creating a light on textures for night time?

creating a light on textures for night time?

Postby Class1987 » Thu Jan 25, 2018 5:08 pm

Hi everyone I currently creating my own route on train sim 2018, I'm pretty good at 3d modelling myself but I do need some help off somebody to guide me on creating textures that can get a model to light up at night for the game if was to create a night scenario. Now I can do basic texturing no problem but need to learn the other bits and bobs that go with it like alpha channels for instance. I have an image of this building that is based in Cannock that I would like to light up in the night scenarios
https://www.google.co.uk/search?q=canno ... 6892836033
can anybody tell me how to do this?
Cheers, Ian.
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Re: creating a light on textures for night time?

Postby sumitsingh » Thu Jan 25, 2018 5:25 pm

Here is the blog to read - http://the-art-of-rws.blogspot.in/
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Re: creating a light on textures for night time?

Postby Class1987 » Thu Jan 25, 2018 7:09 pm

Cheers I'll take a look at that should help me a great deal, personally out of curiousity what is the best texture format to create a texture the best quality for realism now? I am using a BMP right now and when I imported it into railworks it didn't look at good quality as I expected, what is the best quality texture format to use?
P.s I have turned it into an .ace file incase you ask.
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Re: creating a light on textures for night time?

Postby sumitsingh » Fri Jan 26, 2018 8:05 am

what is the best texture format to create a texture the best quality for realism now

I use TGA.
In 3DS MAX, go to view port settings also to check maximum resolution of image, which will be shown - https://goo.gl/raKM4M
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Re: creating a light on textures for night time?

Postby TrabantDeLuxe » Fri Jan 26, 2018 3:53 pm

A screenshot would be very helpful to see what the issue is.
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Re: creating a light on textures for night time?

Postby Class1987 » Sun Jan 28, 2018 11:46 pm

Hi TrabantDeLuxe this is the image of my 3d model of the Hotel Inn in Cannock, also here is also a link to an image of the real thing lit up at night. That is what I want it to look like on a night scenario.
https://www.google.co.uk/search?q=holid ... 7179352622
Any advice?
Cheers, Ian.
Attachments
hotel inn cannock.jpg
My 3d model of the Hotel Inn in Cannock.
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Re: creating a light on textures for night time?

Postby sumitsingh » Mon Jan 29, 2018 2:33 pm

The RSC developer documents have a paragraph on how to make night textures.
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Re: creating a light on textures for night time?

Postby mtraves » Mon Jan 29, 2018 6:59 pm

Class1987 wrote:
can anybody tell me how to do this?


Use Tex, not TexDiff as your shader.

Mike.
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Re: creating a light on textures for night time?

Postby Class1987 » Tue Jan 30, 2018 1:31 pm

Ok thanks for the advice I'll check that out, and change the RW material to tex. Talking of RW material is there a guide on when the best time to use which material where? As at the moment I'm just guessing as there are so many choices.
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Re: creating a light on textures for night time?

Postby briyeo » Tue Jan 30, 2018 1:56 pm

I copied this from one of the forums I think.


2012 Art Guidelines : New FX Shaders

This document lists out the new FX shaders, and their suggested uses.

This document also describes some of the shaders in more detail, from an artists point of view.

TrainEmissiveGlow
Use this shader to make a glowing object. This shader can be this as a replacement for the old-school light-glow quads.

Texture slot 1 is the standard diffuse channel (which supports TRANS). Slot 2 is the emissive mask. White is fully emissive, and black is non-emissive. This emissive mask can contain any shade of grey to change the intensity of the glow if desired.
Example
Lightglows. Neon Signs, Streetlights

TrainLightBumpSpecMask

Use this shader on scenery objects that require normal maps, specular maps and ambient occlusion maps.
Ambient occlusion
In basic terms, when creating these assets, think of an ambient occlusion map as a shadow-map. Light areas of the map are unaffected and dark areas of the map represent the shadowy areas (under gutters or in crevices).

Use : this shader on foreground buildings. Group assets that are built specifically for use as a background object should not use this material.

Slot 1 is the diffuse texture
Slot 2 is the normal map (24bit) with specular map (8bit) in the alpha channel
Slot 3 is the Ambient Occlusion map.

Generally, make slot 1 and slot 2 share the same UV channel 1, and the Ambient Occlusion map have a second UV mapping channel 2. This allows for the same flexibility as when using the old shadow-map technique on the old legacy assets.
Example
Trackside Buildings

LoftTexDiffSpec

Use: this shader to create lofted element with a basic specular phong of a fixed size and power.
Example
Track rails.

Stars

Use: this shader should only be used as part of the skydome asset.
Example
Skydome stars

Clouds

Not currently used

TrainDecal

Use this shader when decals are required on scenery assets and rail vehicles. Allow for full 32-bit support with alpha blending.

When dealing with primary numbers, remember to give the numbers full 32-bit textures as it now will render smoothly onto the background (not aliased as in RW2).

NOTE : Previously when we had the same fonts on, for example red, blue and yellow geometry, we would have to create three fonts for this. This new shader will limit the amount of extra texture-sets we need, as the same fonts can now be rendered onto any colour background using the alpha.

Example
Dynamic numbering, logos on sides of tenders, Class numbers on coaches.

TrainShadowOnly

Use this shader to create cab shadow volumes.
Example
Cab shadow volumes.

LoftPostDPPTexDiffSpec

Use this when lofts have very thin lateral elements that cause visible sub-pixel flickering.
Example
Lofted catenary wires, lofted telegraph wires, simple lofted wire fence

TrainPostDPPObjectDiffuse

Use this when scenery assets and rolling stock have very thin lateral elements that cause visible sub-pixel flickering.
Example
Static Telegraph wires, railings on vehicles

LoftTunnelTexDiff

Use this shader for lofted elements in tunnels with no transparency (rails).
Example
Track cross-section rails in tunnels

LoftTunnelTexDiffTrans

Use this shader for lofted elements in tunnels that require transparency (ballast).
Example
Track cross-section ballast in tunnels

LoftTunnelBumpSpec

Use this shader to create tunnel walls. The shader allows for normal map and specular support.
Example
Track cross-section walls in tunnel

TrainViewFacingUnlit

Use this shader when you require something to stay bright regardless of day/night and you need viewer facing properties.

This is an unlit view facing shader.
? It stays full lit and does not get darker just like the old fashioned TEX
? It supports the TRANS flag
? It supports three options non-viewer, viewerfacing and upright-viewerfacing. One of these can be set via the viewer Facing Options radio button in the Material roll-lout in Max.
Example
A lightbulb hanging under a station canopy. The whole lightbulb and wire cable support can be made as an upright viewer facing sprite, and will remain fully bright at night.
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Re: TS 2012
Postby RSBen on Sat Oct 08, 2011 7:33 pm

Also,

TrainShadowOnly

Don't confuse this with the old stencil shadow shader. This is for making geometry that casts shadows when facing the light. It doesn't need to be applied to a strict, closed volume like stencil shadow models. It's only needed so you don't get light bleeding into the cab at edges and can see the shadow of the train body when looking out the window.
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