Wessex_Electric_Nutter
New member
Simple, my HP Elitebook 2760p has a 2520m CPU (IIRC) and the specs for the CPU includes a HD3000 GPU. Trouble is, with HD3000, it only supports upto DirectX 10.1, not DirectX 11 which T:ANE needs. It is possible to run T:ANE using a dev tool called DXCPL, but I strongly advise against it. Empty baseboard is fine, anything with anything other than an empty baseboard is just a disaster. I tried my Class 503 back last year on it and it was a slide show. The HP Elitebook 2170p (my main system at the moment - even though I have at least 10 other better systems) has an intel i5-3427u CPU. Its a low powered one and is pretty smooth as long as you don't enable shadows and things aren't too complex.TYou're a more patient man than I - I tried to use TANE on a 4.1GHz E5450 and GTX570 and it was painful...Even TS12 struggled on my laptop (Thinkpad T420, i5-2520M and HD3000) in 1280x720
I'd imagine something like that would use D.O.O? If not the guard can have my condolances!
Nice to see the 47x units still getting some love. I genuinely reckon if I hadn't stumbled across them years ago I'd never have got so into Trainz as I am now, aso well done! :hehe:
It was more like a lot of my designs, a push to see how designs could work, like using luggage bins instead of racks, drawers for bikes or even hanging hooks, a lot of other interesting stuff. In fact, the 477s were designed to be articulated and as 3 car trains so they can go on the street - if they could make it round West Street to South Street in Chichester city centre which has a tight corner (avoiding the market cross - look it up on Google maps if you don't know, it'll give some interesting challenges and ideas of what I mean). It doesn't have a railway though the centre, but I'd love to see one there.
On the subject, would you have any idea why the class 477 windows have turned green in TANE?
In TS12:
<SNIP>
And in TANE:
<SNIP>
Simple, I've noticed this myself. The exporter has "interpreted" the materials and named them accordingly. The first variants were built in 3D Studio Max 5 with the Max 4 exporters. With the switch from PM to IM, I used IM and the exporter as "assumed" the name. Nowdays, you have to tell the exporter the name of the materials to use. In this case, most of my stuff use name.m.reflect which requires a reflection material. In TS12 and below, its referenced by the item. T:ANE changes this and I believe (someone correct me please) that T:ANE before SP2 added a new material, SP3 added yet more materials based on PBR. The new one is name.m.tbumpenv, which is similar to an earlier one known as name.m.tbumptex or without the bump map, name.m.reflect
Now, m.reflect is suppose to reference the texture, but I think T:ANE replaces the texture with something else, here is a recent bogie I made for Cat Spec. The shiny bits are actually m.reflect, but the map is being replaced by T:ANE, interestingly, it doesn't always happen.
Does that answer a lot?
(When the cubic replacement map works properly and name.m.tbumpenv works properly, it does come up with some really nice results, 70003 shows it well.)