Tony_Hilliam
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Good to see Trainz catching up to the major game software companies in terms of all these graphics advances. I shudder to think of all the work required if I'm ever going to update my existing creations with the new textures.
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- if the height map is the alpha channel of the normal map, where do we now put a specular map?
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All these new technologies are great (including last week's update about advanced ground clutter) and really do help to bring Trainz up to date. My concern is with the level of "take-up" we will see among content creators. As far as I am aware there has not been one single free 3rd party procedural track pack (although I admit I'm not very up to date myself these days). That technology has been with us since TANE was released. I can't help but feel that these are yet more examples of objects where we will we get 3 or 4 default offerings included with the product and that will be the end of it. It would be a shame.
I'd look for the LRW track pack.All these new technologies are great (including last week's update about advanced ground clutter) and really do help to bring Trainz up to date. My concern is with the level of "take-up" we will see among content creators. As far as I am aware there has not been one single free 3rd party procedural track pack (although I admit I'm not very up to date myself these days). That technology has been with us since TANE was released. I can't help but feel that these are yet more examples of objects where we will we get 3 or 4 default offerings included with the product and that will be the end of it. It would be a shame.
As far as I am aware there has not been one single free 3rd party procedural track pack (although I admit I'm not very up to date myself these days). That technology has been with us since TANE was released.
Another thing I am concerned about, it is should we paint AO on albedo map?
According to the Wiki, the AO map gets its own channel in one of the texture files, so we would no longer paint it on the albedo map:
whereas the diffuse map frequently included burned-in lighting (pre-baked ambient occlusion, etc.) The albedo map should never include pre-baked lighting, as that would interfere with the correct operation of the PBR equations.
- if the height map is the alpha channel of the normal map, where do we now put a specular map?
regarding the padding needed on texture atlases, how is this done?
It still isn't finished (crossing tracks or complex switches)
nor does it work properly (inverted lighting on parts, improper placements)
...
Exactly how you do this in Photoshop (or some other tool) is up to you. This is just image editing- you don't need any fancy techniques or tools (though some exist to help automate this kind of thing).
chris
I think this is where the tutorial video channel will come in handy