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Transit texture questions

Started by Magneto, June 13, 2013, 12:44:11 PM

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vortext

Hm, it actually does seem to work for avenue too except the flipped/mirrored tile doesn't want to play along. Or is that precisely because of the faulty model?


It's a glr-in-avenue piece, just reused glr-in-street texture because quick&dirty.
time flies like a bird
fruit flies like a banana

memo

It can of course be applied to any puzzle piece, if you edit the models accordingly. What I said may have been unclear: Replacing the sidewalk texture of TIA does not work this way, currently, because the models are not designed like this - however, it is very well possible to adapt the models this way, but as you may have guessed, it would be a certain amount of work. ;)

Regarding your problem, the order of the materials does matter. Does the second Anim entry refer to the GLR material which is supposed to be displayed on top?

Magneto

I found 2 pieces of the elevated rail over road that are probably using wrong references.

The elevated rail over straight road - no pylon uses texture 0X53263804, while the version with pylons uses 4B0E - I see no reason those 2 pieces are using different textures, but maybe I missed something. Anyway minor annoyance, as both have colour compensation.

Now the case of the T street intersection is more annoying: it uses texture 0x00aa0804, which is obviously wrong. But I don't see any trace of that ID anywhere in the models.











vortext

#23
Quote from: memo on June 16, 2013, 08:12:08 AM
It can of course be applied to any puzzle piece, if you edit the models accordingly. What I said may have been unclear: Replacing the sidewalk texture of TIA does not work this way, currently, because the models are not designed like this

Ah yes, I understood TIA models were intrinsically not designed properly. 

Quote from: memo on June 16, 2013, 08:12:08 AM
Regarding your problem, the order of the materials does matter. Does the second Anim entry refer to the GLR material which is supposed to be displayed on top?

Turned out to be incorrect mat alpha settings, works like a charm now.

Right, pondering the options this quite literary seems to be a game changer - or maybe that's just me. Because for some time now I've been contemplating a GLR retexture and sidewalks proved to be a headache. Both in terms of aesthetics which were being forced upon the user and the actual texturing. This was of course under the assumption sidewalk & surface had to be baked into one and the same texture. Separating the two of them in the s3d model opens up the prospect of custom sidewalk mods for GLR. I mean it's almost too tempting not to pursue. Granted the sidewalk is not wealth dependent and it would require some work indeed. Then again, it seems I have a knack picking extensive projects. .
time flies like a bird
fruit flies like a banana

memo

Quote from: Magneto on June 16, 2013, 08:47:54 AM
The elevated rail over straight road - no pylon uses texture 0X53263804, while the version with pylons uses 4B0E - I see no reason those 2 pieces are using different textures, but maybe I missed something. Anyway minor annoyance, as both have colour compensation.

Are you sure about this? They both seem to use 0x53263804 on my end. When those puzzle pieces came into existence, the texture 0x4B0E did not exist yet, but generally I would advice to use 0x4B0E nowadays.

Quote
Now the case of the T street intersection is more annoying: it uses texture 0x00aa0804, which is obviously wrong. But I don't see any trace of that ID anywhere in the models.

Except for the fact that 0x00aa0804 is not colour-corrected, I can't seem to find anything wrong with it.


Vortext, this info seems to have reached you exactly at the right time, then. ;) I would so much appreciate your work.

MandelSoft

Why stop there with the GLR! I think the TuLEPs would also benefit from this treatment ;)
Lurk mode: ACTIVE

Magneto

Quote from: memo on June 16, 2013, 01:44:22 PM
Are you sure about this? They both seem to use 0x53263804 on my end. When those puzzle pieces came into existence, the texture 0x4B0E did not exist yet, but generally I would advice to use 0x4B0E nowadays.

Yes. I used watermarked textures.

Quote
Except for the fact that 0x00aa0804 is not colour-corrected, I can't seem to find anything wrong with it.

That's precisely my concern.

Anyway, it's me being picky for little details. Sorry to bother you with that.

Erik, if you need assistance to undertake your GLR conversion let me know, I'll help if I can. Be warned though, I know nothing about models  $%Grinno$%

memo

#27
Quote from: Magneto on June 18, 2013, 11:40:15 AM
Quote from: memo on June 16, 2013, 01:44:22 PM
Are you sure about this? They both seem to use 0x53263804 on my end. When those puzzle pieces came into existence, the texture 0x4B0E did not exist yet, but generally I would advice to use 0x4B0E nowadays.

Yes. I used watermarked textures.

And so did I now, but still I cannot confirm your observation.

Edit: Do you use the alternate El-Rail style? If so, I don't know anything about it. Anyway, the difference in IDs should not matter because the two different textures should look identical.

Quote
Quote
Except for the fact that 0x00aa0804 is not colour-corrected, I can't seem to find anything wrong with it.

That's precisely my concern.

Anyway, it's me being picky for little details. Sorry to bother you with that.

You are not bothering me. ;) I know there are various puzzle pieces that use brighter textures, but RL asphalt does not have consistent colours either. I always aim for colour-correction when implementing new puzzle pieces, but revising all the existing puzzle pieces is quite some work. I can offer GIMP-colour-correction curves for this, if you are interested.

Magneto

Oh yes I should have specified that I use the alternate implementation.

I found color calibration curves for the onslope pieces, is this what you refer to? Otherwise yes I'm interested  :)

memo

Exactly those. Two curves are contained for darkening non-model-based textures for the use on models and vice versa. ;)