tag:blogger.com,1999:blog-87081294978202882652024-03-21T22:33:02.756+00:00The Art of RailWorksDerek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.comBlogger31125tag:blogger.com,1999:blog-8708129497820288265.post-45751563721641530692019-06-16T17:03:00.001+01:002019-06-16T17:03:03.848+01:00It just so happensI need to make a new set of characters, so I may well get round to finishing these character posts..<br />
:)Derek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com5tag:blogger.com,1999:blog-8708129497820288265.post-28283429944088220642015-12-25T19:07:00.000+00:002015-12-25T19:08:58.232+00:00How to: Characters - Part 01<span style="font-family: Arial, Helvetica, sans-serif;">This is a subject I have promised to talk about for a very long time.</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">Sorry for those of you that have been waiting, and by now most of you that wanted to know already figured it out.</span><br />
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<br />
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<span style="font-family: Arial, Helvetica, sans-serif;">However before I get into the skinning and rigging details...</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Does anyone want to know how we go about modelling/texturing a basic character?</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">By modern standards the characters in TS are very basic but that is ok as they are not the stars of the show.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">You can however get some fantastic results but you really need to put the time into it, modelling a great character can take as long as modelling a very detailed engine and cab.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">While I can model characters, I am very much a generalist artist and not an expert in character modelling or animation. There are many tutorials on how you can create wonderful characters/faces and clothing, but as time is not something I have much of I will only really touch on the basics.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif; margin-left: 1em; margin-right: 1em;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2unwIMZW3_j_hfPq8Ux9qDn9c-AV2dhAQfm708DTnfGM3NpkJTOQhtZLKXfwvUaKtoexb1cVURz2fhF39S9422oG0BWxKAqxuhIz6l9wZugL283c-UGTI6omaV0hdFHHvzi49WEoqxvs/s1600/Derek_editor.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="184" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2unwIMZW3_j_hfPq8Ux9qDn9c-AV2dhAQfm708DTnfGM3NpkJTOQhtZLKXfwvUaKtoexb1cVURz2fhF39S9422oG0BWxKAqxuhIz6l9wZugL283c-UGTI6omaV0hdFHHvzi49WEoqxvs/s320/Derek_editor.jpg" width="320" /></a></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">There are two types of blue prints that can be used for
animated characters.<o:p></o:p></span></div>
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<br /></div>
<br />
<ul style="margin-top: 0cm;" type="disc">
<li class="MsoNormal"><span style="font-family: Arial, Helvetica, sans-serif;">- <b>Anim scenery blue print<o:p></o:p></b></span></li>
</ul>
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<span style="font-family: Arial, Helvetica, sans-serif;">Anim scenery blue print can be used for simple looped animations. These objects appear in the browser list and can be placed as normal animated scenery objects.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span></div>
<ul style="margin-top: 0cm;" type="disc">
<li class="MsoNormal"><span style="font-family: Arial, Helvetica, sans-serif;">- <b>Anim procedural scenery blue print</b></span></li>
</ul>
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<span style="font-family: Arial, Helvetica, sans-serif;">Anim procedural scenery blue print is somewhat more
complicated, they are used for Platform passengers and these characters do not
appear in the browser list. <o:p></o:p></span></div>
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<br /></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Anim procedural scenery blue prints get referenced by a
Platform characters blueprint (This specifies population and character types) <o:p></o:p></span></div>
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<br /></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Platform characters blueprint is then referenced by Platform
section blueprint.<o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormal">
<span style="font-family: Arial, Helvetica, sans-serif;">Platform section blue print is the loft shape that gets laid
in game.</span><o:p></o:p></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">But before we get into all of that we need to set up our basic folder structure.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Within your Source folder structure Provider/Product/Scenery folder create a new folder called '<b>Characters</b>' and within that folder create another folder called '<b>Textures</b>'</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Now we are ready to begin!</span></div>
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Derek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com24tag:blogger.com,1999:blog-8708129497820288265.post-35632092961038303442015-10-28T09:55:00.004+00:002015-10-28T09:55:58.066+00:00Q and AI have not kept up this Blog for ages and stuff has moved on.<br />
<br />
Feel free to ask questions and I will try my very best to answer them. I will check once a week for questions.<br />
<br />
If I am unable to answer your questions then I will phone a friend, but they are not always available so no promises.<br />
<br />
cheers<br />
dDerek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com10tag:blogger.com,1999:blog-8708129497820288265.post-54000879959862085182013-10-20T12:43:00.000+01:002013-10-20T12:43:08.267+01:00DDS typeI notice a few people are unsure what DDS type to use in photoshop,<br />
Use the ARGB or XRGB for textures without an alpha channel.<br />
<br />
See photoshop settings below:<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAyaNdZNIqUbotpIfe-Es3RKBLtMsw3pwBIzL8wK3hcOscZ9u1OCZ4yxqWFhVBShU3a0hRsI6z3s9Gd1-zwWjfOGdpG_7w6Vlbbb9t4Hv70fXdBHjXMEJtslJbN1MAR0JNN3kgUtYaL-s/s1600/DDS+type.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="52" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAyaNdZNIqUbotpIfe-Es3RKBLtMsw3pwBIzL8wK3hcOscZ9u1OCZ4yxqWFhVBShU3a0hRsI6z3s9Gd1-zwWjfOGdpG_7w6Vlbbb9t4Hv70fXdBHjXMEJtslJbN1MAR0JNN3kgUtYaL-s/s320/DDS+type.jpg" width="320" /></a></div>
dDerek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com16tag:blogger.com,1999:blog-8708129497820288265.post-75141078197775641492012-08-02T15:15:00.001+01:002012-08-02T15:15:17.116+01:00do you have the latest 3DS max shaders?I have noticed a few don't, but everyone has them.<br />
<br />
in:<br />
<br />
C:\Program Files (x86)\Steam\steamapps\common\railworks\dev\Shaders<br />
<br />
copy 2 files, ShaderDesc.txt and App.fbk into your 3DS max plugcfg folder. (the one in users)<br />
<br />
C:\Users\RSderek\AppData\Local\Autodesk\3dsmax\2011 - 32bit\enu\plugcfg<br />
<br />
The last shader in the kuju list should be: TrainShadowOnlyDiffuse.fx<br />
<br />
regards<br />
<br />Derek<br />
<br />
<br />Derek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com10tag:blogger.com,1999:blog-8708129497820288265.post-73669320475082910882012-07-25T14:44:00.000+01:002012-07-25T18:20:05.056+01:00Quiet?This blog is my own personal one and not an rs one. I update it when I want,can or requested.<br />
I have my own personal projects on the go as well as a full quota at work. That coupled with football, painting and family leaves me little time.<br />
<br />
DDerek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com0tag:blogger.com,1999:blog-8708129497820288265.post-37446916943913862082012-06-13T23:39:00.004+01:002012-06-18T09:14:27.371+01:00Mapping a simple building in 3DS maxIn the previous post I talked about General texturing. I skipped the bit about mapping, sorry.<br />
<br />
There are a number of ways to map/edit textures to polygons, and I use different methods depending on what it is I am modelling.<br />
<br />
Here I will show you how to model a simple Farm building, It will be done in a few parts as each post takes a little time.<br />
<br />
I will be using the same textures as the previous post. the texture is 1024 pixels high and 512 pixels wide. 2-1 ratio.<br />
<br />
I create a box in max in the top view.<br />
Length 5M<br />
Width 5M<br />
Height 10M<br />
<br />
and I make sure Generate Mapping Coords is ticked.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEfFHeYV_YFde99Cb3eg61fF1tav8B777bk3JJxDegbMwtbInVt4O5-EA41p4vZei0qvJCDMuUjFri5zitsUeRS9ioW8MWHQNQEgUd1ziMgA8pXbv3l0XqkJtiV-wi88Tu5XKZXsLUWR8/s1600/step01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="172" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEfFHeYV_YFde99Cb3eg61fF1tav8B777bk3JJxDegbMwtbInVt4O5-EA41p4vZei0qvJCDMuUjFri5zitsUeRS9ioW8MWHQNQEgUd1ziMgA8pXbv3l0XqkJtiV-wi88Tu5XKZXsLUWR8/s320/step01.jpg" width="320" /></a></div>
<br />
<br />
I create a new kuju material (tex diff will do for now) and apply it to the object.<br />
<br />
I convert the model to edit poly and in the front view I select the edit poly option and detach the front polygon, then delete the original shape so that I am left with a flat plane facing forwards, this is going to be the front of my building.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfwRUXWCotMlapUk8X4q7JSvc3jxkc08d9TLMOW9l89Q69iDndjHoAcsOXOA_pVjtI9ouSBxO3wbOGgHC-OQeS7wmnSDHm0jenp1MOUSZ9XoXGLoNfQv1uBpJWBfvz1Jlw6oE5qyNS5Lg/s1600/step02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="172" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfwRUXWCotMlapUk8X4q7JSvc3jxkc08d9TLMOW9l89Q69iDndjHoAcsOXOA_pVjtI9ouSBxO3wbOGgHC-OQeS7wmnSDHm0jenp1MOUSZ9XoXGLoNfQv1uBpJWBfvz1Jlw6oE5qyNS5Lg/s320/step02.jpg" width="320" /></a></div>
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<br />
I select the poly option and select <i>Slice</i> in the modifier list.<br />
<br />
Right click the orange slice plane and select slice plane.<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvPiIKREOw1OZk9wUuIz7Iapn-yrGGhawH_RGxif1mXQXmdWnp-h9WWavlkwG6buHDjhABLu8Q6e826kIjxrXHCIx4R9C-Tj8CNpj4plAzZK5NkFpx28eydniM6OBpzxK6m5sKyaldPXQ/s1600/step03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="172" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvPiIKREOw1OZk9wUuIz7Iapn-yrGGhawH_RGxif1mXQXmdWnp-h9WWavlkwG6buHDjhABLu8Q6e826kIjxrXHCIx4R9C-Tj8CNpj4plAzZK5NkFpx28eydniM6OBpzxK6m5sKyaldPXQ/s320/step03.jpg" width="320" /></a></div>
<br />
<br />
This allows you to rotate and move the place around the object, if you have followed these steps the slice plane should be cutting your polygon through the middle in the horizontal plane.<br />
<br />
I move my slice plane down to the bottom of my wall.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiM6FfN0_uLaufZESTwGIyouKEB0hz6pqLrAlmxvbJf4-m7FAOtNib704hWXVjlsvIeyeGVYXEQy9osficN6g_g-af8tmUrMq77ghwJccPc8B1pO-G7Ye0HGuZmIAAlHkkXiw69-gXNcnc/s1600/step04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="172" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiM6FfN0_uLaufZESTwGIyouKEB0hz6pqLrAlmxvbJf4-m7FAOtNib704hWXVjlsvIeyeGVYXEQy9osficN6g_g-af8tmUrMq77ghwJccPc8B1pO-G7Ye0HGuZmIAAlHkkXiw69-gXNcnc/s320/step04.jpg" width="320" /></a></div>
<br />
<br />
However I want to slice my polygon a number of times so I need to copy the slice plane.<br />
I click on the slice plane in the modifier stack.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg68C5o55meBEe89W1BQe9wvZ6RUdcDb2_AloxDjK9olwSNZZNxl7t_Bf51RvTA4LTB_s8_eRbwZdJEUGml6aiT4eWbz3epS2tAu6DgRK9Ch_G6VaSaaWjC1_PklXmBt2zqrxgRXbG0C2I/s1600/step05.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="172" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg68C5o55meBEe89W1BQe9wvZ6RUdcDb2_AloxDjK9olwSNZZNxl7t_Bf51RvTA4LTB_s8_eRbwZdJEUGml6aiT4eWbz3epS2tAu6DgRK9Ch_G6VaSaaWjC1_PklXmBt2zqrxgRXbG0C2I/s320/step05.jpg" width="320" /></a></div>
<br />
<br />
I then click on the modifier stack again and select paste.<br />
<br />
Repeat the process of moving the slice plane to where you want to cut next.<br />
<br />
Once done I collapse the stack and make the object edit poly again.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilOFiAxbJrCI-QvpL_eZ_sUrsP89IDwNJpTcrUhzCn5TPGHVSXtV40PRenMiMQUalV5LuWgjSYpfZbZPC2K27-hxh44A8hwBvJZfs4I2jQujY2EFZmgd3SRxVXKEJbs4ugDwopHHe-AQA/s1600/step06.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="172" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilOFiAxbJrCI-QvpL_eZ_sUrsP89IDwNJpTcrUhzCn5TPGHVSXtV40PRenMiMQUalV5LuWgjSYpfZbZPC2K27-hxh44A8hwBvJZfs4I2jQujY2EFZmgd3SRxVXKEJbs4ugDwopHHe-AQA/s320/step06.jpg" width="320" /></a></div>
<br />
<br />
I now select each polygon and detach them till I have 4 different objects.<br />
These 4 objects are all that is needed to make your basic shape.<br />
Windows and doors will be cut in later.<br />
I select the wall section and hide the other 3 objects.<br />
I move the wall down till it is centered at 0.<br />
<br />
I select line in the modifier window (1) and I tick the preserve UVs (2)<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjshfRqGJZbLQq0wbvQUeqEnkLKZOri0F3VCwk_5o7caXZpOw_qicuDRgRu_0jEjplJgJnJtyUiZuYvkAlWy0M5pvlokdSOtbNKRZL05wtsqiAdJYP6APTkvIzmzKzjavLNH4JSmB6onu4/s1600/step07.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="172" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjshfRqGJZbLQq0wbvQUeqEnkLKZOri0F3VCwk_5o7caXZpOw_qicuDRgRu_0jEjplJgJnJtyUiZuYvkAlWy0M5pvlokdSOtbNKRZL05wtsqiAdJYP6APTkvIzmzKzjavLNH4JSmB6onu4/s320/step07.jpg" width="320" /></a></div>
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<br />
Now then as i want my building to be longer than 5 M's so I am going to drag the right hand edge. Because we have the preserved UV button ticked and our polygon is mapped perfectly you will see no distortion in the mapping as you make the wall as long as you want.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_k3qd1r6ohHVPPiyMc528p8-o4SwyZjAUxjo1d6y_7DQHDJYxGHdN1q49Po4vgjwSer3fhw-rfTQQtwnK5h3FVHVWdYR8Mb91zjhygNOoL0YKepboxdJ7EEDRDjVdx5N890b82dlA0V8/s1600/step08.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="172" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_k3qd1r6ohHVPPiyMc528p8-o4SwyZjAUxjo1d6y_7DQHDJYxGHdN1q49Po4vgjwSer3fhw-rfTQQtwnK5h3FVHVWdYR8Mb91zjhygNOoL0YKepboxdJ7EEDRDjVdx5N890b82dlA0V8/s320/step08.jpg" width="320" /></a></div>
<br />
<br />
Once you have made the wall as long as you want un tick the preserve UV button.<br />
<br />
<br />
End of Part 1Derek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com1tag:blogger.com,1999:blog-8708129497820288265.post-19665486824019707702012-06-07T09:46:00.006+01:002012-06-07T09:48:56.224+01:00Thursday<br />
Two Rules Of Success In Life:<br />
1. Don't Tell People Everything You Know...<br />Derek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com1tag:blogger.com,1999:blog-8708129497820288265.post-81284920511237746902012-06-03T19:16:00.000+01:002012-06-03T19:16:18.759+01:00General TexturingThere is no right or wrong way to lay out a texture.<br />
You can unwrap every polygon and give it it's own space on your UV unwrap but that is a huge waste of space and just not needed for most assets.<br />
However, as I started texturing back in 1995 a 32/32 sized bit map was a big deal and I am always looking to get the most out of my textures.<br />
<br />
<b>Do more with less better.</b><br />
<br />
You can of course make the best/largest texture you can for each asset no matter what the size or where it would be used on your route, however your memory footprint will become a huge problem, as is seen on many freeware projects where the user has ticked the set object filter tab and added loads of different packs from many different creators.<br />
<br />
My advice for route builders, only add what you need, or even better, set up your own provider product and make (or ask someone to make) what you need. This way you are in control of what gets loaded.<br />
As a route builder you have to think about the trade off between detail and performance.
