Textures in the sim environment

The Rail Simulator forum was very busy leading up to the UK release on October 12th 2007, this is a read-only copy of those discussions for historic and review purposes.

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clacky49
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Textures in the sim environment

Post by clacky49 »

Could someone who is in the know with the creation of KRS please tell me what the minimum size will be for the textures that you can 'paint' onto the terrain?
Y'know...the colours and textures that make up the different kinds of grass in individual fields, or old coal, or gravel on the track bed, rock outcrops in cuttings?? Etc, Etc??
Hopefully its smaller than the numb 10 metre size that was the minimum of the Trainz texturing tool?
Often found that during texturing in areas where I wanted to paint some detail in say - old UK sidings....the edges of the textures didn't go so well with the edges of grassy textures at the edge of the sidings.
That diamond effect next to the track bed - ugh! :o
Thats one instance of the limits of texturing within Trainz...there were many more instances which I found frustrating.
Which all probably conspired to continue to make the Trainz sim environment too toytown really.
Although some folk have made some really nice looking 'real' in appearance routes in Trainz.
The German ones are usually pretty good.
'Niddertalbahn' for one, and the recent 'DB-Projekt 1970' are good uns'.

The 10 metre minimum also applied to the way the terrain gid squares could be manipulated.....so you would usually get pretty sharp cutoffs of embankments, and streams or ditches that could have hidden a Challenger tank in em sometimes! :drinking:
Is this another aspect of the KRS environment which has been improved upon? :)
:argue:
Hope so.

For all the questions and talk on this forum about locos and stock, one could be forgiven for thinking that some of the forum members were talking about spaceships....that didn't have too interact visually with a country/townscape.
If the environment is out of context with the improvement of the look of the rolling stock then...well...thats a bit retrograde really.

From what I have seen so far in the screenshots - its definitely an improvement over Trainz.
Someone on the forums mentioned it having more depth.
That would be nice. :P
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nath9425
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Post by nath9425 »

Apparently the files are going to be in CSV Format :cry:
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clacky49
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Eh? Not processing!

Post by clacky49 »

I don't know what you mean - 'CSV format'.
Whats that?
I don't know a lot about programming or such.
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TheTazman
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Post by TheTazman »

Comma Separated Variable.
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Optrex
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Post by Optrex »

Or, in other words, a text file!

You can modify or create 'em in Notepad if you want.
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TheTazman
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Post by TheTazman »

best modified/viewed in Excel
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CaptainBazza
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Post by CaptainBazza »

Don't rush to buy Excell, there's a freeware spreadsheet that should do the job, too.

Cheers Bazza

:roll: Oops, need to check the name - will post that later.
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thammond12
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Post by thammond12 »

Don't know if this has been covered, but what format will locomotive textures be in?
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jamespetts
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Post by jamespetts »

CaptainBazza wrote:Don't rush to buy Excell, there's a freeware spreadsheet that should do the job, too.

Cheers Bazza

:roll: Oops, need to check the name - will post that later.
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Post by ewsjo »

How can you have a CSV texture? Or am i being a little stupid as usual? :lol:

cheers

jo
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nath9425
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Post by nath9425 »

For example - from a NWM Object (BVE4)

Code: Select all

CreateMeshBuilder,
AddVertex,-1.2,3.6,-0.1,
AddVertex,-0.2,  3.6,-0.1,
AddVertex,-0.2,  3.3,-0.1,
AddVertex,-1.2,3.3,-0.1,
AddFace,0,1,2,3,
SetColor,150,150,150,
GenerateNormals,

LoadTexture,..\common\WayoutL.bmp,
SetTextureCoordinates,0, 0, 0,
SetTextureCoordinates,1, 1, 0,
SetTextureCoordinates,2, 1, 1,
SetTextureCoordinates,3, 0, 1,
SetDecalTransparentColor,0,0,0,

CreateMeshBuilder,
AddVertex,-1.2,3.6,-0.1,
AddVertex,-0.2,  3.6,-0.1,
AddVertex,-0.2,  3.3,-0.1,
AddVertex,-1.2,3.3,-0.1,
AddFace,3,2,1,0,
SetColor,150,150,150,
GenerateNormals,

LoadTexture,..\common\WayoutR.bmp,
SetTextureCoordinates,0, 1, 0,
SetTextureCoordinates,1, 0, 0,
SetTextureCoordinates,2, 0, 1,
SetTextureCoordinates,3, 1, 1,
SetDecalTransparentColor,0,0,0,
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bigvern
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Post by bigvern »

Well so long as I can build the stations in 3D Canvas etc and it converts to the relevant format...
clacky49
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Post by clacky49 »

Does this mean that using this editing function in the CSV script you could theoretically fill in texture blocks of say - one metre square?
by changing the numbers in the script?
I would rather it be just a tool available on screen, that you can just change the painting bush size of it....bit like the Trainz texturing tool...although as I have mentioned before...with hopefully better definition.
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CaptainBazza
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Post by CaptainBazza »

OpenOffice.org
Spot on, Jaz, thank you.


I just hope we can use textures without converting them into something proprietary, like .ace.


I think it's time for some more technical clues, thanks Adam. '-)




Cheers Bazza
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ARG706
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Post by ARG706 »

CaptainBazza wrote:
OpenOffice.org
Spot on, Jaz, thank you.


I just hope we can use textures without converting them into something proprietary, like .ace.


I think it's time for some more technical clues, thanks Adam. '-)




Cheers Bazza
The same'd go for the shape files. I'd love to be able to use a raw DST file in the sim, so I don't have to eventually perform the task of learning 3dcanvas, Gmax, or even Google sketchup
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