Trainz Forge - Remove shiny textures

BrianPacos

Creator, BMP Trainz
I love Trainz Forge's passenger equipment but their textures are very reflective and don't blend in with the rest of a consist... is there a way to remove this reflectiveness from their passenger coaches? Showing one of their Washoe Valley cars next to my K&L-made consist for reference:

2025-08-08-001021.jpg
 
I think they're PBR textures because you might be using Trainz Railroad Simulator 2019 or 2022, and the car that's there is only for TRS2019 and up. TRS19 is the Trainz game that introduced PBR (Physically Based Rendering), and you can find it on a bunch of stuff.
 
Hello Paulsw2 There is probably a texture file called reflection art or env_metal that can be removed from the models folder, you will also need to delete the call out for it in the .im file and change the reflect to onetex.
If the .im file has been upgraded to the trainz.mesh then you will not be able to remove it as that file is locked and can not be opened.
I despise this trainz.mesh files causing limitations for fixing texture issues.(n)
 
Thanks for this. Though it's not really my asset. Sadly, Brian hasn't responded to our messages so we don't really know what the materials and meshes are that are being used in these assets. I think there is a problem with m.reflect materials in .im meshes in TRS22 if you're not very careful with the parameters.
 
You can find out exactly what the materials are if the meshes are in .im format and you can use AssetX. It not only tells you the material types (as in m.reflect, m.onetex, m.tbumptex etc) but also the exact parameters of each one (such as ambient/diffuse brightness & colour, specular strength, opacity settings etc).

AssetX on Shane Turner's site

AssetX wiki page


I think you can use IM Editor to alter some of those parameters, but I don't have any experience with that tool. Perhaps others who hack meshes can advise.

IM Editor download page
 
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I wouldn't necessarily say it's outdated vs new, but the key difference here is how the game handles different materials. K&L cars, particularly older ones, use different materials and file formats from Trainz Forge cars.

For our content, we've chosen to use .trainzmesh because it's the currently best supported format for content creation, and allows us to better follow up on any issues we may have when exporting meshes to Trainz. K&L uses .im and more legacy texture handling types for a variety of very good reasons, including backwards compatibility with older Trainz versions.

When it comes to shine (especially with passenger equipment), some people prefer matte texturing because they feel it better reflects a weathered and in-service look. We've standardized on a more shiny appearance since we feel it better represents color values, and reflects numerous examples we've found of passenger equipment being clean during the steam era.

I want to just say neither is the wrong approach, but it's a case where we kind of had to pick one avenue and run with it:
  1. To use older file formats means from our end, bug fixing and support becomes a much larger issue. Especially with payware content (but largely for any new content we produce) dealing with multiple file types and material types per asset pack dramatically increases our workload, and gets in the way of us standardizing our new releases - and also creating new content.
  2. If any issue does arise between one of our assets and Trainz, it's a much more streamlined process for us to ask for help or support from N3V if we're using up to date standards. If we stick with IM file types, and legacy materials, we're more on our own with game-based support.
  3. Providing multiple versions of different assets comes with its own challenges as well. With passenger stock, we've already standardized on two variations of Pullman green: one that's more brownish and true to actual Pullman records, and one that's more green and lines up with color photography in the 1940's and 1950's (usually due to how the Pullman color weathered over the years). Add in as-built and air conditioned versions of each car, as well as variations between gold leaf lettering and dulux gold lettering (a change Pullman made in the early 1930's) and you already have five to six versions of each car. If we made the decision to then add in either a legacy material version, or a dull version, you get ten to twelve versions of each car we release, and that's before you factor in specific versions with specific name options or A/C setups assigned to each train or railroad. In terms of file size, asset support, and trainz install clutter, it doesn't seem worth it to double the number of asset options.

Anyway, here are some pictures of shiny Pullman cars - I've got loads of pictures handy if anyone wants any more:
452176-1sm.jpg
unnamed-11.jpg


That being said, if Brian wants to reach out to me I'm happy to work with him on how to reduce the shine to match his other stock. I'm not exactly sure of how to modify the materials to do it, but I'm sure it can be done. There's next to zero likelihood that it'll make its way into any releases because of the aforementioned reasons, but I'm happy to try and help out a bit.
 
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I love Trainz Forge's passenger equipment but their textures are very reflective and don't blend in with the rest of a consist... is there a way to remove this reflectiveness from their passenger coaches? Showing one of their Washoe Valley cars next to my K&L-made consist for reference:

Hey Brian,

The heavyweight cars use m.pbrmetal as their materials vs. m.onetex for the K&L heavyweights. You can dull the shine on them by editing the parameter texture files within the car itself (I believe Dan has them named along the lines of "pullman.m.pbrmetal_parm.png". Essentially what you will want to do is tone down the roughness (green channel) and metallic (alpha channel) of the texture. The wiki is a good starting point for what affects what: https://online.ts2009.com/mediaWiki/index.php/M.pbrmetal

Depending on what program you use to edit textures, there may be extra steps involved to separate the RGB channels and creating an alpha mask. I believe there is some tutorials on YouTube for this, you may have to search for them depending on if you use GIMP, Paint.net or Photoshop.
 
Hello Paulsw2 There is probably a texture file called reflection art or env_metal that can be removed from the models folder, you will also need to delete the call out for it in the .im file and change the reflect to onetex.
If the .im file has been upgraded to the trainz.mesh then you will not be able to remove it as that file is locked and can not be opened.
I despise this trainz.mesh files causing limitations for fixing texture issues.(n)
there is a utility available that let you modify material and other settings inside trainzmesh files, just like the one that lets you change them in .im files. trainzmesh is a far superior format but in the end every format can be modified if absolutely necessary.
 
That's the one! Don't mind the small price. It is worth the format research alone.

This utility has saved me from having to redo or re export some things because of the "mismatched payload" error/warning that you may see from time to time.
 
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