<br />
<br />
Asset builders, give some thought to what you are building and make sensible packs (if you intend to share) that contain a selection of useful and relevant assets that can share textures.<br />
Of course not all assets can share textures but often you don't need to use a high res texture to get good detail.<br />
Buildings and assets that are track side tend to get more detail and texture allocation than those further away from the track.<br />
<br />
Generally it is best to have 1 asset 1 texture and 1 material. as that is 1 draw call. However it is rare where you can get away with this for most assets.<br />
For the majority of my assets I use a texture layout that I often refer to as a ‘layered cake’ method because of the stacked horizontal strips of texture.<br />
<br />
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<br />
This approach allows me to tile the texture in the ‘U’ direction allowing a higher texel
size.<br />
For scenery assets I often make the texture before i make the 3D model. I think about the building I want to make. I often make these textures 1024/512 pixel size.<br />
<br />
Example of farm building:<br />
<br />
I have a photograph of a building I want to make, it is made of stone and has a tiled roof and a side building with a corrugated steel roof. It also has a selection of doors and windows all painted green.<br />
<br />
I make the wall material and the 2 roof materials along with a thing structural support type material for beams and put this into 1 texture.<br />
Note, it is also wise to not mix wall and roof textures on upright and horizontal surfaces if you plan on making winter variations.<br />
<br />
So, once I have made my base texture I then make my simple building.<br />
<br />
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<br />
This building is all tiled in the U so can be as long or as deep as you wish.<br />
However, you can see at the end there is a visible join where I have added the apex section. To get rid of this I sliced the end section and shifted the mapping in the vertical. This method can be used to make your building taller, shifting the mapping in the U slightly on each layer can also help reduce and visible tiling.<br />
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<br />
I then mirrored the front and side to have a textured building shaped box.<br />
Now that I have my basic shape I make a second texture, this I call my detail texture<br />
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<br />
The detail textures I often make 512/512, however it does really depend on the size of building and how many different types of buildings you want to apply these textures too.<br />
<br />
Once I have my selection of doors and windows I cut my doors and windows into my simple shape.<br />
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<br />
I add elements for window and door supports.<br />
These 2 textures can then be used to make a whole selection of farm buildings.<br />
<br />
I then unwrap and shadow bake the whole object and use the trainlightmapwithdiffuse material (explained earlier in this blog)<br />
<br />
Changing one of the textures can then give you a whole new building:<br />
<br />
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<br />
Changing 2 textures can make it feel even more different and of course you can mix and match and make many different shapes of buildings with the same textures:<br />
<br />
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<br />
Each building I would make it's own shadow map of about 256/256 pixel size.<br />
<br />
So for a small cost of textures/polygons you get a wide and varied range of detailed buildings.<br />
<br />
d<br />
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<o:p></o:p></div>Derek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com8tag:blogger.com,1999:blog-8708129497820288265.post-41259234290809536252012-05-21T13:48:00.004+01:002012-05-21T13:48:40.814+01:00What next?Ok, open to suggestions. What on the art front has you stumped? Lofts? Track? fancy train shaders? animations or just some hints tips on modelling?<br />
Feel free to request.<br />
<br />
regards<br />
<br />DerekDerek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com13tag:blogger.com,1999:blog-8708129497820288265.post-46502625178408452952012-05-11T18:40:00.001+01:002012-05-11T19:50:14.145+01:00How to make a Platform light with emmisive glow<br />
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In the route of your ‘Provider’ make a new folder called <i>Lights</i>. This is where you will keep the
max, igs and xml files.<o:p></o:p></div>
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In the Lights folder make a <i>Texture</i> folder. This is where you will keep your textures<o:p></o:p></div>
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<br /></div>
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<b>Step 1: Gizmo
creation<o:p></o:p></b></div>
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We need to make a Point light gizmo.<o:p></o:p></div>
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This is what we will use to determine where the light
effect gets generated from. This gizmo you will be able to move around in the
Asset editor.<o:p></o:p></div>
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<br /></div>
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I have made a 30cm Diameter sphere with a Tex material,
the texture is a bright pale yellow, 64/64 pixels, planar mapped from the top.<o:p></o:p></div>
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This I centred at 0/0/0 in max.<o:p></o:p></div>
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<o:p><br /></o:p></div>
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<o:p><br /></o:p></div>
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Export this into a igs file.<o:p></o:p></div>
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<i>point_light.IGS<o:p></o:p></i></div>
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<br /></div>
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<b>Step 2 Make the
point light xml.<o:p></o:p></b></div>
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<br /></div>
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Right click the point_light.IGS in the asset editor and
click new shape blueprint and select point light blueprint.<o:p></o:p></div>
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<br /></div>
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Treat this just like any other scenery object, name it in
the relevant fields, and give it a provider product in Primary named texture
set.<o:p></o:p></div>
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<br /></div>
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In the light component section give the light a radius, I
have given mine 10 (M)<o:p></o:p></div>
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<br /></div>
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Give your light a colour, I picked a warm yellow/orange.<o:p></o:p></div>
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Click Save.<o:p></o:p></div>
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<br /></div>
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Preview your shape and you will have your object in front
of you. Click the Day/Night cycle button in the top left flyout menu. Your
object should glow (because of the tex material)<o:p></o:p></div>
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Select your object and lift it up in the scene. You will
see that it now emanates light. Experiment with the light and radius values to
get the desired effect you want.<o:p></o:p></div>
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<b>Step 3: Light
Asset Creation.<o:p></o:p></b></div>
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There will be at least 3 objects in your scene but 5
materials:<o:p></o:p></div>
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<br /></div>
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<b>Objects in scene:<o:p></o:p></b></div>
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<br /></div>
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1_0500_LampPost<o:p></o:p></div>
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1_0500_bulb_day<o:p></o:p></div>
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1_0500_bulb_night (with Forward facing glow element)<o:p></o:p></div>
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<br /></div>
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I have a 4<sup>th</sup> object which is the glass.<o:p></o:p></div>
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1_0050_glass<o:p></o:p></div>
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<br /></div>
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<o:p><br /></o:p></div>
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<b>Materials used:<o:p></o:p></b></div>
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<br /></div>
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Material 1 used on
1_0500_LampPost. It can have any material you want, I have a
TrainBasicObjectDiffuse. It uses 1 256/256 texture which I boxed mapped.<o:p></o:p></div>
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<br /></div>
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Material 2 used on 1_0500_bulb_day. It can have a tex or
a TrainBasicObjectDiffuse. It uses 1 32/128 texture which I planar mapped.<o:p></o:p></div>
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<br /></div>
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Material 3 used on 1_0050_glass. It has the Trainglass.fx
shader explained in a previous blog post. <o:p></o:p></div>
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<br /></div>
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Material 4 used on 1_0500_bulb_night This uses the TrainEmissiveGlow.fx
shader<o:p></o:p></div>
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<br /></div>
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In the sub material slot 1 I have a diffuse texture very
much like bulb day texture. However I colour the bulb section yellow (this is used
for the colour of the glow) Name this texture <i>Bulb.ace</i><o:p></o:p></div>
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<o:p><br /></o:p></div>
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In the sub material slot 2 (making sure the same UV
channel is used (1)) I have a texture that is the same size as my bulb texture
but it is black and white. The white area defines the glow area, the black is
the non glow area. name this texture with <i>Bulb_EM.ace</i><o:p></o:p></div>
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There is a second element (but part of the same object) to 1_0500_bulb_night
which is a simple plane centered through the bulb. <o:p></o:p></div>
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This plane uses material slot 5 which is AddATex. The
texture is all black except for a faint glow in the centre. make sure you name this with <i>_nm</i> so that it does not get compressed.<o:p></o:p></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKvH6-vGOkWDnPY7z6vdcGbjV1FuMMaC4aX71NJjcT0Yni8oQDrsOV6vNQg-f9lIvIjtD31Nqk-fUxX6tj7LuwqdBNrIEkoaqwmWuxc_ocTQkP53SU7inQXNPQNasAiNAKbejK_gCOZHo/s1600/station_light_glow_nm.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKvH6-vGOkWDnPY7z6vdcGbjV1FuMMaC4aX71NJjcT0Yni8oQDrsOV6vNQg-f9lIvIjtD31Nqk-fUxX6tj7LuwqdBNrIEkoaqwmWuxc_ocTQkP53SU7inQXNPQNasAiNAKbejK_gCOZHo/s1600/station_light_glow_nm.jpg" /></a></div>
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<br /></div>
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This material has the View facing flag ticked under the
Viewer Facing options.<o:p></o:p></div>
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Save the max file and export as an IGS, I called mine <i>Platform_light.IGS</i><o:p></o:p></div>
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NB The bulbs are named so that the day bulb will show during
the day and the night bulb will show at night. <o:p></o:p></div>
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<b>Step 4: Bringing
it all together.<o:p></o:p></b></div>
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<br /></div>
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In the asset Editor right click the platform_light.igs
and select New shape blueprint, then select scenery blueprint.<o:p></o:p></div>
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Preview shape, you lamp should be as you expect it. Click
