Defaulting Rail Simulator Shaders

From taking a look at KRS rail vehicules (GeoPcDx files), the default / basic texture used is TrainBasicObjectDiffuse.fx not TexDiff.

Is it possible that 3DC changes the default texture before exporting?

Both, TrainBasicObjectDiffuse.fx and TexDiff, fit the role of default texture but a fx shader should certainly look better.

I’m about to setup defaulting of Rail Simulator Shaders/Materials.

Does anyone have any suggestions about what material parameters in 3DC translate to what in Rail Simulator?

I can sum up from KRS documentation what is needed to build a train:

1) 32-bit 1024×1024 pixels textures with alpha channel representing the specular map (shiny / metal aspect of the body): TrainSpecEnvMask.fx or TrainBumpSpecEnvMask.fx (if normal map added).
2) 24-bit normal maps for the body without specular or normal maps: TrainBasicObjectDiffuse.fx (not sure about that)
3) For bogies, single 512×512 24-bit texture.
TexDiff (This shader is lit by diffuse lighting)? TrainBasicObjectDiffuse.fx?
It seems that current 3DC default looks OK.
4) Single 24-bit 128×128 for wheels. TexDiff? TrainBasicObjectDiffuse.fx?
5) 256×256 texture with alpha channel for glass: BlendATexDiff
6) 24-bit with a punch-through alpha (1-bit; pure black and white) for each digit of a train numbers (KRS texture name not found in documentation)
7) Interior of train: Tex (never darkens)
8) StencilShadow.fx for a shadow shape

I don’t have 3DC here: hasn’t the translucency tab disappeared (it was confusing when used for MSTS)? Then TrainSpecEnvMask.fx or TrainBumpSpecEnvMask.fx could appear when a tga file is in the primary texture tab. But what about BlendATexDiff?
Normal map is linked to 3DC bump map,
There are so many possibilities for 24 bit textures… and when creating buildings or trees, shaders are different.

Setting a default by selecting a group / hierarchy would be great.

Btw can someone explain what ‘dummy texture’ is? KRS explanation:
‘On some shaders, there is a requirement for multiple texture pass effects. An example would be a reflection mapped shader, where the reflection map is applied as a secondary render pass at run-time.’
I don’t understand where this is actually needed and how it could be implemented.

… and LoftTexDiff:
‘These are specific shaders used for generating in-game lofts. These shaders support transparency if required. (brick wall)’. What are ‘lofts’?

I believe ‘lofts’ are models that can be ‘stretched out’ across the landscape, such as track, roads, walls, fences and platforms. Rather than stretching the model, it actually duplicates it, so track would be modelled as a single sleeper (tie), but when lofted, it will have lots of them.

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Thanks, I translated most things to just BlendATexDiff and TexDiff. It seems to do the job.

Will we be able to do specular and bump mapping effects just using those shaders?

Kevin

I haven’t finished that yet.

I managed to confirm that ‘TrainSpecEnvMask.fx’ works without any changes to 3DC. I’m not 100% certain how to handle this in 3DC though. Since the texture needs to be mostly black on the alpha map, it will make the faces disappear in 3DC. I’ll have to think about this one. Maybe this is a case of having one set of textures for in 3DC and another for exporting to Rail Simulator. A manual process essentially. Or maybe a ‘flag’ in 3DC to enable/disable translucency.

Anyone have any suggestions?

I’m working on the specular-bumpmapping. Looks good so far. I should have it in the next release assuming all continues to go well.

I have ‘TrainBumpSpecEnvMask.fx’ working for the next release. It will require that you enter ‘TrainBumpSpecEnvMask.fx’ as your ‘Rail Sim’ custom field and choose a bumpmap. Pretty simple.

Btw, the ‘Rail Simulator’ custom field will be renamed ‘Rail Sim’ in the next relase. You don’t need to do anything. It will be automatic.

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]Originally posted by Amabilis Support:
I haven’t finished that yet.

I managed to confirm that ‘TrainSpecEnvMask.fx’ works without any changes to 3DC. I’m not 100% certain how to handle this in 3DC though. Since the texture needs to be mostly black on the alpha map, it will make the faces disappear in 3DC. I’ll have to think about this one. Maybe this is a case of having one set of textures for in 3DC and another for exporting to Rail Simulator. A manual process essentially. Or maybe a ‘flag’ in 3DC to enable/disable translucency.

Anyone have any suggestions? [/div][/BLOCKQUOTE]

Didn’t we used to have a to do a similar thing with alpha texturing on early versions of 3DC. Seem to remember having to split the .tga file up into 2 .bmp maps. One for the main texture and one for the alpha info. We would have to export the .s file and then have to remember to convert the original .tga file over to the .Ace format.
We could do a similar thing for railsim.

Cheers,
Kevin

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