With no alpha it doesn't works.
it does, I use it every day.d
disc - it does work IF you use the Nvidia plugins for photoshop. If you use the Nvidia command line tools, or the AMD Compressonator command line tools, the 888 format does NOT work for train simulator and I'm not sure why.
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Actually, DDS with alpha works (i use GIMP with DDS plugin, but without alpha(RGB8), it isn't.
Then use the way that works.regardsDerek
i don't use photoshop, so i can't use nvidia plugins. Perhaps the game should be written to use standard DDS and not proprietary/non standard format from nvidia.
Hey Derek, You would be the king of the hill if you could publishe a little article about this mysterious TrainUberShader.fx. Sounds and looks fascinating and like the ultimate shader for TS. Thank you in advance.Julien from railsim-fr.com
Hello Derek!A tutorial on TrainUberShader.fx is needed a lot by at least two people working on their projects. It's me and the author of French loco SNCF BB8100 for TS2014. You can see his post above. I'm struggling with this shader's settings, since I don't know the correct ones. UV parameters, etc. So my almost complete model glows no matter what I do. And I'm quite sure that I used the correct textures for it.Yan,Dublin
Hi Derek,my problem is very specific. I want to create a track in 3ds max 14 64bit. But after export the Loftobject isn´t showing in the editor. I use the LoftTexDiff shader an LoftTexDiffSpec shader. All is ok within the scene UV an pivot etc.... I think its a problem of exporting. What kind of shader is use in Ts14 for tracks? Other objects are shown without problems. Is there an new technique to create tracks?
has this just started with the latest version of max or could you export before?d
This started with the latest version of max. When i use an old version 2011 and use the old exporter (KujuMaterials), i could export the track without problems.
Hey Derekare there DevDocs for creating a animated character for platforms?Thanks
Thank you man, your blogs are very useful to me, I have spend long time to figure out Texturing and converting texture to a working one, but i notice somethings after preparing dds files, when converting them by rw blueprint using converttotg.exe and its parameters.sometimes converttotg.exe make texture files bad with solid color like blue or magenta that mean i counter problem when convert texture. but i wonder can anybody no all parameter and arguments which converttotg.exe use. like -i -o -compressandnocompress -intropalpha and so on!i make i patch file converting textures very fast with options.any Idea will be weclome!!!