on the day/night button and see your bulb glow.<o:p></o:p></div>
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<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_uZlb9uDF7S0uqabqI2hLXRy4Q_pohM_PVthujr60e0ZEeIulRU7XW_UIlKbKtR47qvDBUZY3-P5GjeBAgDhCdz2QJSLggGNFfD0mm2piMU0swhO47mrhC73UOygmte5xM6mbTZ8BfAM/s1600/Step04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_uZlb9uDF7S0uqabqI2hLXRy4Q_pohM_PVthujr60e0ZEeIulRU7XW_UIlKbKtR47qvDBUZY3-P5GjeBAgDhCdz2QJSLggGNFfD0mm2piMU0swhO47mrhC73UOygmte5xM6mbTZ8BfAM/s320/Step04.jpg" width="320" /></a></div>
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<o:p><br /></o:p></div>
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<o:p><br /></o:p></div>
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Name the relevant fields, and give it a provider product
in Primary named texture set. Expand Children and click insert first.<o:p></o:p></div>
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Give the Child name/provider product and select your
previously made point light and click preview.<o:p></o:p></div>
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<br /></div>
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Your point light orb will be at 0/0/0 select it and move
to the correct place. </div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHMYmYWQFVtQOlljtHejEvsAjZHm3hT3tuaa4Uq2eJJAMLWyQ05sHrCaedpwKoH3_ryk7HfNhtNmBwCJMxYioWYHNEUN6OpmTghqTEDZ9gudzBD1AgiAbD4BD-TWAlOu1LEv8qS4tgni0/s1600/Step05.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHMYmYWQFVtQOlljtHejEvsAjZHm3hT3tuaa4Uq2eJJAMLWyQ05sHrCaedpwKoH3_ryk7HfNhtNmBwCJMxYioWYHNEUN6OpmTghqTEDZ9gudzBD1AgiAbD4BD-TWAlOu1LEv8qS4tgni0/s320/Step05.jpg" width="320" /></a></div>
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Click Save and Export.<o:p></o:p></div>
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<o:p><br /></o:p></div>
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Your light should now be viewable in game.</div>
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<o:p></o:p></div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3obtwQi5Ao4lo09-hcaZ_ZUImmAYxUicShxN_3nGK6h4d3EAOAuI7PJS2qbvxbxDO63kYvfNdT6zXnUlLtc6dtp_whbSNXHUVQ4B9o0-jbq3CUwnf3Nl08BU4suarfTtcwhyZTJkERl0/s1600/Step06.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3obtwQi5Ao4lo09-hcaZ_ZUImmAYxUicShxN_3nGK6h4d3EAOAuI7PJS2qbvxbxDO63kYvfNdT6zXnUlLtc6dtp_whbSNXHUVQ4B9o0-jbq3CUwnf3Nl08BU4suarfTtcwhyZTJkERl0/s320/Step06.jpg" width="320" /></a></div>
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<o:p><br /></o:p></div>
<div class="MsoNormal">
<o:p>regards</o:p></div>
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<o:p><br /></o:p></div>
<div class="MsoNormal">
<o:p>Derek</o:p></div>
<div class="MsoNormal">
<br /></div>Derek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com9tag:blogger.com,1999:blog-8708129497820288265.post-19078930898605925012012-04-23T19:39:00.001+01:002012-04-23T19:39:35.015+01:00TrainEmissiveGlow.fx<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhE0ihZyZs2TAiDlke4nySiAn3wvW6KOHfwYNLo2LoexylmZN8ie11UlhNgAtNws57FIVm2TeFkhi8o4-ZPMAm2JhSp9LEu8WEwNIDWn6HIgcJZX7FGdVJjfdIp0IzEjOQT0pKfyYySfiE/s1600/trainemissive+glow.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhE0ihZyZs2TAiDlke4nySiAn3wvW6KOHfwYNLo2LoexylmZN8ie11UlhNgAtNws57FIVm2TeFkhi8o4-ZPMAm2JhSp9LEu8WEwNIDWn6HIgcJZX7FGdVJjfdIp0IzEjOQT0pKfyYySfiE/s320/trainemissive+glow.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: small; text-align: -webkit-auto;">Anyone want to know about TrainEmissiveGlow.fx?</span>
</td></tr>
</tbody></table>
<br />Derek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com6tag:blogger.com,1999:blog-8708129497820288265.post-68261444163868745172012-04-09T19:19:00.009+01:002012-04-10T13:55:49.430+01:00TrainLightBumpSpecMask<div style="text-align: justify; "><span><span style="text-align: left; ">I have seen a few people confused on new shaders, also seen one person post up how it does not</span><span style="text-align: left; "> work when it is clear he has his material set up wrong.</span></span></div><div><div style="text-align: left; "><span>So, here I am to teach those who want to get their learn on.</span></div><div style="text-align: left; "><span><br /></span></div><div><div><span><b>TrainLightBumpSpecMask</b></span></div><div><span><b><br /></b></span></div><div><span>Use this shader on scenery objects that require normal maps, specular maps and ambient occlusion maps.</span></div><div style="text-align: center; "><span><br /></span></div><div><span><br /></span></div><div><span>Ambient occlusion</span></div><div><span>In basic terms, when creating these assets, think of an ambient occlusion map as a shadow-map. Light areas of the map are unaffected and dark areas of the map represent the shadowy areas (under gutters or in crevices).</span></div><div><span>The Shader</span></div><div><span>Use this shader on foreground buildings. Group assets that are built specifically for use as a background object should not use this material.</span></div><div><span><br /></span></div><div><span>Slot 1 is the diffuse texture. (1st mapping channel)</span></div><div></div><div style="text-align: center; "><span><br /></span></div><div><span>Slot 2 is the normal map (24bit) with specular map (8bit) in the alpha channel. (1st mapping channel)</span></div><div><span>Slot 3 is the Ambient Occlusion map. (second map channel (shadow/lightbake))</span></div><div><span><br /></span></div><div><span>Generally, make slot 1 and slot 2 share the same UV channel 1, and the Ambient Occlusion map have a second UV mapping channel 2. This allows for the same flexibility as when using the old shadow-map technique on the old legacy assets.</span></div><div><span><br /></span></div><div><span>Example</span></div><div><span>Trackside Buildings</span></div><div></div></div><div style="text-align: center; "><span><br /></span></div><div><span><br /></span></div><div><span>One thing to understand about this material and Trainlightmap with Diffuse, surfaces that point upwards the shadow bake gets washed out by the sun because it is a light. </span></div><div><span><br /></span></div><div><span>If the same shadow/light map was applied to a vertical surface in stead of a horizontal one the shadow is more pronounced. (see image 3)</span></div><div><span><br /></span></div><div><span>Shining a torch in a shadowed baked area now gets lit up, you would not expect to see a soft shadow that was generated from a global light would you?</span></div><div><span><br /></span></div><div><div><div><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqkl7OzwpQRkJ6ERGB0soTI1Hw3HUPH7HPgKsP-lfASH6QQvuQA3tOWBoH8hTB17fYUeeS54HJ3EAsvcAzOmzsUmIRP-f7yC-l0A7iQMdbwnUUjwB2oUvWGz0U3VIEw2yh5rwKEQsCk6s/s400/shadowmap.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5729474085103742914" style="display: block; margin-top: 0px; margin-right: auto; margin-bottom: 10px; margin-left: auto; text-align: center; cursor: pointer; width: 400px; height: 400px; " /></div></div></div><div><span><br /></span></div><div><span>Example of the <span>occlusion map.</span></span></div><div><span><br /></span></div><div><span>Once you have your materials set up correctly you can see how it looks.</span></div><div><span><br /></span></div><span><br class="Apple-interchange-newline"></span></div><span><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBv4hDYBf0RDDnp2NDF-FD5K9Us6RmSXJlOSDJ5fRRyD-1sLFhqIXxSr8T9VSddEvTI-hh7xD3KVHaQppoubRryQlOOrZzBpGxetvqOQ7Z9FWJfOSxL9G1BwaVivRbxCuQdV1WtLVWBBM/s1600/1.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 267px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBv4hDYBf0RDDnp2NDF-FD5K9Us6RmSXJlOSDJ5fRRyD-1sLFhqIXxSr8T9VSddEvTI-hh7xD3KVHaQppoubRryQlOOrZzBpGxetvqOQ7Z9FWJfOSxL9G1BwaVivRbxCuQdV1WtLVWBBM/s400/1.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5729473410412948066" /></a><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2yxPQIcWBDZtaRg2frvKp9sWg2cC17_E1plMhlKkDIdRIA5CgM_GC8uY5SEGPKWvMvYWynNYk22cLV4NXApY8ZPuhEiGr7zo2QiiyESIARvI5jfDqkc9AKWomQ2GOhNA0Xzwvpp5Yk2Y/s1600/2.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 267px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2yxPQIcWBDZtaRg2frvKp9sWg2cC17_E1plMhlKkDIdRIA5CgM_GC8uY5SEGPKWvMvYWynNYk22cLV4NXApY8ZPuhEiGr7zo2QiiyESIARvI5jfDqkc9AKWomQ2GOhNA0Xzwvpp5Yk2Y/s400/2.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5729473406291882578" /></a><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSdQXfk0kHLOWkxYUQLzF76gW2XekBScz1WF4fU8iYbd-xUo0w5E15Qrz66U6Ei_GG8Z3VdUHcQXtnyafLeBcUQoufBDiQzPxhgLirehstxtr2vOXx7N2BYpWMVJy55IaS4knCamYhN2s/s1600/3.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 267px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSdQXfk0kHLOWkxYUQLzF76gW2XekBScz1WF4fU8iYbd-xUo0w5E15Qrz66U6Ei_GG8Z3VdUHcQXtnyafLeBcUQoufBDiQzPxhgLirehstxtr2vOXx7N2BYpWMVJy55IaS4knCamYhN2s/s400/3.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5729473394947494690" /></a></span><div><span><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3ButJ8xhSPGhQK1FXP3wdz74c8ZRfZ-pvRu-r3RlBA1o8mnyWfhyV1G76buL607QSact8Uvlnhq5UuYLd8mhy-G7g9j8ezQSopizHdigdRyouo7P2npCylWNx5bU-6FSGGek2ojYYM_c/s1600/4.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 267px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3ButJ8xhSPGhQK1FXP3wdz74c8ZRfZ-pvRu-r3RlBA1o8mnyWfhyV1G76buL607QSact8Uvlnhq5UuYLd8mhy-G7g9j8ezQSopizHdigdRyouo7P2npCylWNx5bU-6FSGGek2ojYYM_c/s400/4.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5729473393126206162" /></a>This is a great shader to use on stations or any other track side buildings. Buildings away from the track really do not need this material.</span></div><div><span><br /></span></div><div><span>regards</span></div><div><span><br />Derek</span></div>Derek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com9tag:blogger.com,1999:blog-8708129497820288265.post-6365020840948272442010-06-17T09:24:00.007+01:002010-07-13T14:24:47.771+01:00RW Ace toolNew Version now for download on our website under art plugins:<br /><br /><a href="http://www.railsimulator.com/support.php">http://www.railsimulator.com/support.php</a><br /><br />Fixed mipping problems on terrain textures. (thank you Ben!)<br /><br />cheers<br /><br />DerekDerek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com0tag:blogger.com,1999:blog-8708129497820288265.post-48911715733396932312010-06-16T23:20:00.005+01:002010-06-16T23:46:47.810+01:00WANG: PART 7The cool thing about the terrain system is you can specify a different texture per season.<br />Also you don't have to make seasonal variations of each texture, you can just reference what you hvae in your list.<br /><br />So, in my little test route using the same methods in earlier posts I made a Snow, Mud and meadow texture sets. I then referenced them on the season slots for mix map 1.<br />So, where every the grass is sprayed, in spring there will be a meadow, Autumn there will be mud and in winter there will be snow.