Well... This opens up another whole can.
https://i.imgur.com/QLomOTV.jpg
How do you get the OR wire height to match the 7.2 m of the equipment?
https://i.imgur.com/22PResa.jpg
Randy
Very Short Line RR Pictures from somewhere in the Mid West.
#112
Posted 10 June 2022 - 01:06 PM
I think it is the OverheadWireHeight entry in the .trk file.
Doug
Doug
#113
Posted 11 June 2022 - 06:24 AM
That was it. Thanks.
https://i.imgur.com/e2ehYrY.jpg
https://i.imgur.com/e2ehYrY.jpg
#114
Posted 11 June 2022 - 08:08 AM
#115
Posted 16 June 2022 - 07:17 AM
I've been espousing the use of .dds textures forever.
Well.. They have severe limitations when it comes to dark textures. Night textures really show the limitations.
https://i.imgur.com/SR3w7MQ.jpgThe color banding takes away so much of the atmosphere of the models.
I've spent the last couple days trying different utilities/programs to save these textures as .dds but I found nothing that works.
I had to go back to using AceIt to make night textures that look good in game.
https://i.imgur.com/e0kfBAd.jpgI still use .dds for bright, daylight textures and .ace for nighttime.
I'll probably end up using .ace for any textures that have black or dark elements.
OpenRails handles this just fine by switching back and forth between .dds and .ace depending on what's available.
If anybody has a better way to do this I'm all ears.
Randy
Well.. They have severe limitations when it comes to dark textures. Night textures really show the limitations.
https://i.imgur.com/SR3w7MQ.jpgThe color banding takes away so much of the atmosphere of the models.
I've spent the last couple days trying different utilities/programs to save these textures as .dds but I found nothing that works.
I had to go back to using AceIt to make night textures that look good in game.
https://i.imgur.com/e0kfBAd.jpgI still use .dds for bright, daylight textures and .ace for nighttime.
I'll probably end up using .ace for any textures that have black or dark elements.
OpenRails handles this just fine by switching back and forth between .dds and .ace depending on what's available.
If anybody has a better way to do this I'm all ears.
Randy
#117
Posted 17 June 2022 - 04:19 PM
I always appreciate your screen shots, Randy. ;) :thumbup3:
#119
Posted 18 June 2022 - 01:33 PM
steved, on 16 June 2022 - 07:17 AM, said:
I've spent the last couple days trying different utilities/programs to save these textures as .dds but I found nothing that works.
I had to go back to using AceIt to make night textures that look good in game.
I had to go back to using AceIt to make night textures that look good in game.
What format are you using? Remember that DXT3 and DXT5 compression use a limited palette for each 4x4 pixel section of the image, regardless if it's exported in ACE or DDS format. DDS supports 32-bit uncompressed images, which removes this limitation. I suspect AceIt is exporting 32-bit textures and not DXT3 or DXT5.
#120
Posted 29 June 2022 - 04:07 PM
Hi Erick,
I'm using .dds. This is a solid texture so its DXT1.
For some reason it doesn't like dark/light gradual transitions.
Aces still work so that's good. I'll figure it out sometime.
The Very Short Lines needed a roundhouse so I tried the default one.
https://i.imgur.com/jTYV2fy.jpg
It's coming along.
https://i.imgur.com/Awq5Wtc.jpg
Randy
I'm using .dds. This is a solid texture so its DXT1.
For some reason it doesn't like dark/light gradual transitions.
Aces still work so that's good. I'll figure it out sometime.
The Very Short Lines needed a roundhouse so I tried the default one.
https://i.imgur.com/jTYV2fy.jpg
It's coming along.
https://i.imgur.com/Awq5Wtc.jpg
Randy