Alternative Rail Simulator Export

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]Originally posted by Vlado:
The problem about which we wrote here: [img:3bielvxn]http://amabilis.com/forumattachments/a/tpc/f/50410947331/m/45610780641[/img:3bielvxn]
<!– m –><a class="postlink" href="http://amabilis.com/forumattachments…947331/m/45610780641">http://amabilis.com/forumattachments&#8230; … 5610780641</a><!– m –>
is still unsolved. Now, problem with stencil shadow are appear. The same source file, but diferent results. With old exporter the shadow is OK, with new exporter the shadow is bad. The stencil shadows have no more compact, there have cracks. Sorry for my English.

Regards
Vlado [/div][/BLOCKQUOTE]

Sorry Vlado I missed this one – Two problems are mentioned in that post.

The MIP lod bias for the main texture is set to -3 by default with my exporter.

I think I also set the filter mode to linear. Is anyone else having the same problem, or is it a case of the Kuju ConvertToGeo program not coping with the european decimal , ?

First, I didn’t get options FS10, FS10Att and RailSimX. Because of that I couldn’t saw the effects of exporter. I saw it in last exporter. However, like I wrote, the filter mode is still NEAREST_POINT instead LINEAR. There are still some problems connected with transparency of lights (AddATex shader) and glasses of windows (BlendATexDiff shader)

Instead of line:

andlt;AlphaTestType d:type=’cDeltaString’andgt;HC_ALPHATEST_GREATERandlt;/AlphaTestTypeandgt;

which doesn’t show translucency correctly (see the picture below)

[img:2de9sgip]http&#58;//img15&#46;imageshack&#46;us/img15/7427/lightxbo&#46;jpg[/img:2de9sgip]

[img:2de9sgip]http&#58;//img17&#46;imageshack&#46;us/img17/5819/before1o&#46;jpg[/img:2de9sgip]

[img:2de9sgip]http&#58;//img17&#46;imageshack&#46;us/img17/7560/before2i&#46;jpg[/img:2de9sgip]

[img:2de9sgip]http&#58;//img17&#46;imageshack&#46;us/img17/8886/before3&#46;jpg[/img:2de9sgip]

[img:2de9sgip]http&#58;//img13&#46;imageshack&#46;us/img13/2028/before4b&#46;jpg[/img:2de9sgip]

you should put the line

andlt;ZWriteEnabled d:type=’bool’andgt;0andlt;/ZWriteEnabledandgt;

Everything looks OK then, like on the picture below.

[img:2de9sgip]http&#58;//img4&#46;imageshack&#46;us/img4/769/after1l&#46;jpg[/img:2de9sgip]

[img:2de9sgip]http&#58;//img15&#46;imageshack&#46;us/img15/3936/after2o&#46;jpg[/img:2de9sgip]

P.S. Could somebody explain particular parts of content FS10, RailSimX and FS10Att? I figured out r0MipLodBias=-3 of RaiSimX and it works OK now, but I didn’t figure out ;zbias=0;twosided=1

Regards
Vlado

FS10 and FS10Att are material options from the Flight Sim X Exporter – you can ignore them.

If you use any shaders with AddA, SubtractA or BlendA in the name, make sure the Tx Alpha material option is set to [b:1n1ygtmt]Translucency[/b:1n1ygtmt].

This will turn off alpha testing and turn off ZWriting(which is how it is supposed to be done)

You do not need to use the BlendATexDiff shader with transparency – this will work with the standard TexDiff if the TxAlpha field is set to [b:1n1ygtmt]Transparency[/b:1n1ygtmt]

The other values in the RailSimX field will become clearer once I have finished my next plugin.
It will let you override some of the default material options.

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]Originally posted by Paul Gausden:
If you use any shaders with AddA, SubtractA or BlendA in the name, make sure the Tx Alpha material option is set to [b:3pq8wvgs]Translucency[/b:3pq8wvgs].

This will turn off alpha testing and turn off ZWriting(which is how it is supposed to be done) [/div][/BLOCKQUOTE]

That’s OK now.

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]Originally posted by Paul Gausden:
You do not need to use the BlendATexDiff shader with transparency – this will work with the standard TexDiff if the TxAlpha field is set to [b:3pq8wvgs]Transparency[/b:3pq8wvgs] [/div][/BLOCKQUOTE]

Not realy, BlendATexDiff shader must be there. I tried it.

Regards
Vlado

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]Originally posted by Retired:
Thanks very much Paul. The TrainViewfacingFlora.fx
shader works great [/div][/BLOCKQUOTE]
Hi – hope you can hlep me here. You obviously have successfully made some trees with the new exporter. I’ve tried by cannot get the object with the ViewFacing shader to appear. The trunk appears as it is TexDiff. I have made a simple tree, two objects – one trunk, shaded TexDiff and one single-sided poly with an alpha texture for foliage on it shaded TrainUprightViewFacingFlora.fx
Both origins at ground level, tree foliage a child of the trunk. The trunk appears but the foliage does not. Any suggestions as to where I’ve gone wrong?