<br /><br />A good example of this in RWs is where we have a ploughed field in Spring, Cornfield in Summer, mud in Autumn with snow in winter. This really does help give your routes a different feel when driving in the different seasons. (Of course if you have a procedural grass texture you must take into account the changes and make season variations of the grass. (look out for further posts))<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmRPFj-29uDxc3Dt-GqU5rqguupvfbkiRTgYaOrwRso0druj0vug5qWp4S2zMBqVXIiWDqXVHGIoePXGmi0yQAp4INRbMlF2p4QbFs92d9YPW2ltPhFiIny1Eb5E9J6dhzojP0g7Gbf5o/s1600/XML_seasons.jpg"><img style="WIDTH: 400px; HEIGHT: 238px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5483500335846068914" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmRPFj-29uDxc3Dt-GqU5rqguupvfbkiRTgYaOrwRso0druj0vug5qWp4S2zMBqVXIiWDqXVHGIoePXGmi0yQAp4INRbMlF2p4QbFs92d9YPW2ltPhFiIny1Eb5E9J6dhzojP0g7Gbf5o/s400/XML_seasons.jpg" /></a><br /><br />Spring<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3J6eAccPY8TXl_QCKwSkw7wE2c_MVoNWOh1dstkQv-QGROzjKoiTBgxlp82G1tXP3MviHzjy3yPnxoFT3zlwyYVrzKdg9kKgNs5NjkTyJJmyMnAB4Dp6xexQqLiNCDMqkwBgAsAmiU6I/s1600/Spring.jpg"><img style="WIDTH: 400px; HEIGHT: 300px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5483500324858663746" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3J6eAccPY8TXl_QCKwSkw7wE2c_MVoNWOh1dstkQv-QGROzjKoiTBgxlp82G1tXP3MviHzjy3yPnxoFT3zlwyYVrzKdg9kKgNs5NjkTyJJmyMnAB4Dp6xexQqLiNCDMqkwBgAsAmiU6I/s400/Spring.jpg" /></a><br /><br />Summer<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQXIh3K2a5i9CBuOQBQawGVxG_d1_hljC1zeVpv1kk5WweWEI8Pf4jo96chnZ5x8RMEFD6bMhBUh8_Q7RDklQM-mP6Qnkhtq6H2jqRop1MVEuRc0Isg-NaXKnsBbOFWsqH3n6_u_3Pngg/s1600/Summer.jpg"><img style="WIDTH: 400px; HEIGHT: 300px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5483500313624041554" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQXIh3K2a5i9CBuOQBQawGVxG_d1_hljC1zeVpv1kk5WweWEI8Pf4jo96chnZ5x8RMEFD6bMhBUh8_Q7RDklQM-mP6Qnkhtq6H2jqRop1MVEuRc0Isg-NaXKnsBbOFWsqH3n6_u_3Pngg/s400/Summer.jpg" /></a><br /><br />Autumn<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxNZfF4tT7WrSWHViyn5i0yxXzVOsq1DVzc0dYHCkecqx64IyNiz0npxDZY-MbabAsoAiO9g5Oc-JrWG-9Tnlx7BaGHkPlDla1CKA9p1roKZOzOFDSkzzXrXXtFeTiEkiOj4pGs7ukcmk/s1600/Autumn.jpg"><img style="WIDTH: 400px; HEIGHT: 300px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5483500329840433746" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxNZfF4tT7WrSWHViyn5i0yxXzVOsq1DVzc0dYHCkecqx64IyNiz0npxDZY-MbabAsoAiO9g5Oc-JrWG-9Tnlx7BaGHkPlDla1CKA9p1roKZOzOFDSkzzXrXXtFeTiEkiOj4pGs7ukcmk/s400/Autumn.jpg" /></a><br /><br />Winter<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQC93QEJp3_xzYFKvXUFuLLOKKbaPZS6MX0yxjVRykWLm8IimBpclRRKz3IiJjqedZ52ApvDG873z0wkG9C7p_SXdRSX3uI-LBeEKf2_NBfVe2p0UtNXirHHLsKlYWOvt1VB3sDmBZUqU/s1600/Winter.jpg"><img style="WIDTH: 400px; HEIGHT: 300px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5483500317714259778" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQC93QEJp3_xzYFKvXUFuLLOKKbaPZS6MX0yxjVRykWLm8IimBpclRRKz3IiJjqedZ52ApvDG873z0wkG9C7p_SXdRSX3uI-LBeEKf2_NBfVe2p0UtNXirHHLsKlYWOvt1VB3sDmBZUqU/s400/Winter.jpg" /></a><br /><div></div><div>Regards</div><div>Derek<br /></div><div></div>Derek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com0tag:blogger.com,1999:blog-8708129497820288265.post-40424968967909188452010-06-15T21:58:00.013+01:002010-06-16T00:33:31.231+01:00WANG: PART 6Ok, we are nearly there so hang on in there.<br /><br />Load up RailWorks and Start the game.<br />Click on Routes, then New Routes.<br />Choose a template, for now just pick Default, (but the choice is yours) Click Create and give your Route a name, I called mine Bishop. Click ok and an empty route will load up with the default textures.<br /><br />Close RailWorks.<br /><br />Navigate to your Route folder. (something like: C:\Program Files (x86)\Steam\steamapps\common\railworks\Content\Routes )<br /><br />Organise the folder by date, your new route will be at the top, I rename my route folders so I know which one is which. I added BISH in the second set of digits.<br /><br />Inside that folder is a RouteProperties.xml<br /><br />We are going to edit this file using Notepadd++ and reference our new terrain xml.<br /><br />PLease note the correct way to do this is to set up your own Route template that is discussed on the <a href="http://www.railsimdownloads.com/wiki/tiki-index.php?page=Creating%20a%20Route%20Template&structure=Reference%20Manual">WIKI</a><br /><div><div><br />Ok, now that I am breaking all my own rules, please Note... Take care editing any xml in Notepadd++<br /><br />1. Open the RouteProperties.xml in a text editor such as Notepad++<br />2. Browse to the following. I have highlighted the important bits in <span style="color:#cc0000;">RED</span>:</div><br /><div>(Click on image below for higher res image)<br /></div><br /><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKe8IfKKeNFwtneOViMDfJ93VqX2DH6ZUOpTunnV4srxuQ-G64qgspBTPEOYjk9hyphenhyphenz0srX9OLO8mYghnfK19Ad0HmRQZyTvyLTI5vU0pbEtHZlgGangIz8XqLMU8CEjkMBPmpEo-8aFhg/s1600/xml.jpg"><img style="WIDTH: 400px; HEIGHT: 131px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5483112453544670914" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKe8IfKKeNFwtneOViMDfJ93VqX2DH6ZUOpTunnV4srxuQ-G64qgspBTPEOYjk9hyphenhyphenz0srX9OLO8mYghnfK19Ad0HmRQZyTvyLTI5vU0pbEtHZlgGangIz8XqLMU8CEjkMBPmpEo-8aFhg/s400/xml.jpg" /></a></div><div><br />3. Change the parts highlighted in red to match the location (including product and provider) of the exported texturing file you have created.<br />4. Save the RouteProperties.xml then run RailWorks and load the route. Your new terrain textures should now be available.<br />5. If your new texturing file is in a provider/product which is not preloaded, you should tick it in the object set filters for that route so that it is preloaded next time. </div></div><div><br /></div><div>So this is where the fun started.</div><div><br /></div><div>With Ben's RW Ace tool it worked great but I had an issue with the last mip. I have emailed Ben to see if he can improve the situation. Will keep users posted.</div><div><br /></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbfxzTmq2KmlU77AjI0-JMa6EmOSuvD2D6CHceVT0zLVq8f8cHO2MxPoy4Yr4YEmjNuvBhW9xmnU4EfaPH0J_OfLxUwO9GxtgcmYOHI9t0oTevizEKDZHgbJVRpD0CmPhCQhcDECfsalY/s1600/Technicolor.jpg"><img style="WIDTH: 400px; HEIGHT: 190px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5483142756286003938" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbfxzTmq2KmlU77AjI0-JMa6EmOSuvD2D6CHceVT0zLVq8f8cHO2MxPoy4Yr4YEmjNuvBhW9xmnU4EfaPH0J_OfLxUwO9GxtgcmYOHI9t0oTevizEKDZHgbJVRpD0CmPhCQhcDECfsalY/s400/Technicolor.jpg" /></a></div><div><br /></div><div>So I reverted back to the trusty ToAce by Paul Guasden, only to find out the problems of using the 64 bit system. I'm sure there is a work-a-round for this but at midnight and no tech help I just left it alone. </div><div><br /></div><div>Time to boot up the trusty xp machine to convert the tga files.</div><div>And here is the result. Not the smooth ending I wanted but got there thanks to Ben and Paul's tools.</div><div>Note that no spraying/painting was used on the below image, all of that was because of the values we put in the xml.</div><div></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhK5rso3Q0DRX84ZgzzuNHKsnr18IPdY444k0rhbZjECE1FTdxaGL6fvLxRfcTqMNiiuuBJo9-v5qbwR5i2HcQk5QSibq32fIZroReZ7KB-_5S8ZdWZ0BVABlvKHhmqsC1c5qNZLz_RUe8/s1600/Island.jpg"><img style="WIDTH: 400px; HEIGHT: 288px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5483144355979341538" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhK5rso3Q0DRX84ZgzzuNHKsnr18IPdY444k0rhbZjECE1FTdxaGL6fvLxRfcTqMNiiuuBJo9-v5qbwR5i2HcQk5QSibq32fIZroReZ7KB-_5S8ZdWZ0BVABlvKHhmqsC1c5qNZLz_RUe8/s400/Island.jpg" /></a></div><div></div><div>By going through this process I certainly have felt users pain if they do not have photoshop.</div><div>All noted for sure.</div><div></div><div>So thats the end of Wang, next up procedural grass.</div><div></div><div>regards</div><div></div><div>Derek</div><div></div><div></div>Derek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com0tag:blogger.com,1999:blog-8708129497820288265.post-73461537769067899672010-06-15T20:57:00.007+01:002010-06-15T21:52:06.836+01:00WANG: PART 5Before we start the next chapter it is wise to make a further 3 sets of textures.<br /><br />1 - Grass. This will be your mid ground cover and the texture you see when you first load up the route. (assuming you are just above sea level, these values can be changed and will be explained)<br />2 - Sand. This I am using for the ground below sea level.<br />3 - Dry grass. This I am using for my upper ground.<br />4 - Small stones. (made in part 2) This we are using as our Rock gradient.<br /><br />Adam explained it when we made Phorum a few months back, for reference <a href="http://rwsprojectplatform.blogspot.com/2010/02/auto-generate-basic-terrain-texturing.html">Here</a> is his post.<br /><br />So, lets make our new terrain xml.<br /><br />In your source folder, located somewhere like this (depending on where you have the game saved)<br />C:\Program Files (x86)\Steam\steamapps\common\railworks\Source<br />Make a Provider/Product folder set up so it looks like this:<br /><br />C:\Program Files (x86)\Steam\steamapps\common\railworks\Source\RSderek\Bishop\Environment\Terrain<br /><br />RSderek the provider and Bishop is the poduct.<br />Within that Bishop Folder make an Environment folder then a Terrain Folder.<br /><br />Within that Terrain folder you can make other folders to seperate out your various textures so that they are easy to find, Grass, Rock, sand, urban, etc etc.<br /><br />To begin with I made a folder called Core. Here I copied the 4 main textures needed to set up the route. (You don't need to set up 4, you can ref the same texture for all sections but a bit pointless as you would not see anything... :) )<br /><br />Now the fun begins. Load up RWs and start the Blueprint editor.<br /><br />Navigate to your Terrain folder and right click the folder, then select new Blueprint.<br /><br />Scroll down the list to Terrain Texture blueprint, select it then click ok.<br />Rename the xml, I named mine Terrainset.<br /><br /><br />Below is an example of my basic parameters, set your something like it, looking back to Adams post for more refference.<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHZ_NJIgDLc3QSQCxsF8bKKITIDyqHB_ggZtG5o4yfFQ7gQHfYGerUakCJIAVoyOyadNHrHnQ5vjiuiJz3-XAazOTw58EmQwwbLo-CVGY3TfSLX6pApVrk-59TVAdLbRsjFhgEOjTz6Fs/s1600/blueprint01.jpg"><img style="WIDTH: 400px; HEIGHT: 279px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5483098669555932290" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHZ_NJIgDLc3QSQCxsF8bKKITIDyqHB_ggZtG5o4yfFQ7gQHfYGerUakCJIAVoyOyadNHrHnQ5vjiuiJz3-XAazOTw58EmQwwbLo-CVGY3TfSLX6pApVrk-59TVAdLbRsjFhgEOjTz6Fs/s400/blueprint01.jpg" /></a><br /><br />For now leave the Procedural flora texture ID blank. (We (you) have not made that yet, this will be covered in a 'Wang epilog' post)<br /><br />Click Save<br /><br />Ok, Now to add your Textures to the xml.<br />Click on the little plus symbol at the top next to the work Mix tex.<br />This expands the texture area. Right click the texture in the core folder and select copy file name.<br /><br /><br />In the base texture name slot press Cntrl V to paste the string.<br />IMPORTANT: remember to remove the _A (it is not needed here)<br />Fill in the rest of the details like the image below.<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrEZCgCDK9vLEtxcDA4flZXOASmipHDLkftUWOIQc7A8MvizHGls4K_4ARW5pg5QH42EaGXYZgDQ_crWmyn1ObyC-rDqen0YtJkjgifql1e9Txf7oeAXLza_zJ0paN2VMT3knpxqNzp5Y/s1600/Texturefill.jpg"><img style="WIDTH: 400px; HEIGHT: 229px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5483100925696528386" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrEZCgCDK9vLEtxcDA4flZXOASmipHDLkftUWOIQc7A8MvizHGls4K_4ARW5pg5QH42EaGXYZgDQ_crWmyn1ObyC-rDqen0YtJkjgifql1e9Txf7oeAXLza_zJ0paN2VMT3knpxqNzp5Y/s400/Texturefill.jpg" /></a><br /><br /><br /><br />Click Save.<br /><br />Click on the little > icon, this will open up another texture slot, it will need to be filled in as the first. (Make sure you match the correct texture to the ID number given in the low/mid/high texture index.)<br /><br />Note also that this is the order that the textures will appear in your texture list in game.<br /><br />When all done click save, then export.<br /><br />Next in Part 6 Referencing your terrain xml to in your new route.Derek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com2tag:blogger.com,1999:blog-8708129497820288265.post-35344883666905500792010-06-14T23:04:00.006+01:002010-06-15T10:30:04.786+01:00WANG: PART 4Just a mini update this morning,<br /><br />To make an Ace file without photoshop or ACDsee you will need Ben Laws excellent RWAce Tool located on our Website: <a href="http://www.railsimulator.com/en/support">http://www.railsimulator.com/en/support.</a> under the Railworks art plugins heading.<br /><br />Once downloaded, follow the install instructions and run the RWAceTool.exe<br /><br />Click on the single image conversion first, browse for your textures and pick the first _A and click open. Then click view.<br />Here you can look at RGB texture or the alpha. Close the image down and click back.<br /><br />Click on the Multiple image conversion.<br />Click the Add button on the right, then select your 8 textures, then open.<br />Click the Next button, then the Start button. The process will take a second. Once done click the finish button.<br />And there you have it your set of Ace files.<br /><br />Next in Part 5, How to set up your new terrain xml.<br />Then, in the final Part (6) we will cover how to refference your new terrain xml in your route.<br /><br />dDerek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com1tag:blogger.com,1999:blog-8708129497820288265.post-39735233164468711532010-06-13T17:20:00.016+01:002010-06-13T22:49:32.609+01:00WANG: PART 3Open up <strong>Stone_Source01.tga</strong> that you saved from PART 2.<br />We now need to select 8 different areas of this image and make 8 different textures. You can pick any areas you think are suitable, Below is how I picked.