entering it into the Route Template
Re: Payware Dependancies
Posted: Sat Mar 10, 2012 6:22 pm
by Darpor
Ah, well that I wasn't aware of. It still shouldn't be 3 hours work though.
On the subject of using Woodhead textures, if you are starting a new route, just use Woodhead as the template and then move the co-ordinates to your desired location. All textures and assets are there ready to use.
Re: Payware Dependancies
Posted: Sat Mar 10, 2012 6:24 pm
by charlie99
I added the freeware pack textures to my route, it took about 2 mins.
Re: Payware Dependancies
Posted: Sat Mar 10, 2012 6:56 pm
by Darpor
If you do wish to use Woodhead textures and weather but want to create your own template, this takes less than 2 minutes given you have already added the relevant folder string to your source. In a test case, I have done Source>DPSimulation>CumbrianCoastRoute>TemplateRoutes
The naming conventions are slightly different when creating to use Woodhead stuff, so here is a screenshot. Notice that it requires "Spring" in all fields rather than the usual four seasons as per the original templates. Obviously the missing lines from the screenshot are the language and co-ordinate strings above, these would be in values of your choosing.
Click to Enlarge
Once that is created, saved and exported, it should be in the choice of texture sets when creating a new route.
Re: Payware Dependancies
Posted: Sat Mar 10, 2012 8:50 pm
by cilldroichid
I tink Vern is refering to the original Acorn textures which you had to input each texture separately and involved moving around of .ace files and suchlike. This of course gives you more control over the textures such as only having the textures you use in your route and control over the seasonal varieties and the different procedural flora. The UKTS freeware textures which includes the Acorn textures are only a matter of one line in the route blueprint.
Re: Payware Dependancies
Posted: Sat Mar 10, 2012 9:18 pm
by bigvern
Well if Geoff has now included a texturing.bin file with the UKTS version that is a great improvement. However it was most emphatically not a 5 minute job to set them up, following the procedure outlined in the documentation.
Re: Payware Dependancies
Posted: Sun Mar 11, 2012 8:41 am
by RSderek
http://the-art-of-rws.blogspot.com/2010 ... art-1.html
Making the textures can take some time (however you don't have to make wang textures to start with, just plain tileable ones will do to begin with, then once you know what you are going to use the most of make them wang), and tinkering with them even longer to get the feel you want, however making the terrain blue print takes 5-30 minutes or so depending on how many textures you want to add.
Any serious route builder should really look to make their own texture set which is focused around their route.
The core ones were just generic, for each route I make I add and take away textures as I see fit.
regards
Derek
Re: Payware Dependancies
Posted: Sun Mar 11, 2012 9:19 am
by bdy26
If you're not comfortable with the blueprint editor, it's easy enough to clone and edit an existing texturing.bin file - exactly the same process as reskinning anything. The textures themselves can also be reskinned, and tile able textures are available from cg textures.
None of this takes 3 hours.
B
Re: Payware Dependancies
Posted: Sun Mar 11, 2012 11:15 am
by pjt1974
A 5 minute job to add custom textures to an existing route.
Re: Payware Dependancies
Posted: Sun Mar 11, 2012 1:27 pm
by smarty2
I understand that if the primary reason for building a route is to share it then default and freeware asset packs is a good one to stick with, however as pointed out in another thread seeing the same old buildings everywhere detracts from the experience and makes the route route seem "samey", that is the only draw back imo. But as I stated earlier it is entirely up to the creator.
Re: Payware Dependancies
Posted: Mon Mar 12, 2012 7:46 pm
by GaryT
RW Tools is there for you...

Re: Payware Dependancies
Posted: Mon Mar 12, 2012 9:17 pm
by bigvern
Interesting Gary, my version of RWT must be several generations out of date, as I only have the basic route template setup screen with three entry fields. Time to update!