Regards
Steve

Peter – I think I found the problem if you have a custom group name and export with auto lod’s
– You’ll need to download this patched exporter.

Vlado – I’ll check again but I’ve always managed to use TexDiff with transparency. Translucency requires BlendATexDiff

Steve – now that Easter is over I’ll see if I can duplicate the problem. Is it a standard scenery blueprint? Is there one for viewfacing objects?

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]Originally posted by Paul Gausden:
Peter – I think I found the problem if you have a custom group name and export with auto lod’s
– You’ll need to download this patched exporter.

Vlado – I’ll check again but I’ve always managed to use TexDiff with transparency. Translucency requires BlendATexDiff

Steve – now that Easter is over I’ll see if I can duplicate the problem. Is it a standard scenery blueprint? Is there one for viewfacing objects? [/div][/BLOCKQUOTE]
Paul – thanks. The blueprint is a standard Scenery one…..there’s nothing special about the blueprint but I think there’s a technique to get ViewFacing objects to work in the construction on the object

Steve

I have too successfully created a tree. leaves in a subgroup with TrainUprightViewFacingFlora.fx with Transparency. Pivot isn’t = 0. I made their a seperat LOD. the view-Direction in 3DC was Z. With Scenery Blueprint.

That was what I was going to suggest – If you have the leaf faces pointing to the X axis, you would never see them as they would rotate with the camera <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

I’ve not had a chance to try this out yet.

Thnaks for all the tips.
I have managed to get it to work but I could only do so by NOT making the foliage a child of the trunk!! Ie. they were both at same hierarchy level. This was repeatable as well.
What it doesn’t prove is whether I am falling foul of the 3DC bug where I don’t get all the elements exported but that is usually in complex hierarchies.
Steve

Thanks for the info Steve – I suspect it may be a quirk or the Rail Sim graphics engine.
(It may work if the trunk is a child group of the foliage)

I’ll do some testing this weekend on the various hierarchies you’ve used.

Interesting – I tried all combinations and they all worked first time.

Leaves as child group of trunk
Leaves as parent group
Leaves and trunk objects all in the same group!

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]Originally posted by Paul Gausden:
Interesting – I tried all combinations and they all worked first time.

Leaves as child group of trunk
Leaves as parent group
Leaves and trunk objects all in the same group! [/div][/BLOCKQUOTE]
Isn’t that typical!!!
I’ll try rebuilding from scratch – the one I am using is one I’ve messed around with over all these trials. I’ll let you know how it goes.

Steve

Hi Peter – I’ll work on something for LODs soon.

Material properties are mentioned in this post:
[img:3kpfdxd5]http&#58;//forums&#46;uktrainsim&#46;com/viewtopic&#46;php?p=1125310#p1125310[/img:3kpfdxd5]
<!– m –><a class="postlink" href="http://forums.uktrainsim.com/v…p?p=1125310#p1125310">http://forums.uktrainsim.com/v…p?p=1125310#p1125310</a>&lt;!– m –>

Diffuse and Ambient are the main ones, Spec will only affect the model if the shader has ‘Spec’ in its name. Trans for the material isn’t really used but higher values may make the model translucent if you use the BlendA* shader.

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]Originally posted by Paul Gausden:
Material properties are mentioned in this post:
[img:1zjaot58]http&#58;//forums&#46;uktrainsim&#46;com/viewtopic&#46;php?p=1125310#p1125310[/img:1zjaot58]
<!– m –><a class="postlink" href="http://forums.uktrainsim.com/v…p?p=1125310#p1125310">http://forums.uktrainsim.com/v…p?p=1125310#p1125310</a>&lt;!– m –>

[/div][/BLOCKQUOTE]

Hi Paul,

I read this post paying special attention to the material settings.

I noticed the suggested settings:
1) The colour change for ‘Directional #1’
2) Diffuse about 50, Specular 0 (unless specular is used), Ambient 1, Translucent 0

Does your plugin make specfic mappings between material properties values in 3DC and in KRS?
No more need to darken the texture?
How is Specular converted as SPECULARPOWER?
How Diffuse and Ambient are converted as Emissive and AMBIENT?
Does your plugin sets CUSTOMPARAM0?
(My questions come from some remarks [img:1zjaot58]http&#58;//amabilis&#46;com/forumattachments/a/tpc/f/50410947331/m/12810710441?r=50210431441#50210431441[/img:1zjaot58]
in this old post
but it was using the standard export plugin).

Thanks in advance for your replies.

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