<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxjsASie2DKcOe4jPjQsMcqygdF3hvEHatoSPEouzCq-mFfD_2vKpWiRmIMqsK3GHlVw24k6sXBPw_go9ckihXjURhf7yltSOBbjKHQ45PRqqp3qZ-tta6PFoR8V9VR3MRGhDTX9WvbT0/s1600/Stone_Source_letters.jpg"><img style="WIDTH: 400px; HEIGHT: 267px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5482295917865610466" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxjsASie2DKcOe4jPjQsMcqygdF3hvEHatoSPEouzCq-mFfD_2vKpWiRmIMqsK3GHlVw24k6sXBPw_go9ckihXjURhf7yltSOBbjKHQ45PRqqp3qZ-tta6PFoR8V9VR3MRGhDTX9WvbT0/s400/Stone_Source_letters.jpg" /></a><br /><br />In the toolbox on the left click on the retangle selection tool and draw a box on your image.<br />We need that image to be 256/256 exactly so type in 256 in the selection box in the lower part of the toolbox. This will need to be done 8 times from the source image.<br />For each one click Edit/Copy from the top tool bar, then click on File/new on top tool bar.<br />Type in 256 in the Width and height boxes and click ok.<br />This opens up a new image. (with it's own top tool bar) Click on the new top tool bar and click Edit/Paste.<br /><br />Click on File/Save as and type in Sm_Stones01_A Click on the flatten layers and click save.<br />Do this for all 8 textures, name each one as described in Part 1.<br /><br />Sm_Stones01_A<br />Sm_Stones01_B<br />Sm_Stones01_C<br />Sm_Stones01_D<br />Sm_Stones01_E<br />Sm_Stones01_F<br />Sm_Stones01_G<br />Sm_Stones01_H<br /><br />Once all of that is done close all the images down and open up the REd, Green, Blue and Yellow textures.<br />Also open up Sm_Stones01_A.<br /><br />As seen in <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpx67NbTYuaShX-IXzygVRZv2omgDGL78Cu8xGVVip67gEZ5GAYRPxW-DT2W2i9-kuPip2iKuJf4nP3eVVtkzIq3zVO_qvSKdDnQ51vPL3dFHU-Pwu2O2D0jRlXjkYtLXoAZAY2b-mIXw/s1600/letters.jpg">this</a> image, we need red at the top, green at the bottom, blue on the left and yellow on the right.<br /><br />Select the free select tool (1) and on the red.tga file left click and draw a triangle around the top section (2)<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQ6d1VUFjls-M_5PEafDJbZkK0xzd7cno4-ZI8XY86k3CHlIrnPJgVxO2TNs5STgt33r8qHYbBVLIH7PmFR1VTlru7UkwQEA810-oAjgQhbyF1lch0ELqwJjYVlMro7WdHurmVR2wPB9Q/s1600/Selection.jpg"><img style="WIDTH: 400px; HEIGHT: 218px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5482366824349053298" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQ6d1VUFjls-M_5PEafDJbZkK0xzd7cno4-ZI8XY86k3CHlIrnPJgVxO2TNs5STgt33r8qHYbBVLIH7PmFR1VTlru7UkwQEA810-oAjgQhbyF1lch0ELqwJjYVlMro7WdHurmVR2wPB9Q/s400/Selection.jpg" /></a><br /><br />Click Edit/Copy from the top tool bar, then on the Sm_Stone01_A texture click Edit Paste as/New Layer. Align your new layer to the top edge. (3)<br /><br />Make sure Snap is on so that your layer is snapped to the edge correctly. (View/Snap to Canvas Edges.)<br /><br />Now click on the Red Eraser tool, select a circle fuzzy brush about size 15 and dab around edges of new selection so that you blend it in with the image below. You can toggle the layer on and off by clicking on the eye icon in the layers window (see image below)<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJ3sGxGXkvxa_-HDy3zGrVEfmPLz3v3qmO6wtNci4My7GbQsnS9C0PPbYVRZDqzPAGpz5Y_e1836ND2YV8Fyou6QF6wccPU4ZduUbDh52zCsHEKA5eB-SRQIVFLTnP8nMJPh7unQ6ByRM/s1600/tog.jpg"><img style="WIDTH: 264px; HEIGHT: 400px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5482370773884813602" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJ3sGxGXkvxa_-HDy3zGrVEfmPLz3v3qmO6wtNci4My7GbQsnS9C0PPbYVRZDqzPAGpz5Y_e1836ND2YV8Fyou6QF6wccPU4ZduUbDh52zCsHEKA5eB-SRQIVFLTnP8nMJPh7unQ6ByRM/s400/tog.jpg" /></a><br /><br />Follow the above steps for the yellow/Green and blue layers, each time make sure you are happy with the result, you can always delete a layer and redo if not happy.<br /><br />Once complete you now need to merge layers (you can save as a layered image but I tend not to bother on images that only take a few minutes ot make)<br /><br />To merge the layers, click on Layer/Merge down on the top tool bar, do this for all layers.<br /><br />Ok, almost there.<br /><br />Now we need to make a alpha channel for the texture, (I am still unhappy about this process in Gimp and sure there is a better way)<br /><br />On Sm_Stone_A top tool bar click on Edit/Copy, then Edit paste as/New layer, then click on Layer/Mask/Add Layer Mask on top tool bar. In the new pop up window click on Grayscale copy of layer, then click Add.<br /><br />Over in the Layers window click off the background image<br />and leave just your new layer with a grayscale version which will get saved as your alpha channel.<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWbQ_G2UTQB46_9rrweQVlLQPtamgTja4U5Ni9zIuYzjQrGbzNSZmtYCACTH-VlW80aRixcUma9H_1tRnuPZVx3U9b_4IXZxXgrO3-wUXK1QcetR4Tscrsq04nW6n1J7h7MWGVZHkmz-g/s1600/layer.jpg"><img style="WIDTH: 324px; HEIGHT: 197px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5482374032537130578" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWbQ_G2UTQB46_9rrweQVlLQPtamgTja4U5Ni9zIuYzjQrGbzNSZmtYCACTH-VlW80aRixcUma9H_1tRnuPZVx3U9b_4IXZxXgrO3-wUXK1QcetR4Tscrsq04nW6n1J7h7MWGVZHkmz-g/s400/layer.jpg" /></a><br /><br /><br />Click on File/Save as keep the same name, confirm you will be replacing it and that you are saving a layered iamge as a TGA, Click on Merge layers and then click ok (lots to confirm! :) )<br /><br />Repeat that process for each of your 8 textures, making sure you match the edges to the image seen <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpx67NbTYuaShX-IXzygVRZv2omgDGL78Cu8xGVVip67gEZ5GAYRPxW-DT2W2i9-kuPip2iKuJf4nP3eVVtkzIq3zVO_qvSKdDnQ51vPL3dFHU-Pwu2O2D0jRlXjkYtLXoAZAY2b-mIXw/s1600/letters.jpg">here</a> you will have a set of textures ready to be converted into Ace files, Well done!<br /><br />First time round the process takes awhile, however after a few atempts it should take about 15 minutes per texture set.<br /><br />Next in Part 4: Coverting to Ace using Ben Laws Ace tool and setting up Terrain XML.<br /><br />regards<br />derekDerek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com1tag:blogger.com,1999:blog-8708129497820288265.post-24900042921300326722010-06-12T10:51:00.012+01:002010-07-10T22:36:59.433+01:00WANG: PART 2Now that we have the basics we need a suitable image to make the textures from.<br />When I go out and gather my reference pictures I usually take a number of photos of the same area so that I can get variation, however one high res image will usually do.<br /><br />I have gathered a number of suitable textures already and they are freely available from my flickr site:<br /><br /><a href="http://www.flickr.com/photos/46897232@N04/">http://www.flickr.com/photos/46897232@N04/</a><br /><br />I will be using the small stone floor texture. (see link below)<br /><br /><a href="http://www.flickr.com/photos/46897232@N04/4571961761/sizes/o/">http://www.flickr.com/photos/46897232@N04/4571961761/sizes/o/</a><br /><br />Save this image in a folder on your local drive.<br />I often make a workspace folder for each terrain texture so that the source files and finished ACE files are kept together till I am finished and they are ready to go in game.<br /><br />For this I will not be using photoshop but will be using Gimp which is free to download, a quick internet search will find it.<br /><br />Load up Gimp and open the photo you just saved. Our textures need to be 256/256 pixels in size and at the current resolution the image is not right.<br /><br /><strong>Scale photo</strong><br /><br />In the tool bar click on Image and then scale image, in the new window reduce image size to 1000 pixels in width and 667 pixels in height, then click the scale button.<br /><br />Your iamge will shrink on screen too, however you can use the magnifying glass to zoom in which is in the tools window on the left. As you can seen the image is not as crisp as it once was.<br /><br /><strong>Sharpen Image</strong><br /><br />In the top tool bar click on Filter/Enhance/Sharpen<br /><br />Move the slider till it is between 30 or 40 and click ok.<br /><br /><strong>Safe image as a TGA file</strong><br /><br />On the top tool bar click File/Save as and type in <strong>Stone_Source01.tga</strong><br /><br />Another small window pops up about BLE compression, just click the save button without changing any settings.<br /><br /><strong>creating your red,blue,green and yellow source textures</strong><br /><br />In the toolbox on the left click on the retangle selection tool and draw a box on your image.<br /><br />We need that image to be 256/256 exactly so type in 256 in the selection box in the lower part of the toolbox.<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoU9-vgSXL5y30iNVFotfLdZ7VixEjf8vDtjrTuz58cMC_CR3aLqm9thSIRBPF8CrD_qLkJpeBwaLaRgrczEMIQtaf8Z4YIN2dLGvScJtc_FkRiLI6QdiALF1Anfq-CY74R00h59ImMdo/s1600/selection+size.jpg"><img style="WIDTH: 400px; HEIGHT: 324px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5481837154392481954" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoU9-vgSXL5y30iNVFotfLdZ7VixEjf8vDtjrTuz58cMC_CR3aLqm9thSIRBPF8CrD_qLkJpeBwaLaRgrczEMIQtaf8Z4YIN2dLGvScJtc_FkRiLI6QdiALF1Anfq-CY74R00h59ImMdo/s400/selection+size.jpg" /></a><br /><br />Now move your selection box around the texture till you have an area that is suitable.<br /><br />Please note that the aim is to have a texture that is detailed but lacks any large features that would show up once tiled.<br /><br />Once you have found a suitable area click on Edit/Copy from the top tool bar, then click on File/new on top tool bar.<br />Type in 256 in the Width and height boxes and click ok.<br />This opens up a new image. (with it's own top tool bar) Click on the new top tool bar and click Edit/Paste.<br /><br />Click on File/Save as and type in Red.tga Click on the flatten layers and click save.<br /><br /><strong>Making the texture Tile</strong><br /><br />We now have an image that needs to tile to work.<br />Click on Layer/Transform/Offset from the top tool bar, type in 128 in the x and y boxes then click offset.<br /><br />Now you have a texture that has the edges crossing in the middle of the texure. The good news is your texure will now tile along it's edges. We just need to remove the straight edges from the middle.<br /><br /><strong>Clone brush</strong><br /><br />The clone brush is a wonderful tool that allows you to select an area of an image and paint it other another area.<br /><br />Click on the clone tool (see image), select a fuzzy brush and make sure your brush is not to big or small, (15 pixels is about right)<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwh9VoNTFBHxYYq1cycCyoSHBPhyH52iItLeMW8jDqPYfsPnK1k40xl73fEIwVpvc1l5kpzYeictR407P8fNmLSJtQvKEIEs0tPEaJqp7u-YH6LsXY1ewgPpuSZM9WS3mF73gzhMCC-FY/s1600/Clonetool.jpg"><img style="WIDTH: 375px; HEIGHT: 400px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5481837213612289954" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwh9VoNTFBHxYYq1cycCyoSHBPhyH52iItLeMW8jDqPYfsPnK1k40xl73fEIwVpvc1l5kpzYeictR407P8fNmLSJtQvKEIEs0tPEaJqp7u-YH6LsXY1ewgPpuSZM9WS3mF73gzhMCC-FY/s400/Clonetool.jpg" /></a><br /><br />Hold Ctrl down and select an area on your texture. This layers a marker where you will start your clone. Then paint over an area where you can see the square edge.<br /><br />After you have painted a few details out, hold Ctrl down again and select another area of your texure and paint another straigh edge out. This keeps the area looking natural and random.<br />Do this till you can not see any straight lines, Click Save.<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyezWX-5k4PGVwHZjYxKGS-3vNEhJhLCFZn8-dpMeYDC01NM2NYbt27z2A7f1IRFD53FekKrFFWhO08mkotY2BWSrXoVXnDUQWiIlrqfCSTujRDgoQw1QuSOSPhsQMT_X_CIAZOnHzFnM/s1600/Red.jpg"><img style="WIDTH: 256px; HEIGHT: 256px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5481838271415647794" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyezWX-5k4PGVwHZjYxKGS-3vNEhJhLCFZn8-dpMeYDC01NM2NYbt27z2A7f1IRFD53FekKrFFWhO08mkotY2BWSrXoVXnDUQWiIlrqfCSTujRDgoQw1QuSOSPhsQMT_X_CIAZOnHzFnM/s400/Red.jpg" /></a><br /><br />You now have one of your 4 textures, do the same for Green/yellow and blue textures.<br />For each one pick a new 256/256 area from your source texture.<br /><br />While it may feel a little long winded, once you have got upto speed each image should only take a minute or so to make.