env_metal.bmp?

Depends. Headlights, wheel shine, and anything shiny. If it has it's own TEXTURE file (not texture.txt), then delete it. Keep the .txt file.

Cheers,
Joshua
 
What I got is a bunch of assets that have an env_metal.bmp file and a corresponding texture.txt file, but I get the message that env_metal.texture is missing or could not be loaded.
 
Env_Metal texture

Env_metal is a picture of a polished ball, with reflective highlight.

It is used to simulate light reflection on a shiny surface. So for the rims of loco wheels (say) you may have a steel grey colour, and you want it to look a bit shiny.

In GMax or Blender you add the env_metal image to the Reflect slot for the material you are using for wheel rims. The steel grey goes in the diffuse slot.

To control how much shine you will get you adjust the texture amount setting for the env_metal image to about 30 to 50%

When then model is exported out of GMax/Blender the reflective texture is included along with the diffuse texture in the mesh material spec.

This tells the Trainz render engine to blend the diffuse colour with a portion of the env_sphere depending on the direction the wheel rim is facing, so the reflective highlight changes with direction.

For the missing texture error message you may have assets with the env_metal texture called up in unsupported texture slots in the mesh. Post a couple if the kuid's here and we can check if this is the case. Or you can run my PM2IM program on the meshes and it will strip out the unsupported texture references.
Get PM2IM here:
http://www.members.optusnet.com.au/~villaump/pevsoft.htm
 
Last edited:
Thanks for the explanation, Peter. The first thing I'm doing when trying to fix these assets is to run PM2IM to strip out invalid textires and remove speculars, which it's doing just fine. But for some assets I still can't load the env_metal.

I'll upload some example kuid's when I get home from work tonight.
 
Here are some of the problrmatic kuid's:
44797:201732
44797:201731:2
119340:1546470:1
45588:1681
I've run them through PM2IM, stripped bad textures (and zeroed speculars,) and there is a texture.txt and an env_metal.tga file in the folder in the editing location.
 
Don't know if it's a typo, but you first asked about env_metal.bmp, but .tga in your last post. Obviously it's got to match in any one asset...

Paul
 
Here's a list of the repairs I did to get the listed items to work in TS2010

44797:201732 Used PM2IM to remove REFRACT texture call. Fixed bogey and engine spec config.txt errors as well.

44797:201731:2 Removed REFRACT texture call. Fixed smoke attachment references in config.txt. (had to delete a smoke container because its attachment was missing, and had to change attachment references because of mis-spelling or Upper case) Also fixed dependencies as above.

119340:1546470:1 could not find on DLS

45588:1681 deleted script and class references in config.txt. Copied env_metal.bmp and env_metal.texture.txt to body folder from another asset Also fixed bogey dependency for this.(missing shadow mesh)

One thing that causes errors that some of us miss is an orphan texture.txt file in an asset. By this I mean a texture.txt file is present without any image files.. These are usually fixed by just deleting them.


For every one's info, I am working on a new tool (starting by Andi Smith) that can show these errors and provides ways to fix them within the tool. It'll be some time coming though, because it's complex and there's a lot of features that Andi provided that I still have to connect up and prove..
 
Peter,
Thanks for the information. Looking forward to the new tool whenever you finish it.

BTW, how do you use PM2IM to remove texture calls? I've got the settings configured for Auto. Do I need to set it to Manual?

Nick
 
Last edited:
Open PM2IM using the desktop icon and select the "Strip Textures" option.

The program automatically removes unsupported textures from PM meshes. Turning on the "Strip Textures" options allow you to open IM files as well.
 
Thanks again. I finally read the help file (duh) and figured out how to strip the rest of the bad textures. I'm learning a fair amount while fixing these assets.
 
For every one's info, I am working on a new tool (starting by Andi Smith) that can show these errors and provides ways to fix them within the tool. It'll be some time coming though, because it's complex and there's a lot of features that Andi provided that I still have to connect up and prove..
Like an 'all in one' tool, a sort of Swiss Army Knife for error correction in TS09/10? That would be brilliant! :D

Paul
 
Back
Top