Elvas Tower: ORTS new shape format??? - Elvas Tower

Jump to content

  • 37 Pages +
  • « First
  • 3
  • 4
  • 5
  • 6
  • 7
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

ORTS new shape format??? Rate Topic: ****- 3 Votes

#41 User is offline   Goku 

  • Superintendant
  • Group: Status: Elite Member
  • Posts: 1,785
  • Joined: 12-December 13
  • Gender:Male
  • Simulator:my own
  • Country:

Posted 03 December 2016 - 03:14 PM

View PostGenma Saotome, on 03 December 2016 - 02:24 PM, said:

As for features, if anybody is maintaining a list I'd be interested in blending two or more textures on one face, specifically a tiling texture to be the background upon which a different sized texture is blended for dirt, grime, etc. Much like the microtex file is blended into the terrtex art. Even if I had to do it a text editor I'd use this.

It is possible in current MSTS Shape format. Don't know if it works properly in MSTS, but I saw some .s files with more that one material for vertex.

In prim_states define more than one texture:
prim_state mtl_name ( x x tex_idxs ( num_textures texture1 texture2 ... ) x x x x x )

And define more than one uvs for vertex:
vertex ( x x x x x vertex_uvs ( num_uvs uv1 uv2 ...) )

#42 User is offline   Goku 

  • Superintendant
  • Group: Status: Elite Member
  • Posts: 1,785
  • Joined: 12-December 13
  • Gender:Male
  • Simulator:my own
  • Country:

Posted 03 December 2016 - 04:44 PM

Tried it on one shape.
Don't know which shader to choose, but seems possible even in msts (two textures on one face):

https://s11.postimg.org/na53wwkn7/msts1.png

#43 User is offline   Genma Saotome 

  • Owner Emeritus and Admin
  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Group: ET Admin
  • Posts: 15,350
  • Joined: 11-January 04
  • Gender:Male
  • Location:United States
  • Simulator:Open Rails
  • Country:

Posted 03 December 2016 - 10:12 PM

That's very interesting!

#44 User is offline   SP 0-6-0 

  • Foreman Of Engines
  • Group: Status: Contributing Member
  • Posts: 985
  • Joined: 12-November 05
  • Gender:Not Telling
  • Location:Another planet.
  • Simulator:MSTS/ORTS
  • Country:

Posted 04 December 2016 - 01:25 PM

I agree. Would love to know more about this undocumented feature of MSTS?

Would be very useful for track textures around industry.

Under the misc or utilities sections here at ET are two documents about the inner mechanics of the MSTS shape format. Not sure how useful those text would be here? Might be worth a look.

Robert

#45 User is offline   disc 

  • Foreman Of Engines
  • Group: Private - Open Rails Developer
  • Posts: 818
  • Joined: 07-October 12
  • Gender:Male
  • Simulator:OpenRails
  • Country:

Posted 08 December 2016 - 02:03 AM

View PostGenma Saotome, on 03 December 2016 - 02:06 PM, said:

Going down that path would mean changing or writing new exporters.


old exporters are bugged, hard to use for highpoly models, and mostly work with ancient programs like gmax.

But we don't even have a new exporter/converter for .s

#46 User is online   James Ross 

  • Open Rails Developer
  • Group: Status: Elite Member
  • Posts: 5,491
  • Joined: 30-June 10
  • Gender:Not Telling
  • Simulator:Open Rails
  • Country:

Posted 14 December 2016 - 07:10 AM

View PostGenma Saotome, on 03 December 2016 - 02:06 PM, said:

Is there a reason an enhanced .s format is the wrong way to go? Going down that path would mean changing or writing new exporters. Might that be easier to accomplish than changing OR to accommodate a significantly different file type? Perhaps just one program: collada to enhanced .s. Not because collada is great for games but because most modeling software can produce a collada file.

I would not say an enhanced .s format is wrong - it's a fairly flexible format already, as Goku has demonstrated - however, if we could natively support something that 3D modelling tools also natively support, it would make things easier.

#47 User is offline   conductorchris 

  • Vice President
  • Group: Status: First Class
  • Posts: 2,345
  • Joined: 24-March 10
  • Gender:Male
  • Simulator:Open Rails - MSTS
  • Country:

Posted 14 December 2016 - 08:31 AM

Can you do both? Continue to support an .s format and add another? Like with .ace and .ddx textures?

#48 User is offline   longiron 

  • Open Rails Developer
  • Group: Status: Elite Member
  • Posts: 3,179
  • Joined: 25-July 08
  • Gender:Male
  • Location:Manasquan, NJ
  • Simulator:Open Rails, MSTS editors
  • Country:

Posted 14 December 2016 - 10:48 AM

IMHO, the discussion about replacing or expanding the s. file format is tightly tied to a broader discussion about shader support in the OR game engine. What the OR game engine shader strategy is ... will help determine whether OR can live with s. format going forward or not.

#49 User is online   James Ross 

  • Open Rails Developer
  • Group: Status: Elite Member
  • Posts: 5,491
  • Joined: 30-June 10
  • Gender:Not Telling
  • Simulator:Open Rails
  • Country:

Posted 14 December 2016 - 11:07 AM

View Postconductorchris, on 14 December 2016 - 08:31 AM, said:

Can you do both? Continue to support an .s format and add another? Like with .ace and .ddx textures?

We wouldn't stop support .s just because we supported another format, like you said with .ace and .ddx. The question is whether new features would be done by adding to .s or by adding a second supported format.

#50 User is offline   Goku 

  • Superintendant
  • Group: Status: Elite Member
  • Posts: 1,785
  • Joined: 12-December 13
  • Gender:Male
  • Simulator:my own
  • Country:

Posted 14 December 2016 - 11:29 AM

It depends on quality of blender exporter. If it is really good, it may be good to extend .s file format. It also may be good for improving existing models. For example, changing shader name.

There are no good common formats for games.

  • 37 Pages +
  • « First
  • 3
  • 4
  • 5
  • 6
  • 7
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

2 User(s) are reading this topic
0 members, 2 guests, 0 anonymous users