<br /><br />Next in PART 3: creating the final 8 textures.Derek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com2tag:blogger.com,1999:blog-8708129497820288265.post-29917599997907304702010-06-11T13:10:00.013+01:002010-06-11T22:55:58.816+01:00WANG: PART 1<span style="font-family:arial;">Creating your own terrain texture set is the best way to make your route stand out from the crowd. It also allows you to order and control how you group your textures.<br /><br /><strong>What is Wang?</strong><br /><br />Wang tiles are sets of textures that fit together to non-periodically tile across the terrain,<br />creating expanses of non repeating texture and avoiding the 'carpet' effect.<br /></span><div><br /></div><div><span style="font-family:arial;">More info can be obtained by a very quick internet search. I have also seen applications that make the wang textures, however I have to say that I never seemed to get the results I wanted.<br />Making them by hand can be time consuming but like all things the more you make the easier it gets.<br />So, lets look at the basics before we get into the details.</span></div><div><br /></div><p><span style="font-family:arial;">Railworks uses 8 wang tiles to create a terrain texture and like everything in RWs they need to be named correctly.<br />For Example:<br /><br />Grass01_A<br />Grass01_B<br />Grass01_C<br />Grass01_D<br />Grass01_E<br />Grass01_F<br />Grass01_G<br />Grass01_H<br /><br /><span style="font-family:Arial;"></span></p></span><p><span style="font-family:Arial;"></span></p><p><span style="font-family:arial;">These textures need to be 32 bit which means they need an alpha channel. The Alpha channel is used for the blending between different texture sets.<br /></p></span><strong></strong><p align="left"><strong><span style="font-family:arial;">How do we get the textures to tile in a set?</span></strong></p><div><span style="font-family:arial;">The 8 textures in a set get tiled in a certain way. This can be best explained by using a colour diagram. </span></div><div></div><div><span style="font-family:arial;">(see image below)</span></div><div><br /></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpx67NbTYuaShX-IXzygVRZv2omgDGL78Cu8xGVVip67gEZ5GAYRPxW-DT2W2i9-kuPip2iKuJf4nP3eVVtkzIq3zVO_qvSKdDnQ51vPL3dFHU-Pwu2O2D0jRlXjkYtLXoAZAY2b-mIXw/s1600/letters.jpg"><span style="font-family:arial;"><img style="WIDTH: 400px; HEIGHT: 208px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5481631371719930258" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpx67NbTYuaShX-IXzygVRZv2omgDGL78Cu8xGVVip67gEZ5GAYRPxW-DT2W2i9-kuPip2iKuJf4nP3eVVtkzIq3zVO_qvSKdDnQ51vPL3dFHU-Pwu2O2D0jRlXjkYtLXoAZAY2b-mIXw/s400/letters.jpg" /></span></a><span style="font-family:arial;"> </span></div><div><br /></div><div><span style="font-family:arial;">So, using this method I would make 4 key tileable 256/256 textures. </span></div><div><span style="font-family:arial;">I name them; Red, Blue, Yellow and Green. This helps me keep track of what I am doing.</span></div><div><br /></div><div><span style="font-family:arial;">From these 4 textures (which each need to be tileable with itself) you can make the 8 you need.</span></div><div><br /></div><div><span style="font-family:arial;">So, to make texture <strong>A </strong>you would copy the top from red texture and place it at the top, right side from the yellow, blue from the left and green from the bottom. (see image below)</span></div><div><br /></div><div><span style="font-family:arial;">Texture_A</span></div><div><br /></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyMpBfhs3dGMGMicEmRnAD3hizDd6ol-Le7mzG_NkWZilSnK3tnpD6lh1bAyQwBwBIil1NrXA92-tMV662J1REOI0B-lVeTuUB6SLijdqcQydTLOB63cWHSl_1ZdPchfefs9mJHsrQxIE/s1600/A.jpg"><span style="font-family:arial;"><img style="WIDTH: 256px; HEIGHT: 256px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5481632069877410098" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyMpBfhs3dGMGMicEmRnAD3hizDd6ol-Le7mzG_NkWZilSnK3tnpD6lh1bAyQwBwBIil1NrXA92-tMV662J1REOI0B-lVeTuUB6SLijdqcQydTLOB63cWHSl_1ZdPchfefs9mJHsrQxIE/s400/A.jpg" /></span></a></div><div><br /></div><div><span style="font-family:arial;">Texture_B<br /><br /></span><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhX8IFTstsZS7XgH8n0ReMN5_-0lNNbsWomqeFmZD7ndzI0Q-iLYncCX6R8rutbQ6G6SXA3GB4HQbbxUq-8Lf_sYhPn2sG-fUh0RO6lGxO6nRaiHSjL5EqK3_ZtRYrDVzSCyzhU96D14M/s1600/B.jpg"><span style="font-family:arial;"><img style="WIDTH: 256px; HEIGHT: 256px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5481632095689090050" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhX8IFTstsZS7XgH8n0ReMN5_-0lNNbsWomqeFmZD7ndzI0Q-iLYncCX6R8rutbQ6G6SXA3GB4HQbbxUq-8Lf_sYhPn2sG-fUh0RO6lGxO6nRaiHSjL5EqK3_ZtRYrDVzSCyzhU96D14M/s400/B.jpg" /></span></a></div><div><br /></div><div><span style="font-family:arial;">Texture_C<br /><br /></span><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgK7lnIQ3AQz8Rl8mJDCKSTYRWWTYU6MRGi0e3A2EvQaKTASukKKGNOexeBy9BQFVT_I4q2JtwTY7tIIRTy4tEOamb2zY7mtbluT2HijygX1_5xE51AzpKgWq-_a94_NUBDrGyQzD3ieMw/s1600/C.jpg"><span style="font-family:arial;"><img style="WIDTH: 256px; HEIGHT: 256px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5481632102094844946" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgK7lnIQ3AQz8Rl8mJDCKSTYRWWTYU6MRGi0e3A2EvQaKTASukKKGNOexeBy9BQFVT_I4q2JtwTY7tIIRTy4tEOamb2zY7mtbluT2HijygX1_5xE51AzpKgWq-_a94_NUBDrGyQzD3ieMw/s400/C.jpg" /></span></a><span style="font-family:arial;"><br /><br />Next up in Part 2, picking the right image to get your textures from and getting the scale correct for ingame. (you don't want pebbles the size of footballs).</span></div><br /><br /><span style="font-family:arial;"></span>Derek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com0tag:blogger.com,1999:blog-8708129497820288265.post-76233261990053470612010-03-01T21:30:00.003+00:002010-03-02T07:33:44.743+00:00Shaders and kuju materials - TrainBumpSpec.fxTrainBumpSpec.fx is the material we use when we want something to have a brushed metal appearance. A good example would be the material used on the areas of a wheel that is in contact with the rails.<br /><br />Consider this simple wheel.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNF0cSTZqbKGtomeG9PXZp0-AWX_b-6epn3o5kwIwx1ZhkJ0Ck3cbuTa_ZGxZHHst_RwYgkTcxG3OQa9AEngqyuYEtB4CC6AwX_iRh0uSkVxB4BfLP5D9UMbZcGuvxt3fKbUPA2ahrQ-8o/s1600-h/tech_shader_spec_003.png"><img style="cursor:pointer; cursor:hand;width: 400px; height: 363px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNF0cSTZqbKGtomeG9PXZp0-AWX_b-6epn3o5kwIwx1ZhkJ0Ck3cbuTa_ZGxZHHst_RwYgkTcxG3OQa9AEngqyuYEtB4CC6AwX_iRh0uSkVxB4BfLP5D9UMbZcGuvxt3fKbUPA2ahrQ-8o/s400/tech_shader_spec_003.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5443782026245749026" /></a><br />We use two different materials for the wheel. One material will be dull (something like a basic TexDiff material) and used over most of the wheel. The second material is our "TrainBumpSpec.fx" and will be used on the contact areas. This will be the shiny metal material.<br /><br />See the two selections below.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqjOXUWQOfYEwqBAVtcGqpAsqbqY2cwHfW8DqygfzbV7ZQGTUKlVfkC8xCj5tiamyCyfjbP7cZ1L8ntr_X8vHfhoiYPbKwfTXrl8n430w8R-pE01iS7FxCfgooPsyE_hhhQd0Mh1BZyXN1/s1600-h/tech_shader_spec_001.png"><img style="cursor:pointer; cursor:hand;width: 237px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqjOXUWQOfYEwqBAVtcGqpAsqbqY2cwHfW8DqygfzbV7ZQGTUKlVfkC8xCj5tiamyCyfjbP7cZ1L8ntr_X8vHfhoiYPbKwfTXrl8n430w8R-pE01iS7FxCfgooPsyE_hhhQd0Mh1BZyXN1/s400/tech_shader_spec_001.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5443783742499370242" /></a><br />TrainBumpSpec.fx is a two-slot shader. Slot 1 references the main RGB texture "wheel1", and slot 2 references the normal map "generic_nm". The important thing to remember is to set the 'phong' size (size of the specular highlight) and the specular power. The 'phong' size is set by specifying "32" in the first UV argument in slot 1<br /><br />Slot 1:<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXDKAJ-AozpSPj2hKTlGCrVNNvtToJKjCl47gGYmyTj5gUSCAMNqYLS_Duk-M2WsekuqSQgue8jQXW5tEMIyzIUyk3SvYEi8mFPaKrnteVSLmmPgCtBvoEqYkhzBa6ZhEPrSWMmWVIU-ce/s1600-h/tech_shader_spec_004-id2a.png"><img style="cursor:pointer; cursor:hand;width: 298px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXDKAJ-AozpSPj2hKTlGCrVNNvtToJKjCl47gGYmyTj5gUSCAMNqYLS_Duk-M2WsekuqSQgue8jQXW5tEMIyzIUyk3SvYEi8mFPaKrnteVSLmmPgCtBvoEqYkhzBa6ZhEPrSWMmWVIU-ce/s400/tech_shader_spec_004-id2a.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5443788951834934034" /></a><br /><br />Slot 2:<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFFcgTvczxRC2C1XfG_ghTXL2se19fxKEVsxvdjkkf-Djz-8M8yEGYWm0ObxJjcxZYUc8UX-n5I9idxL8iKg5DDFA4QDttG5fhcz_aBdVgjFdp7eOEsFN-goP9bk0oV8rUzTJaq1vXrdnQ/s1600-h/tech_shader_spec_004-id2b.png"><img style="cursor:pointer; cursor:hand;width: 353px; height: 325px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFFcgTvczxRC2C1XfG_ghTXL2se19fxKEVsxvdjkkf-Djz-8M8yEGYWm0ObxJjcxZYUc8UX-n5I9idxL8iKg5DDFA4QDttG5fhcz_aBdVgjFdp7eOEsFN-goP9bk0oV8rUzTJaq1vXrdnQ/s400/tech_shader_spec_004-id2b.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5443784939698591394" /></a><br /><br />The specular power is set at 4.0. See below.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUoiLnt1nvAW9iOhma1dBB9uZxk7UjPg3QgH3qEMfXmpHcixCUOKJdBtWEb9KQD-nyF-KUq3Vfcu32RBbKUwfYcqjjb0EdEVs-O925vxXu_LWMBPoHbVhGmx1xkubEr5BCd3C0wEzL6Wea/s1600-h/tech_shader_spec_004-id2c.png"><img style="cursor:pointer; cursor:hand;width: 357px; height: 191px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUoiLnt1nvAW9iOhma1dBB9uZxk7UjPg3QgH3qEMfXmpHcixCUOKJdBtWEb9KQD-nyF-KUq3Vfcu32RBbKUwfYcqjjb0EdEVs-O925vxXu_LWMBPoHbVhGmx1xkubEr5BCd3C0wEzL6Wea/s400/tech_shader_spec_004-id2c.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5443784942612344578" /></a><br /><br />Using these values, the wheel should look something like this.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvpUVU4b2g695hS_br4Q4KFdAkvs3TTcwzXaear7xcmxu7m46GkJgXGM_QQT-NNZ0wb56y-nb42emI2qUw1R3NGcoHG_K5POr5Z9ifaAHQOp2zDuwf2LdDLBpJQpviiSyT9INqYoXSqice/s1600-h/tech_shader_spec_002.png"><img style="cursor:pointer; cursor:hand;width: 400px; height: 258px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvpUVU4b2g695hS_br4Q4KFdAkvs3TTcwzXaear7xcmxu7m46GkJgXGM_QQT-NNZ0wb56y-nb42emI2qUw1R3NGcoHG_K5POr5Z9ifaAHQOp2zDuwf2LdDLBpJQpviiSyT9INqYoXSqice/s400/tech_shader_spec_002.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5443788213834576258" /></a><br /><br />Example wheel texture<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhira3P0_N70ikZ6TxcIottVutSF0nugxv_tcxRre1jrm_bRsY_lVu3YLzgvgxpS_Wpz5NjzqXv7Y5GR5t1V3edhv63bnmzXVcDiiT4Uaz7BavtHKyKrASltQ2PGpfLqS8aKvK9ebS_WY_T/s1600-h/tech_spec_wheel1.png"><img style="cursor:pointer; cursor:hand;width: 256px; height: 254px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhira3P0_N70ikZ6TxcIottVutSF0nugxv_tcxRre1jrm_bRsY_lVu3YLzgvgxpS_Wpz5NjzqXv7Y5GR5t1V3edhv63bnmzXVcDiiT4Uaz7BavtHKyKrASltQ2PGpfLqS8aKvK9ebS_WY_T/s400/tech_spec_wheel1.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5443792391847701970" /></a>Unknownnoreply@blogger.com8tag:blogger.com,1999:blog-8708129497820288265.post-72415293277286827062010-01-29T10:19:00.000+00:002010-01-29T11:45:01.636+00:00Shaders and kuju materials - AddATexAddATex is the material we use for additive glows. Example uses include glows around bulbs, glows around headlights and glows on surfaces (from streetlights).<br /><br />As this effect is additive, these effects are visible both day or night, but are more effective and more visible at night. For our example, we'll consider a streetlight.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmPS01B92oCdj2K5UGPp-art1X3VMVGB6PS3g2pJacXgeeUmCXg0fAHGZj-6uq8RMSzuTD1IjJ57NkrkE32tgEC8Ilbs8phFI6hn9lQ-NwBKYrDBVxuJ2G2r8QM8f74gZXZBvP-sJrxOc/s1600-h/blog_001.png"><img style="cursor:pointer; cursor:hand;width: 400px; height: 247px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmPS01B92oCdj2K5UGPp-art1X3VMVGB6PS3g2pJacXgeeUmCXg0fAHGZj-6uq8RMSzuTD1IjJ57NkrkE32tgEC8Ilbs8phFI6hn9lQ-NwBKYrDBVxuJ2G2r8QM8f74gZXZBvP-sJrxOc/s400/blog_001.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5432114753590424962" /></a><br />Here you can see the streetlight asset with a night time node. This node will simply switch on (become visible) at night time.<br /><br />If you examine the 3DSMax wireframe view, you can see that there are two glows contained in this asset, one upper glow centred around the bulb and one lower glow on the floor itself. Both of these glows use the AddATex material but with slightly differing properties.<br /><br />The bulb glow needs to always face the camera, so that it gives the effect of a simple lens flare. This will need to have the 'VIEW FACING' flag ticked in the material.