3DC: Fill Untextured

Tips and discussion about scenery creation for RailWorks.

3DC: Fill Untextured

Unread postby PapaXpress » Sun Nov 06, 2011 5:11 pm

I am creating a single engine shed for MadMike and I am running into a problem in 3DC. I have a number of untextured faces in the model, which I am unable to find (or get at). I have read that using the plugin 'Fill Untextured' will get all of these for me, but for some reason it is not working for me, for some reason I always get "Please select a texture". I have tried a number of different select-this-then-that steps and I just can't get it to work. I am probably doing something wrong. Can anyone help?

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Re: 3DC: Fill Untextured

Unread postby Hawk » Sun Nov 06, 2011 5:35 pm

It's probably a little late for this model, but when you texture in 3DC, the best way I've been told is to use the fill tool on a box, then go back and use the paint tool to texture specific faces.
Using the fill tool on a box will texture every face on that box, even the unseen faces.
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Re: 3DC: Fill Untextured

Unread postby PapaXpress » Sun Nov 06, 2011 5:38 pm

Hawk wrote:but when you texture in 3DC, the best way I've been told is to use the fill tool on a box


I did do this. That is why I am scratching my head on why I have untextured faces.
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Re: 3DC: Fill Untextured

Unread postby SMMDigital » Sun Nov 06, 2011 5:59 pm

In order to use the Fill Untextured function, you must have a primary texture map chosen for Slot 1. The FU plugin will select from that texture to fill in the untextured faces.
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Re: 3DC: Fill Untextured

Unread postby PapaXpress » Sun Nov 06, 2011 6:55 pm

OK, so I am missing something (not surprised really). I am not at home at the moment so I can't check, but I know I have several materials listed on the component's properties tab, so was probably looking in the wrong place. Please bare with my learning curve here, so what exactly is "Slot 1"?

Update: OK, I found the problem. I was confusing the 'general' column with 'primary texture'. I can now move on to unwraping.

Thanks SMM!
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Re: 3DC: Fill Untextured

Unread postby PapaXpress » Mon Nov 07, 2011 2:23 am

And here is the "almost" finished product. Going to work on the textures a bit, but this is all post processing in CS3. I also found out by accident that this is really not an engine shed because there is no way an engine could fit through that door. I need to do my homework a bit better next time. *!embar*!

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Re: 3DC: Fill Untextured

Unread postby SMMDigital » Mon Nov 07, 2011 3:37 am

Lookin' good! Just out of curiosity, what diffuse and ambient settings are you using in 3DC? I've found that since the Great Update, tin roofs can be a bit too bright in the sim, but yours looks just right.
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Re: 3DC: Fill Untextured

Unread postby Hawk » Mon Nov 07, 2011 9:17 am

PapaXpress wrote:I also found out by accident that this is really not an engine shed because there is no way an engine could fit through that door.

This engine would fit in there. 'Course you wouldn't need the tracks. *!greengrin!*

suzuki1.jpg


Or this one might just squeeze in there. *!!wink!!*

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Re: 3DC: Fill Untextured

Unread postby jpetersjr » Mon Nov 07, 2011 9:21 am

Yes, what settings are you using, that might also make my models look a little more decent and not a black roof that almost looks white in the sim???
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Re: 3DC: Fill Untextured

Unread postby PapaXpress » Mon Nov 07, 2011 11:52 am

SMMDigital wrote:Lookin' good! Just out of curiosity, what diffuse and ambient settings are you using in 3DC? I've found that since the Great Update, tin roofs can be a bit too bright in the sim, but yours looks just right.


I cheated just a little bit. *!greengrin!*

I am still not familiar enough with the ambient settings in 3DC to work directly in there, but I knew I would have a problem when the model got it in game. I did two things. First I popped open each texture and set the alpha to black (I tried 19% gray like Mike and I use on rolling stock but it was still to shiny). It was rather annoying that RWAceTool adds a white alpha when you use PNG as the material. The second thing I did was pop open the GEO file and alter the ambient and emissive(?) settings directly. For these settings I used what Eyen12 used on his building for his Seattle route. I think it was something like 1.000, 1.000, 1.000, 0.000 and 0.000, 0,000, 0.000, 1.000. I will check when I get home.

I am still not entirely happy with the side facing the sun. Mike suggested that I dirty it up a bit to give it some contrast, the problem is that in real life that building is pretty clean, and from what I can tell from Google Maps it just got a new paint job (same colors).
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Re: 3DC: Fill Untextured

Unread postby jpetersjr » Mon Nov 07, 2011 11:56 am

You know, I think this might solve my blurred texture problem, since I believe it has something to do with the lighting.


How exactly do you open the textures and change the alpha to black, and what form should you save the texture as to get it to open right?


Thanks again.
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Re: 3DC: Fill Untextured

Unread postby PapaXpress » Mon Nov 07, 2011 12:13 pm

jpetersjr wrote:You know, I think this might solve my blurred texture problem, since I believe it has something to do with the lighting.


How exactly do you open the textures and change the alpha to black, and what form should you save the texture as to get it to open right?


Thanks again.


I use RSBinTool to export the textures into DDS file. Then I open them in PhotoShop. If you are doing this in gimp... good luck its a huge pain to get at the alpha. In PhotoShop you can alter the alpha layer directly, there are numerous posted here in RWA about doing this.

One more thing to remember. If you use a 3DC built in material it usually exports as DXT1 which is RBG no alpha (I think there is a field to add alpha). In my case I also used PNG files (remember they must be sized by power of 8 not 2!) for my materials, and these exported as DXT3 RGB with alpha.
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Re: 3DC: Fill Untextured

Unread postby PapaXpress » Mon Nov 07, 2011 11:58 pm

OK, here is what had:

Code: Select all
<AmbientAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">0.6000 0.6000 0.6000 1.0000</AmbientAsVec>
<EmissiveAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">0.2000 0.2000 0.2000 1.0000</EmissiveAsVec>


And here is what I changed it to:
Code: Select all
<AmbientAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000 1.0000 1.0000 1.0000</AmbientAsVec>
<EmissiveAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">0.0000 0.0000 0.0000 1.0000</EmissiveAsVec>


I am still studying just what the heck these do in game.
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Re: 3DC: Fill Untextured

Unread postby jpetersjr » Tue Nov 08, 2011 11:07 pm

Can you do something with windows and doors and then check this.

I would like to see if this would stop the very strange blurred window and door look.
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Re: 3DC: Fill Untextured

Unread postby PapaXpress » Tue Nov 08, 2011 11:17 pm

I'll give it a try. You need to understand that, that shed was my fourth model ever, and the first that was not moulded concrete !*hp*!
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