Found this bug here:
http://www.trainsimh...hp?f=33&t=17800
Open Rails ignores second texture scale defined in .T file:
https://i.imgur.com/3kmLW17.jpg
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Terrain second texture wrong resolution. Usually microtex.ace
#2
Posted 03 June 2018 - 03:25 AM
The uv coordinate multiply value is defined in TerrainFile.cs, class terrain_uvcalc, int D;
This value should be used instead of fixed 32 value in SceneryShader.fx file:
litColor.rgb *= tex2D(Overlay, In.TexCoords.xy * 32) * 2;
It may be difficult to change because it requires new value send to shader file ...
This value should be used instead of fixed 32 value in SceneryShader.fx file:
litColor.rgb *= tex2D(Overlay, In.TexCoords.xy * 32) * 2;
It may be difficult to change because it requires new value send to shader file ...
#3
Posted 03 June 2018 - 06:29 AM
Goku,
I just made a check with route USA1 and I get either a value of 0 or a very high integer value for D.
I just made a check with route USA1 and I get either a value of 0 or a very high integer value for D.
#4
Posted 03 June 2018 - 07:39 AM
D is float not integer.
MSTS uses two values:
A B C D
1 0 0 0 for first texture.
2 0 1 32 for second texture (microtex.ace).
I don't know how these values work, but I think:
A maybe it's texture id, 1 or 2. It's always in this order, so this value can be ignored.
B don't know.
C 1 if uv multipler enabled and 0 if uv multipler disabled. Can be ignored.
D uv multipler in Float value.
MSTS has a lot of hidden features not possible to change using standard editors&tools.
MSTS uses two values:
A B C D
1 0 0 0 for first texture.
2 0 1 32 for second texture (microtex.ace).
I don't know how these values work, but I think:
A maybe it's texture id, 1 or 2. It's always in this order, so this value can be ignored.
B don't know.
C 1 if uv multipler enabled and 0 if uv multipler disabled. Can be ignored.
D uv multipler in Float value.
MSTS has a lot of hidden features not possible to change using standard editors&tools.
#5
Posted 03 June 2018 - 07:43 AM
Dunno if it is relevant or not but the microtex file must be compressed; Maybe a MSTS only issue.
#6
Posted 03 June 2018 - 08:52 AM
Goku, on 03 June 2018 - 07:39 AM, said:
D is float not integer.
The OR code read it as integer. I have now read it as float and, yes, now OR alternatively reads a 0 and a 32.
The problem is now to link the 32 to the correct patch and to pass it to the shader. By the way OR doesn't use any of A, B, C, D.
#7
Posted 04 June 2018 - 12:14 AM
Hi Goku,
try these corrected files for x.4150
6/6/2018: File deleted because correction committed
try these corrected files for x.4150
6/6/2018: File deleted because correction committed
#8
Posted 04 June 2018 - 03:22 AM
Seems to work fine:
https://i.imgur.com/on4o3Q6.jpg
Now you can reply in the Italian topic that he doesn't need to use custom textures for OR now.
https://i.imgur.com/on4o3Q6.jpg
Now you can reply in the Italian topic that he doesn't need to use custom textures for OR now.
#9
Posted 04 June 2018 - 05:19 AM
Committed in x.4151, with a small change reducing memory space needed.
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