Texture lowers ground level

deighton

Seinpaal
This is what happens:

1. I place a road spline
2. On part of the spline I apply a texture
3. The ground level is lowered only under the part of the road where I applied the texture
4. Looks like (%($*#@!

Could someone explain that to me? I tried to find answers the Wiki, but maybe I am looking in the wrong section!

Deighton
 
Yes this is a "feature", which I asked about awhile ago and got no particular answer about other than that's the intended behaviour due to the mesh being PBR and how the textures interact with it. I place tracks and roads first then then texture. It's saner that way.
 
I found that certain road splines don't work so well with PBR ground textures so experimented with various ones until I found some that seem to get along with them. The road assets that are identified as "YARNish" seem to work fairly well. You might also check the road assets I recently released on the DLS.

Bob (AKA MSGSapper on the DLS)
 
Yes, I did put the road and tracks first, and then I did the texture. And what is so frustrating is that the ground level goes down. However, when I check the level of the ground, it still shows up as 0.00. It then leaves the road and the track "floating" above the ground. The leveling feature of the spline does not have any effect at all.
I was enjoying TRS19 very much, but this one is definitely one big strike against it, if there is no solution!!

Deighton
 
Yes, I did put the road and tracks first, and then I did the texture. And what is so frustrating is that the ground level goes down. However, when I check the level of the ground, it still shows up as 0.00. It then leaves the road and the track "floating" above the ground. The leveling feature of the spline does not have any effect at all.
I was enjoying TRS19 very much, but this one is definitely one big strike against it, if there is no solution!!

Deighton

Not all the textures do this. Try a non-PBR texture and see if that helps. LRW ballast for example works fine, thinking off the top of my head of one.
 
Building this urban switching route has had many terrain height issues. There are few eroded street textures in T:ANE and TRS2019 so I made my own non-PBR textures. There is also no street track in TRS2019 that I know of. We're still using RTRAX from T:ANE. Painting the street textures lowered the terrain height which has to be brought up to railtop level by hand. In TRS2019 this has been quite an obnoxious chore. I don't know a quick way to do it.

UDBLioE.jpg


smyers
 
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What I have been doing is something I read in here somewhere. Place tracks/roads. Paint your PBR textures as needed. Then after your track/road is floating in spaces. Paint some 2D texures under (over top) the track or road and it will smooth out the ground. Most of the time. On roads I use a dirt 2D texture and it work well. On the tracks I do not use PBR ballast. But use it up to the tracks. Repainting the 2D ballast fixes it all up.
 
You're not the first and you won't be the last to mention this height problem.
There are more threads about it with no conclusive outcome.

The solution for me was to not mix PBR tex with non-PBR tex, and if you go with PBR you will find rudefx and msgsapper make the best.

On my current route I have ditched PBR and am using normal textures by Malc (clam1952) and reudefx (non PBR), but the first thing I did was to cover the whole of the baseboard with a grass texture (by clam1952) so that I don't get that ground-dipping problem because the ground has been 'pre-dipped' by the cover of non-PBR tex.

I am nearly finished creating a reference baseboard with decent non-PBR textures to view for use in TRS19, when I've finished I will put it on the DLC for easy reference.
You can then view the textures and add them to picklist.
 
Thanks to all of you for replying. I was going nuts for a while thinking that I must have forgotten to do something in my latest version of Trainz. I have been at this now for over 12 years and I have always been able to figure out some of the quirks and quarks of all the different versions of Trainz, but this one had me stumped. So I am glad (sad that it is so) that I am not alone in this!!!

Deighton
 
You're not the first and you won't be the last to mention this height problem.
There are more threads about it with no conclusive outcome.

The solution for me was to not mix PBR tex with non-PBR tex, and if you go with PBR you will find rudefx and msgsapper make the best.

On my current route I have ditched PBR and am using normal textures by Malc (clam1952) and reudefx (non PBR), but the first thing I did was to cover the whole of the baseboard with a grass texture (by clam1952) so that I don't get that ground-dipping problem because the ground has been 'pre-dipped' by the cover of non-PBR tex.

I am nearly finished creating a reference baseboard with decent non-PBR textures to view for use in TRS19, when I've finished I will put it on the DLC for easy reference.
You can then view the textures and add them to picklist.

That would be most helpful!! Looking forward to it!
 
I've sent it to the DLS, it's been approved and once it's live I'll make a thread for it in the Freeware release section.
I originally did it for my own benefit, but realised with your post that others will benefit. It's a right pain trying to find decent textures so I hope that some members will find it usefull...

NON-PBR-Environment-%28ground%29-Textures.jpg
 
Downloaded and installed! A real help, thanks again!
It looks like the ground level changes by 0.25. Did anybody else find that?
 
Great looking Template.....perfect timing for me......

Thank you sir,

I had lots of issues with TANE into TRS19 like everyone else of course.......:(

It's going to take me a while to learn this new Version ,just like when I upgraded from TS-12 to TANE......

And I have several older Routes I want to keep and are missing some Textures with the Upgrade to TRS19 your template will be of great help for older eyes too......:hehe:

Always going to Training Camp it seems like.......Appreciate your hard work here..........:wave:
 
The solution for me was to not mix PBR tex with non-PBR tex, and if you go with PBR you will find rudefx and msgsapper make the best.
That works for texturing the surface, but there are other issues.

For instance, many objects commonly used for ground clutter cannot now be properly placed on PBR-texture surfaces. If they are placed at ground level parts of the texture show through the object. If they are raised so the texture doesn't show through then there is a gap between the object and its shadow.

PBR can look great, but it can only be used in certain very specific circumstances.
 
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