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Thanks for the help. But the read me doesn't tell me how to transfer the importer to. or how to use it.
Hi Guys,
I have been learning to use blender over the last couple of weeks and I finally got to the point of exporting a simple object to trainz.
I will start by saying that the new XML exporter worked as expected and all files where created successfully. The only problem I had was when I started playing with alpha channels and exporting. I eventually managed to get the object to display correctly in Blender and look the same in Trainz. I had to fidle with the different Alpha settings in different areas within blender.
My next challenge is to try normal maps. Does anybody know how to use a normal map that doesn't make the object look like it is made from plastic? ie a concrete wall should have a mat finish not a shinny one.
What I would like if possible is a small tutorial on creating a simple cube that has both alpha and normal maps in blender that is then exported to trainz. This would help me to confirm that I am using the right options within blender.
Keep up the good work with the exporter.
Kenneth
Thanks for the link,
I will take a llok at these tutorials but they seem to only cover the basics and not from a Trainz perspective. What I was really after was a tutorial from the Trainz perspecive if possible.
Thanks again
Kenneth
No problem.Thanks for the link,
I will take a llok at these tutorials but they seem to only cover the basics and not from a Trainz perspective. What I was really after was a tutorial from the Trainz perspecive if possible.
Thanks again
Kenneth
Thanks for this link.
This information has confirmed that what I have been doing was almost right. Although at first I thought I my way could not have been right. The sample files on the SourceForge link are helpfull only as a final reference.
Now I need to learn more about normal mapping. I have got it working but it doesn't look as realistic as I would like. Still looks to glossie. I found somewhere a comment on using the alpha channel in the normal map to control the specularity lighting on the object. If I could only find out how to do it.
After this I will start looking at animations and attachment points. By the time I get these working I should be able to create objects as good as those that I started in Gmax.
Thanks again
Kenneth
No problem. Glad to be in service.Thanks for this link.
This information has confirmed that what I have been doing was almost right. Although at first I thought I my way could not have been right. The sample files on the SourceForge link are helpfull only as a final reference.
Now I need to learn more about normal mapping. I have got it working but it doesn't look as realistic as I would like. Still looks to glossie. I found somewhere a comment on using the alpha channel in the normal map to control the specularity lighting on the object. If I could only find out how to do it.
After this I will start looking at animations and attachment points. By the time I get these working I should be able to create objects as good as those that I started in Gmax.
Thanks again
Kenneth
...My next challenge is to try normal maps. Does anybody know how to use a normal map that doesn't make the object look like it is made from plastic? ie a concrete wall should have a mat finish not a shinny one...
This is how I though it was ment to be done, but how do I set the alpha value in the normal map. Do I need to edit the normal map in photoshop and adjust the alpha layer? Is lowest alpha equal to 0% or 100% transparent?Do you use normal maps without alpha channel? The alpha channel of a normal map is used as specular-texture. Lowest alpha -> lowest specularity, highest alpha -> highest specularity. If no alpha channel is present, Trainz default to a full alpha value. Maybe that causes "your" plastic-look.
Regards,
uschi
Yes, you need to add an alpha layer to your normal map. The lowest alpha is similar to 100% transparency. Imagine the alpha value as the visibility of something:
invisible -> alpha = 0, full visible -> alpha = 1