<br /><br />The floor glow needs to be static and remain in position, and therefore should use the default 'NOT VIEWER FACING' flag.<br /><br />Our two AddATex materials are detailed below. The material on the left is for the bulb glow and the material on the right is for the floor glow. Notice the viewer facing flags in the materials.<br /><br />Also note that as these materials use alpha, the Z-Buffer mode is set to 'TEST ONLY' in both. This ensures the materials render correctly.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxd4hadnyMkrZmJ0ICACUtJrgPj63h5QqF-5trhbbSTIZNr4xRSLoM-uf4Vkt1SZtDOLlgGIiT6ix4cJGAx_QDU93bjVpMiQJU95-u96OsZiha1K-JKBVKj-ltQ_4jQiYwUt8UIi3PoNU/s1600-h/blog_004.png"><img style="cursor:pointer; cursor:hand;width: 286px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxd4hadnyMkrZmJ0ICACUtJrgPj63h5QqF-5trhbbSTIZNr4xRSLoM-uf4Vkt1SZtDOLlgGIiT6ix4cJGAx_QDU93bjVpMiQJU95-u96OsZiha1K-JKBVKj-ltQ_4jQiYwUt8UIi3PoNU/s400/blog_004.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5432119076354487266" /></a><br /><br />Example textures :<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXJsRV5Eftx2k7IVOjyioyhbSpXhVpoRqQTLlCb2FEl93QbQgFp4qHz9TYKLu0taAiAjynIrH15huAxQgxh1E0evphXTedZ82aQDTo3BiAfolzbXDO-BE2Np7C23WeByAAFb8Uu4D0L0Q/s1600-h/blog_005.png"><img style="cursor:pointer; cursor:hand;width: 400px; height: 163px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXJsRV5Eftx2k7IVOjyioyhbSpXhVpoRqQTLlCb2FEl93QbQgFp4qHz9TYKLu0taAiAjynIrH15huAxQgxh1E0evphXTedZ82aQDTo3BiAfolzbXDO-BE2Np7C23WeByAAFb8Uu4D0L0Q/s400/blog_005.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5432125709794354898" /></a>Derek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com4tag:blogger.com,1999:blog-8708129497820288265.post-42649563983283490552010-01-28T07:09:00.000+00:002010-01-28T07:41:22.326+00:00Shaders and kuju materials - SubtractATexDiff<div>SubtrackATexDiff is the material we use for soft shadows under rolling stock.</div><div>This object should be exported in the same 3DSmax file as the asset you want it under. (However you could also set it up as child object also)</div><div><br /></div><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKBwHVryY0u5GAmxUTuGfitgyIAOR6LqT0eUJcR20TiK1W7OpRrbJNjPE7yQI8lcDvUe81E7XZGpv1PNLlHpn-pz9nOfGoqlBYRk0s2kqJ_oQlUgCEBnr6vruhyC5w4GHYWbA7sBgoFqo/s1600-h/1_0512_softshade_long.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 181px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKBwHVryY0u5GAmxUTuGfitgyIAOR6LqT0eUJcR20TiK1W7OpRrbJNjPE7yQI8lcDvUe81E7XZGpv1PNLlHpn-pz9nOfGoqlBYRk0s2kqJ_oQlUgCEBnr6vruhyC5w4GHYWbA7sBgoFqo/s400/1_0512_softshade_long.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5431688952228547698" /></a><div><br /></div><div><div>First of all I made a box roughly the size of the wagon or asset you want the shadow to sit under.</div><div>I deleted all the polygons except the top one and then reset x form/and position and transform on pivot. I then placed this at 0/0/0 in the world. Remember that 0 height in Max is the top of the rails in RailWorks for rolling stock.</div><div>So with that in mind I dropped the shadow object down a few centimetres so that the shadow would be above the sleepers but below the rail height.</div><div><br /></div><div>I have my object a name 1_0300_softshade, so after 300M the shadow would not be drawn.</div><div><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKBwHVryY0u5GAmxUTuGfitgyIAOR6LqT0eUJcR20TiK1W7OpRrbJNjPE7yQI8lcDvUe81E7XZGpv1PNLlHpn-pz9nOfGoqlBYRk0s2kqJ_oQlUgCEBnr6vruhyC5w4GHYWbA7sBgoFqo/s1600-h/1_0512_softshade_long.jpg"></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEekQgT6tcVUqJdrw6PeNrIyHEQds3g_scFGqog7SQfKzmpuqllE0S4jwjHa5WIiB-K_sIYRCfaQ1Mmc6WPzc-CB5Ktvrlw5W0GFK4uhPVhTSMSo9BHm09JzugCaQ3l62rNtKU9qClx3E/s1600-h/Material.jpg"><img style="cursor:pointer; cursor:hand;width: 148px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEekQgT6tcVUqJdrw6PeNrIyHEQds3g_scFGqog7SQfKzmpuqllE0S4jwjHa5WIiB-K_sIYRCfaQ1Mmc6WPzc-CB5Ktvrlw5W0GFK4uhPVhTSMSo9BHm09JzugCaQ3l62rNtKU9qClx3E/s400/Material.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5431688946612311746" /></a></div><div><br /></div><div>I selected the Kuju Material SubtractATexDiff, set the alpha to Test Only (1) then selected my texture.</div><div><br /></div><div>Below is an example of a 24Bit shadow texture. (no alpha channel is needed)</div><div>The darker the grey the less it shadows, black is invisible and white is solid black shadow (I know it seems wrong)</div><div><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEekQgT6tcVUqJdrw6PeNrIyHEQds3g_scFGqog7SQfKzmpuqllE0S4jwjHa5WIiB-K_sIYRCfaQ1Mmc6WPzc-CB5Ktvrlw5W0GFK4uhPVhTSMSo9BHm09JzugCaQ3l62rNtKU9qClx3E/s1600-h/Material.jpg"></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrQhUfo61R6rv8zQQb8JvOUoRbNpmVQktvW4to459VC7bVv6E0g2iEtXLfJ_C7DEwMCBnwFPEnALNcs_3QuM1XBTtTRVW2e1Ld4Gq_11bMJa_YVkpiQzOlOnQAgYgLIpbZT66DMWqvJdI/s1600-h/softshade_long.jpg"><img style="cursor:pointer; cursor:hand;width: 64px; height: 256px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrQhUfo61R6rv8zQQb8JvOUoRbNpmVQktvW4to459VC7bVv6E0g2iEtXLfJ_C7DEwMCBnwFPEnALNcs_3QuM1XBTtTRVW2e1Ld4Gq_11bMJa_YVkpiQzOlOnQAgYgLIpbZT66DMWqvJdI/s400/softshade_long.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5431688936880289410" /></a></div><div><br /></div><div>Export your 3DSMax scene and view the effects in the Asset Editor.</div><div><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrQhUfo61R6rv8zQQb8JvOUoRbNpmVQktvW4to459VC7bVv6E0g2iEtXLfJ_C7DEwMCBnwFPEnALNcs_3QuM1XBTtTRVW2e1Ld4Gq_11bMJa_YVkpiQzOlOnQAgYgLIpbZT66DMWqvJdI/s1600-h/softshade_long.jpg"></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqAl0LkSM_a2rg6jaxUr_OJLIu_kw5tDTEa4eQWrk7rm0N7bD8M0rkA7_lcBxki1xpkqPdeOEvpVRb0kMuNnOuuJIE_W62DhjrZXzjGWBmt6TzT7pLAzm6-t2KVTfEHibbyj_q1hpSKQo/s1600-h/Car.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 255px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqAl0LkSM_a2rg6jaxUr_OJLIu_kw5tDTEa4eQWrk7rm0N7bD8M0rkA7_lcBxki1xpkqPdeOEvpVRb0kMuNnOuuJIE_W62DhjrZXzjGWBmt6TzT7pLAzm6-t2KVTfEHibbyj_q1hpSKQo/s400/Car.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5431688933683624562" /></a><br /></div></div>Derek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com4tag:blogger.com,1999:blog-8708129497820288265.post-38640572730407844752010-01-16T19:04:00.000+00:002010-01-28T07:09:25.635+00:00Shaders and kuju materials - Train_Light_map _with_Diffuse. FxThis kuju material is the most common one used in RailWorks.<br />However, it is a little more complicated than most as it needs the user to create a second mapping channel and a light map texture.<br />To help discuss this material I will be using a simple wooden shed object to help illustrate the methods used. <div><div><div><div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAJ3lkKCpmi4nEF1URSmJW8qwO8-yjgGda50ilvr-b3XKQV4EgOgfqvf_Jsyvx7OgZcnrASRsfeb36ebHaHwMMnfu-vCjebmAhlVhUTwx4GM1UT9lxyvHQv2QAiv14fw_SYEL8eyo9ljI/s1600-h/shed01.jpg"><img style="WIDTH: 400px; HEIGHT: 311px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5427424821667682338" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAJ3lkKCpmi4nEF1URSmJW8qwO8-yjgGda50ilvr-b3XKQV4EgOgfqvf_Jsyvx7OgZcnrASRsfeb36ebHaHwMMnfu-vCjebmAhlVhUTwx4GM1UT9lxyvHQv2QAiv14fw_SYEL8eyo9ljI/s400/shed01.jpg" /></a></div><div></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjygB_Z-8ker9eNV33tn38k-gNgujUD1dZDTwRxW9qeyxIjCCVW2ZFn2wKoDzixGSFATByQXAwU1jHmOIimcdaYLD7n9zBY0aced1XPULvv56gmX_plS-o8OptzkRKie2zYIB-nAJWmric/s1600-h/shed02.jpg"><img style="WIDTH: 400px; HEIGHT: 311px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5427424868730899810" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjygB_Z-8ker9eNV33tn38k-gNgujUD1dZDTwRxW9qeyxIjCCVW2ZFn2wKoDzixGSFATByQXAwU1jHmOIimcdaYLD7n9zBY0aced1XPULvv56gmX_plS-o8OptzkRKie2zYIB-nAJWmric/s400/shed02.jpg" /></a></div><div></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEXC9TRcmQr0iWI9MFwQMvWccSkPXlcQE5nnspqxXVj-otrec3FgXy6DI7VYkJT4HXk6A24jLfQ-qXJ776NnysJf-Gc_tYybd2YIxHlHp4fFL8fm-TPZc4CPHB7aHuFNZotxTD9iZZ0RE/s1600-h/shed_basic.jpg"><img style="WIDTH: 400px; HEIGHT: 311px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5427424935887133874" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEXC9TRcmQr0iWI9MFwQMvWccSkPXlcQE5nnspqxXVj-otrec3FgXy6DI7VYkJT4HXk6A24jLfQ-qXJ776NnysJf-Gc_tYybd2YIxHlHp4fFL8fm-TPZc4CPHB7aHuFNZotxTD9iZZ0RE/s400/shed_basic.jpg" /></a></div><div>Above is an image of a texdiff material, the object looks flat and unlit.</div><div></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkRMOg0ySTATqPfFhyodAab1KzeqIys1MyrppJO86tAYsbg3rL_gGW3KKgYacniK6W1uQLYl2SkTkVqsX3OPbfT-HJdtWtcML1x2NRh42Az3NkmxsWgnIZ5RLhlEn_9FB9SsTwibBkNcQ/s1600-h/shed_shadow.jpg"><img style="WIDTH: 400px; HEIGHT: 311px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5427425020758070882" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkRMOg0ySTATqPfFhyodAab1KzeqIys1MyrppJO86tAYsbg3rL_gGW3KKgYacniK6W1uQLYl2SkTkVqsX3OPbfT-HJdtWtcML1x2NRh42Az3NkmxsWgnIZ5RLhlEn_9FB9SsTwibBkNcQ/s400/shed_shadow.jpg" /></a></div><div>Above is a Train Light Map With Diffuse, you can see the shadows make a huge difference.<br /></div><div><div><div><div><div><div><div><div><div><div><div>Before I start, I just want to point out that there is no right or wrong way to go about getting the best results, this is just the way I do it.<br />Before I make a 3D model I tend to make most of the texture first. The reason I do this is that I constrain myself to what is important. Laying the ground rules before you start helps focus to what’s important.<br />While making the texture you also want to give some consideration to winter textures, if a material is used on a roof and you want to do a winter version with snow on then you best not use that section of the texture for a wall surface.<br /></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_SDgfxRq0LylaWNsap5sBcLcBLF2VrskP_0N71MepsjiinZ4fNnxyfhBLhadWuQbifj14zek7FoX6GCkkWMKjKdoDH_E5VhM8v7FuKUNRu-yfFrx-ep_n5GcrQ27pmBXrZQJTZcbVPHw/s1600-h/shed_texture.jpg"><img style="WIDTH: 400px; HEIGHT: 400px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5427416278439607154" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_SDgfxRq0LylaWNsap5sBcLcBLF2VrskP_0N71MepsjiinZ4fNnxyfhBLhadWuQbifj14zek7FoX6GCkkWMKjKdoDH_E5VhM8v7FuKUNRu-yfFrx-ep_n5GcrQ27pmBXrZQJTZcbVPHw/s400/shed_texture.jpg" /></a> </div><div></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyNPqiehHVRkSGRz1c-qCAMZmU9KkHYApVQPZHNSsG609i41sMyBZZma1bMRtMZorCzAkkKS-2lX23H2qreKNTbYHlx54fz25xmOk3Q29rXGe9hI4mK8lbeF4ooA7uQlaD0k1UPkn7s2w/s1600-h/Shed_blank.jpg"><img style="WIDTH: 400px; HEIGHT: 311px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5427425269376623922" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyNPqiehHVRkSGRz1c-qCAMZmU9KkHYApVQPZHNSsG609i41sMyBZZma1bMRtMZorCzAkkKS-2lX23H2qreKNTbYHlx54fz25xmOk3Q29rXGe9hI4mK8lbeF4ooA7uQlaD0k1UPkn7s2w/s400/Shed_blank.jpg" /></a><br /></div><div>Save this texture in the correct folder structure something like this:<br />C:\Program Files (x86)\Steam\steamapps\common\railworks\Source\RSderek\WearValleyRailway\Scenery\Misc\Textures The Max/IGS and XML files will all be saved in the Misc folder, and all textures saved in the texture folder. </div><div></div><div>Ok, once you have made your object, select Polygon option in the modify panel and then select all the faces in the object and assign ID1 (1)<br />Also make sure all the faces in your object have a smoothing group. This can be done by pressing auto smooth in the same panel (2) </div><div></div><div></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPNuoewPZmIjJFtDFuF5tLtqgQK2w2x_knw42gcXnh_wM2JhFgm_EMQdMN3Rq5nyxwGlqaCSngHZM4WB4CffSg2K9D40ZnusbuJVUPLmmryVZ1_H4u5u_5_ZAikYxW5PyBiJGLeZA39gs/s1600-h/ID1.jpg"><img style="WIDTH: 180px; HEIGHT: 294px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5427416709812921298" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPNuoewPZmIjJFtDFuF5tLtqgQK2w2x_knw42gcXnh_wM2JhFgm_EMQdMN3Rq5nyxwGlqaCSngHZM4WB4CffSg2K9D40ZnusbuJVUPLmmryVZ1_H4u5u_5_ZAikYxW5PyBiJGLeZA39gs/s400/ID1.jpg" /></a><br /></div><div>Save max.<br /></div><div></div><div>Open up the Material Editor, this can be done by pressing ‘M’ or selecting the icon from the top tools bar.<br />In the Editor, click the Standard button, the select Kuju Material.<br />In the Shader Configuration section click the black triangle next to the TexDiff option. This will open out the list of Kuju Materials. Move the slider down and select ‘TrainLightMapWithDiffuse.fx’ </div><div><br />In Slot 1 click ‘None’ , then select bitmap at the top of the list in the new window, click ok and then find your texture in the explorer window, once selected the windows will be closed and you will be back in the material editor.