tgatool2

class1987

New member
hi does anybody know how to use tgatool2 because i want to put this texture on my bogey and dont know how to use it does anybody know where i can find a tutorial on how to use the program????
 
What exactly are you trying to do? The only thing you really need it for is converting .texture files to .tga...

Paul
 
i can't tell you how to do the uv thing. there are tutorials by others how to do that. but as for any kind of texture file. once its in a format gmax/3dsmax will recognize and can use, just move or copy it to gmax's textures subdirectory, with a file name you can remember so you can find it, and then from within gmax select that texture file as the one you want to use.

i've never had/used gmax/3ds max. but i did use and still have an older version of autocad. i keep all of my textures in its textures subdirectory.
i seem to recall it LIKES tga's, prefers them to jpg's or gif's, but may also recongnize bmp's.

blender which i use now, seems to prefer jpg's, and doesn't always recognize tga's, but that's another thing and just a matter of having file conversion software of which the one you mentioned is just one in particular to that particular task of converting tga's to jpg's or a couple of other things.

what i don't have and haven't figgured out myself is a way of getting my own edited textures back into formats the new rules for config files in trainz will recognize. (i know the dementions of the file have to be powers of 2, but the only thing i've seen mentioned to do the rest of that is something that's a part of msts, which i don't have, haven't found elsewhere, and have no wish to aquire msts just to have that. in 2006 i could use, i think it was either jpg's or tga's, i forget which, directly. what i've recolored that's how i've managed to do that. but not everything uses or accepts that even in 2006, and now nothing in 2009 seems to at all.

and sorry, paint shed won't do it for me bacause i have a very specific non standard color scheme for my sierra midland. not just the colors, which it could handle, but the places and shapes of where the breaks between colors go)
 
TgaTool2 is just a converter, it converts a TGA file into a text file which TRS or MSTS can understand to load a converted texture. If I understand you correctly, you are trying to paint (texture) a bogey?

If so, any of the textures created in a paint program as a TGA file will texture your bogey in GMax/3DS Max. Providing you keep to the Trainz convention of creating TGA files and anything else is correctly done, your bogey should export into the game with the new texture and show there.

If you only want to convert a TGA file into a texture.txt file for TRS06 and higher, you use the TgaTool2 to do this. I thought there is a help file included with the tool or the tool will ask/tell you if you load something into it what you want from it. I used this tool a long time ago, I had no trouble using it.

If none of the above apply, you should tell us what you are trying to do with this tool and/or wait for a better answer.

Cheers

VinnyBarb
 
What format is the graphics file in now? GMax can cope with .jpg, .bmp and .tga (though I have had the odd dummy-spit over .tga files). Trainz is best with .tga or .bmp, as .jpg files need more processing to de-compress. .tga files must not be compressed. The new rules for content do not like the old .texture graphics files (don't get these confused with .texture.txt), as TS2009 makes it's own, so don't try to create them. I'm also pretty sure that GMax won't recognise .texture either.

So, the ONLY thing you should be using TGAtool2 for is to convert .texture to other formats. In which case, open the program, select load, and choose file type: Trainz in the pull down at the bottom. Depending what you want to do, and whether there is an alpha channel in the file, there are a number of export and save options for you to play with. Bear in mind that many of these (ACE format) are for MSTS.

Hope this helps, I'm still not quite following what you're trying to do exactly...

Paul
 
my graphic file is jpg.
i could send you the file of my texture if you want and show you want i want to do with it

send me your email address to me through a PM
by the way what do these alpha channels do i dont have a clue what there for???
 
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If your file is a .jpeg then you don't need TGAtool2 at all. For use in Trainz I'd convert it into a .bmp or .tga. You can then use it to create a material in GMax without any further editing. Make sure that the sides are a power of 2 (2,4,8,16,32,64,128 etc). Alpha channel is an extra layer in .tga files that can tell Trainz what bits to cut out and leave transparent. If you don't know what it is, you probably don't need it.

Paul
 
TgaTool2 is just a converter, it converts a TGA file into a text file which TRS or MSTS can understand to load a converted texture.
Cheers

VinnyBarb
That's not what my version does. All it does is load in MSTS Ace files, Pre 2009 Trainz Texture files, BMP and TGA files. You can then send the texture to an editor, produce an Alpha channel image that can also be edited in your editor, and then export as a TGA, BMP or Ace file. Am I missing something?
 
ACE is the MSTS format, and it will also export the old TRS .texture format. I didn't think either of these were actually text files. The texture.txt file that TRS uses to work out how to use a grahics file is created by the GMax exporter... In any case, I don't think it's what class 1987 needs.

Paul
 
Ok let me try this situation and see what the recommendations are.

Using the TGAtool2 you can open a texture file to edit...
Lets say were gonna do a bogie.
Open the file using the tgatool2...and now its a tga file. You edit it...The TGA tool will not repack the edited tga file...so the changes you made are of no good. Or once the changes are made do you point the cfg file to the new blahblah.tga file instead of the old texture file and have the new look?
 
Ok let me try this situation and see what the recommendations are.

Using the TGAtool2 you can open a texture file to edit...
Lets say were gonna do a bogie.
Open the file using the tgatool2...and now its a tga file. You edit it...The TGA tool will not repack the edited tga file...so the changes you made are of no good. Or once the changes are made do you point the cfg file to the new blahblah.tga file instead of the old texture file and have the new look?

I haven't tried it, but I suspect what you do is to create a texture.txt file with the same name as the original .texture file, and put something like:
Code:
primary=mytexture.tga
tile=st
in it.

Try it, it might work...

Paul
 
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