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#1 User is offline   sergio 

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Posted 27 December 2018 - 04:32 PM

Hi
Im tring to add dirt to windows textures with blending alpha, but when test in OR the windows become full transparent, without any dirt, only show the full opaque texttures with the windows full transparent. I tried on shape viewer and is ok (i can see the dirt blended) but not in OR.
I created the textures in "gimp", exported to png, convert to ace using "aceit". In aceit i use rgb+alpha (8-bit alpha) option with zlib crompression.

#2 User is offline   Genma Saotome 

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Posted 27 December 2018 - 06:49 PM

The input(s) to the texturing masking software has to include the alpha mask. IMO this is very easy to do for the 1 bit mask -- you save the art and its mask as a .tga file. My software asks me if it should be an enhanced .tga, which I assume means it's asking whether the mask is kept or not. I answer yes. Next is Aceit and all goes well.

A semi-transparent mask is a completely different process (at least for me) and I ALWAYS struggle with it. It may vary from one art tool to another so what I say next may not be correct for your software. I'll create the gray scale art I want and save it is its own file. I then export the color image art -- the dirty window for example. I normally use Aceit but this time around I have to use TGATool. I'll pull in the image art first, use a function to create an alpha mask in TGATool, and then save that alpha as a file. I then track down where that was saved, copy the name, delete the file, move my alpha mask file to that location and rename it to the just deleted file name. Back in TGATool I then reload the mask file. IF I'm lucky I have all the right stuff in hand to actually make the correct .ace file.

There may be other, much better ways to do it so see what everyone else recommends.

#3 User is offline   ErickC 

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Posted 27 December 2018 - 10:27 PM

Is the alpha test on the relevant material set to "trans" or "none?" If it's set to "trans," as far as I know, any alpha will be treated as 1-bit.

I recommend TGATool2A. It exports with AceIt and handles as simply as TGATool does.

#4 User is offline   sergio 

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Posted 28 December 2018 - 03:20 AM

 Genma Saotome, on 27 December 2018 - 06:49 PM, said:

The input(s) to the texturing masking software has to include the alpha mask. IMO this is very easy to do for the 1 bit mask -- you save the art and its mask as a .tga file. My software asks me if it should be an enhanced .tga, which I assume means it's asking whether the mask is kept or not. I answer yes. Next is Aceit and all goes well.

A semi-transparent mask is a completely different process (at least for me) and I ALWAYS struggle with it. It may vary from one art tool to another so what I say next may not be correct for your software. I'll create the gray scale art I want and save it is its own file. I then export the color image art -- the dirty window for example. I normally use Aceit but this time around I have to use TGATool. I'll pull in the image art first, use a function to create an alpha mask in TGATool, and then save that alpha as a file. I then track down where that was saved, copy the name, delete the file, move my alpha mask file to that location and rename it to the just deleted file name. Back in TGATool I then reload the mask file. IF I'm lucky I have all the right stuff in hand to actually make the correct .ace file.

There may be other, much better ways to do it so see what everyone else recommends.

Thanks, i never use tgatools2 and tgatools2A because is very slow (i use 2k textures) and every time i load a .tga image, the image becomes broken.
Im using gimp to edit the textures and export to .png or .tga, aceit to export to .ace, i also use blendertomsts addon (download on this forum) to export the shape file with the material settings.
Blender addon
https://i.imgur.com/scy9NdD.png
aceit
https://i.imgur.com/A10JHIH.png
gimp 2.10
https://i.imgur.com/zFyKJ9B.png
I think is a bug from open rails because other materials with the same settings display the dirt correcly(from the 3d cab view and the external view), but not in the passanger view.
3d cab view
https://i.imgur.com/vQd4gkk.png
pass view
https://i.imgur.com/syne9W7.png
shape viwer 2.2
https://i.imgur.com/NBD4mTv.png
I use route riter_v7 to analise the .ace file with the problem, the type ace button, say this message:
content-cab-pass.ace - 2048 * 2048 - 32 bit + 8 bit trans
I imported the textures to tgatools2a and seams ok:
https://i.imgur.com/1ml1PDw.jpg

#5 User is offline   Genma Saotome 

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Posted 28 December 2018 - 10:12 AM

That's good looking shading in that art. What is it applied upon?

#6 User is offline   ErickC 

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Posted 28 December 2018 - 02:13 PM

Oh, this is an OR bug specifically with passenger views. The way I solved it was by not collapsing my hierarchies on export. It's somehow related to the number of nodes in the hierarchy but I never really went too deep trying to figure it out.

#7 User is offline   Coolhand101 

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Posted 28 December 2018 - 03:01 PM

I have a few passenger views which have alpha for dirt/grime/reflections on the windows. Some show it, some don't. There are a couple of threads that go into more detail about this problem/bug.

Thanks

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