</div><div><br />Now click on show standard map in viewport button (the little isometric blue and white chequered square)<br /><br />You have your model, material and texture, now you need to map the texture to the object. </div><div><br />There are many ways to unwrap, and I use different options for different , For this simple object I am going to flatten unwrap then move the mapping coordinates around till I have each face mapped as I want it. (Indepth mapping of objects will be covered in a different post, however there are many tutorials for doing this on the net)<br />Select the polygon selection button in the modifier list, select all the polygons in your object then click the little black triangle next to the words Modifier list, this shows all the modifiers you can then apply to your object. Scroll down and select Unwrap UVW, then click 'edit' in this new panel.</div><div></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsxclaNWQGIW_wI6qOs6RqfGAXMpRk3UBP7gfVqv9HESt0Xu_fsPE7QUXf98PoN5Ndcw3oxOj29myeV7Wyoe3xb-_phcqSnwRSn9HPpXBhhodr1zUGwXOhQTTWwOqYSIk85F0S_Q22cog/s1600-h/EditUVW.jpg"><img style="WIDTH: 101px; HEIGHT: 400px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5427418167365950258" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsxclaNWQGIW_wI6qOs6RqfGAXMpRk3UBP7gfVqv9HESt0Xu_fsPE7QUXf98PoN5Ndcw3oxOj29myeV7Wyoe3xb-_phcqSnwRSn9HPpXBhhodr1zUGwXOhQTTWwOqYSIk85F0S_Q22cog/s400/EditUVW.jpg" /></a></div><div></div><div>This brings up a new mapping window. </div><div></div><div>It will be a mass of green and white lines depending on how you have modelled your object.<br /></div><div>But be cool, we will make order from this chaos.<br />In the bottom tool bar select Face-Sub object mode', </div><div></div><div></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6AuJtp9570YGDO0bNNg2XkVzc4fthtPZ_WJdhbrCLgyAFD2v_SDkG-FiAb4ftLb8njbmN1DsdME6geXTPWLHwqovtZ2cG8Skr8cyrp1I2SLA2zUpCRc-Ocx2E3ghP8OaVyT1JCe5GNaE/s1600-h/face+mode.jpg"><img style="WIDTH: 400px; HEIGHT: 93px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5427418893188224146" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6AuJtp9570YGDO0bNNg2XkVzc4fthtPZ_WJdhbrCLgyAFD2v_SDkG-FiAb4ftLb8njbmN1DsdME6geXTPWLHwqovtZ2cG8Skr8cyrp1I2SLA2zUpCRc-Ocx2E3ghP8OaVyT1JCe5GNaE/s400/face+mode.jpg" /></a> </div><div></div><div>Draw a selection box around all your messy lines in the window.( you may have to zoom out in the window to select them all)<br />In the top tool bar in the mapping window click the ‘Mapping’ button then select the flatten mapping. Another smaller window opens up. Leave the Face angle threshold at 45, however change the spacing to 0.002. (this packs the coordinates closer together) Then click OK.</div><div></div><div></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpphnTw13LiAdOsjxn2dcA5BLeP4H8txw8I102vv0HEi9EmoiG8V00Hm19grJ1gAWO_34QnJDizTqhcJ_YParTmMKRKnwZ3gXe0FaEFtETTGlKriSVCEQZiCuCSJ5YXNZVOSeVGK0GMw4/s1600-h/Shed_mapping_flatten.jpg"><img style="WIDTH: 304px; HEIGHT: 400px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5427419896748609826" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpphnTw13LiAdOsjxn2dcA5BLeP4H8txw8I102vv0HEi9EmoiG8V00Hm19grJ1gAWO_34QnJDizTqhcJ_YParTmMKRKnwZ3gXe0FaEFtETTGlKriSVCEQZiCuCSJ5YXNZVOSeVGK0GMw4/s400/Shed_mapping_flatten.jpg" /></a><br /></div><div>You now have all your polygons mapped out in a square.<br />This is great but now you want to reuse sections of your texture a number of times, I moved my coordinates around to layer up the mapping on certain sections of my model. (Indepth mapping of objects will be covered in a different post, however there are many tutorials for doing this on the net)<br />This is how my final mapping coordinates look against my texture:<br /></div><div></div><div></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigudUCZJUFSWgcWG4FTUzbZkeFejjFWHxPhYJoUR80FiyaPGDwj_-pZLQNFmgEnvAvIlmLIgRwb1JKg5nP1wGgqY8l-avm8xtUcDJNMCoMj9BK_p4ObCp8DtQiAPiypTCEWyHQf-HM3PE/s1600-h/Shed_mapping01.jpg"><img style="WIDTH: 400px; HEIGHT: 400px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5427417073653550610" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigudUCZJUFSWgcWG4FTUzbZkeFejjFWHxPhYJoUR80FiyaPGDwj_-pZLQNFmgEnvAvIlmLIgRwb1JKg5nP1wGgqY8l-avm8xtUcDJNMCoMj9BK_p4ObCp8DtQiAPiypTCEWyHQf-HM3PE/s400/Shed_mapping01.jpg" /></a><br /></div><div>Close the mapping window and then right click on the Unwrap UVW (It should be highlighted in yellow) and select ‘collapse all’ You can leave the UVW in the stack if you wish but it serves no real purpose in this tutorial, remember to collapse the stack before export.<br />Save max.<br />OK, Diffuse side done now for the Light map.<br />Once again select the polygon selection button in the modifier list, click the little black triangle next to the words Modifier list and scroll down to select Unwrap UVW.<br />(Depending on your version of max the process is slightly different. I am using Max2009)</div><div></div><div></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUjkstzqG8rjOkBf_qHnuupYV3vYjU6QZ5iInrdsqPPI2ATWlvgS-PZPvb-jhdoowUl-6NoPIJGHUo9e-E0Ptugobl409oVhoAILqqY5BwalbM-nLV_fgYxucl2szszIzp9OeFY5Kz-AY/s1600-h/ID2.jpg"><img style="WIDTH: 179px; HEIGHT: 349px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5427420465114553314" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUjkstzqG8rjOkBf_qHnuupYV3vYjU6QZ5iInrdsqPPI2ATWlvgS-PZPvb-jhdoowUl-6NoPIJGHUo9e-E0Ptugobl409oVhoAILqqY5BwalbM-nLV_fgYxucl2szszIzp9OeFY5Kz-AY/s400/ID2.jpg" /></a><br /><br />Change the map channel to 2. (1) then click Edit (2) This brings up a new mapping window as before.<br />In the bottom tool bar select Face-Sub object mode, draw a selection box around all your messy lines in the window.( you may have to zoom out in the window to select them all)<br /></div><div>In the top tool bar in the mapping window click the ‘Mapping’ button then select the flatten mapping. Another smaller window opens up. Leave the Face angle threshold at 45, however change the spacing to 0.002. (This packs the coordinates closer together) Then click OK. You will now have all your faces tightly mapped into a square. You can fine tune these mapping coordinates if you wish but I seldom do, but I will if I do not feel I am getting the best out of my space. Before doing this I suggest lots of mapping practise.</div><div><br />Close the mapping window and then right click on the Unwrap UVW (It should be highlighted in yellow) and select ‘collapse all’ </div><div><br />OK, we now have an object with 2 mapping channels awaiting the second texture.<br /></div><div>Save max. </div><div><br />We now need a light map, this is how we make it. </div><div><br />As you have just saved the max file we now need to make the lighting setup, Save the same current scene under a different name, something like ‘Shed_light.max’</div><div></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmbG_eleKjidUnAwElRCfx-SOOZU2azFIvi7-tTbgxS0qlXUOI2pDXdGdl9Yv5Zkk2IqLTQV5x6-AEtKsdorm4WfO44NNjPT37Dleu_Q_pk99Z-JxZ-iq_0H4gGS8zrJkOuWFHRKyhmQM/s1600-h/Default+material.jpg"><img style="WIDTH: 400px; HEIGHT: 273px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5427421867585526290" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmbG_eleKjidUnAwElRCfx-SOOZU2azFIvi7-tTbgxS0qlXUOI2pDXdGdl9Yv5Zkk2IqLTQV5x6-AEtKsdorm4WfO44NNjPT37Dleu_Q_pk99Z-JxZ-iq_0H4gGS8zrJkOuWFHRKyhmQM/s400/Default+material.jpg" /></a></div><div><br />Select your object, in this case I select my shed and I assign a default material (1)<br />Select your object then assign the material (2)<br />Untick the yellow lock from diffuse and ambient (3)<br />Darken the Ambient colour (4)<br />All other values leave alone.<br />(These values are not hard rules and I suggest experimenting with different values to see the effects.) </div><div><br />In the top view create a box 100Mx100Mx-20M make sure this box is centred under your object. This we will use as our ground plan so that the light will not shine up through the floor. Assign the same default texture to this box. (also make sure the box is flush to the base of your object) </div><div></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicYdAaaR2HnbfAYhaSOgDcuPWWP2OhlWdGnD2pFEjlFVrixCfasI-BgY_7kIcEV4Xk6c1hkADHN4MSj5hgjabXlxFA02d81xVcm7s7o_Dh-xPErfDm1K4aZW-22z4swb_e-gcEtdUObfM/s1600-h/Skylight_01.jpg"><img style="WIDTH: 400px; HEIGHT: 273px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5427422285093397970" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicYdAaaR2HnbfAYhaSOgDcuPWWP2OhlWdGnD2pFEjlFVrixCfasI-BgY_7kIcEV4Xk6c1hkADHN4MSj5hgjabXlxFA02d81xVcm7s7o_Dh-xPErfDm1K4aZW-22z4swb_e-gcEtdUObfM/s400/Skylight_01.jpg" /></a><br />In the modifier panel click on the light icon (1), select Standard (2) and select sky light (3)<br />Then click on the screen, this will create a light. In the right hand view port make sure the light is above the floor plane and your object. (It is not important to be exact about placing your light except to make sure it is not inside an object)</div><div><br />Select the light and in the modifier panel make sure the skylight is white (click the colour swatch and slide the value to white)<br />Press F10 to open up the Render Setup window. In the advanced Lighting set up select Light Tracer.<br />These values can all be changed and experimented with. To begin with use the setting from the image below.</div><div></div><div></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0znMv0-st-mzwyf5K3SSc85PXVJR7Off_RdBXOJh9syQwaMX5LpEYUcwtHX-2SWlJL1OJV6zUCqjM0kID_apcevR9RsQsiA-j1MI2kA_51SYppn7vn2XiDcghtshBh6TJiz93NTi5hZQ/s1600-h/Skylight+settings.jpg"><img style="WIDTH: 236px; HEIGHT: 400px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5427423476323165410" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0znMv0-st-mzwyf5K3SSc85PXVJR7Off_RdBXOJh9syQwaMX5LpEYUcwtHX-2SWlJL1OJV6zUCqjM0kID_apcevR9RsQsiA-j1MI2kA_51SYppn7vn2XiDcghtshBh6TJiz93NTi5hZQ/s400/Skylight+settings.jpg" /></a> </div><div><br />At this point you can set up a camera and render as usual to have a peek at what the object looks like, if you are not happy with the results change the values in the Advanced set up.<br />Select your object to render.<br />Once happy, Press 0 (Zero) this will bring up the Render to texture window.</div><div></div><div></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3QDy6i5WBB6xbxK98LcQ_b21vLClAxfJ0isjS2xZ_IWGboFPyw_CDeOLyCvY4FDo_EnyKTMiijCj7tRXs3dTVPx1_5ICUmQlQpksRcUSDnfjL9XurbV69zwOlaL66tdz0RMSr6gDeebw/s1600-h/render+settings.jpg"><img style="WIDTH: 93px; HEIGHT: 400px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5427423982456329890" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3QDy6i5WBB6xbxK98LcQ_b21vLClAxfJ0isjS2xZ_IWGboFPyw_CDeOLyCvY4FDo_EnyKTMiijCj7tRXs3dTVPx1_5ICUmQlQpksRcUSDnfjL9XurbV69zwOlaL66tdz0RMSr6gDeebw/s400/render+settings.jpg" /></a><br /><br />Click the select path where you want to save the texture (1)<br />Scroll down and set 3 in your padding (2) this bleeds around the coordinates to reduce mip issues<br />Mapping Channel set to 2 (3)<br />Scroll down and click the ‘Add’ button Select Complete map (4)<br />Scroll down to select your map size, for this small shed I will choose 256/256, however 128/128 would be fine, (for larger objects choose a larger map size). (5)<br />Scroll down and click Render and then OK. (6)<br />It may take a little while depending on the number of polys in your object. </div><div><br />Once done, find your texture on your desk top and save and convert it into a .ace in the same folder as your diffuse texture. (Choose a suitable name, I normally save the file as the same as the diffuse but with and _SM at the end, it helps me keep track)<br />Save this max file then reopen your original max file.</div><div><br />Open up the Material Editor and in the kuju material select slot 2, click ‘None’ , then select bitmap at the top of the list in the new window, click ok and then find your shadow map texture in the explorer window, once selected the windows will be closed and you will be back in the material editor.<br />Close the Material Editor, make sure your object is named correctly and export as an IGS as usual. </div><div></div><div>This is a fairly long tutorial and I may have missed a step or two, please leave comments or requests for me to change.</div><div>Thanks</div><div>d</div></div></div></div></div></div></div></div></div></div></div></div></div></div></div>Derek Siddlehttp://www.blogger.com/profile/03036592026536852928noreply@blogger.com18