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davesnow
October 8th, 2018, 12:54 AM
Simulated Reflections don't work in TRS2019 like they do in T:ANE. The wheel flanges previously had a "shiny" appearance, now they are green. All other reflection simulations fail to work, too, such as window simulated reflections, and Loco mirror simulated reflections.

https://i.postimg.cc/FKPXW5fP/2018-10-07_235357.jpg (https://postimg.cc/5HFryrSv)

Dinorius_Redundicus
October 8th, 2018, 01:09 AM
Dave

If that's how TRS19 treats m.reflect, that's pretty bad even for a Beta release version of the game. Think of the thousands of legacy assets using that material. N3V must fix that before final release, surely.

ZecMurphy
October 8th, 2018, 02:33 AM
Hi Dave
Could you possibly provide the kuid numbers of two or three assets that show this issue, so that we can test them locally.

Regards

JAGG
October 8th, 2018, 03:22 AM
This is really neverending story... :confused:

philskene
October 8th, 2018, 05:13 AM
Dave --

When I read you post and saw your screen shot I thought I was fortunate that I haven't encountered your green wheel issue.

But now -- well, I've just purchased and installed the K&L B&O 2-8-0. I have green wheels on the leading truck and drivers of the locomotive. The tender trucks, though, are OK.

Phil

Edit --
Just installed the same locomotive in T:ANE. No green wheels.

pcas1986
October 8th, 2018, 06:23 AM
...

If that's how TRS19 treats m.reflect, that's pretty bad even for a Beta release version of the game. Think of the thousands of legacy assets using that material. N3V must fix that before final release, surely.

This is one of my locos with a similar problem. This is in TRS19 and it looks the same in the beta version:


http://i1188.photobucket.com/albums/z410/casper131/GWR%2054xx%20class%20in%20TRS19_zps5r9w3cd7.jpg

And how it looks in TANE SP3:

http://i1188.photobucket.com/albums/z410/casper131/GWR5400%20in%20TANE%20SP3_zpsnqyzvl04.jpg

Overall the loco looks much better in TRS19 except for the unwanted green bits. Maybe its verdigris. :hehe:

cascaderailroad
October 8th, 2018, 07:37 AM
Dave

If that's how TRS19 treats m.reflect, that's pretty bad even for a Beta release version of the game. Think of the thousands of legacy assets using that material. N3V must fix that before final release, surely.You can look forward to that in the Next TS20 version (that you will also buy) :hehe: and the lame tracksounds will still be unimproved since TRS2004

clam1952
October 8th, 2018, 08:13 AM
Not just m.reflect, m.gloss is screwed as well and specular settings now do nothing. Not to mention shiny embankments and roads........

ish6
October 8th, 2018, 08:30 AM
Hello Everyone,

Wow, it seems that N3V's certainly have their hand full -- Good Luck to them, and hopefully future SP's can sort it all out! :)

Kind Regards
Ish

davesnow
October 8th, 2018, 09:52 AM
Hi Dave
Could you possibly provide the kuid numbers of two or three assets that show this issue, so that we can test them locally.

Regards



101046:102329:2 Outside simulated mirrors and interior simulated mirrors
101046:104631 (same description as above)
101046:106310 Simulated reflections on windows
101046:101646:1 Bogies wheel simulated reflections


I hope I got these right. I just got up!

JCitron
October 8th, 2018, 11:42 AM
We have to keep in mind that this is why this is still a test version. Our job is to point out the bugs like this to fix before the final release.

I noticed too that the shiny textures also appear on loads as well such as coal. This makes the loads and embankments appear as printed cardboard stock with a gloss finish on it. I half expect to lift up the embankment and see "Printed in China" on the back.

RailFan500CA
October 8th, 2018, 12:39 PM
I half expect to lift up the embankment and see "Printed in China" on the back.


LOL,:hehe:

Well I also have the reflection issues as in the reflective part being green to,I have only encountered it on the Trainzone heisler so far,but on the TBS light mikado and on the Trainz forge climax,they are way to shiny on some sections as in the screenshot,you can also see the issues with the Trainzone heisler.
http://images.n3vgames.com/trainzportal/mytrainz/801903/screenshots/88060/1000/My-Trainz-Screenshot-Image.jpg

So far I don't think at the state TRS2019 is in now that it will have great success,right now it's making TANE look much better in terms of lighting,and older content looking right.

But at least there is barely any precaching,which means I can place things like Lilb's 40ft boxcars quickly...:p

philskene
October 8th, 2018, 04:56 PM
Is there any workaround that I can apply to the texture files to get rid of the green wheels?

clam1952
October 8th, 2018, 06:01 PM
I'd sit on it for the moment Phil and await for N3V to fix the problem, if they don't, going to be a lot of unhappy campers, or you could find a repair gets broken again when it's fixed.

ZecMurphy
October 8th, 2018, 07:35 PM
Hi All
I have entered a bug report in our system regarding this issue, so that our team can look into this further. Unfortunately I do not currently know what may specifically cause this.

Regards

pcas1986
October 8th, 2018, 08:53 PM
I'd sit on it for the moment Phil and await for N3V to fix the problem, if they don't, going to be a lot of unhappy campers, or you could find a repair gets broken again when it's fixed.

I agree. Tbumpenv looked odd on my locos for TANE and looked as if someone had applied a clearcoat over the top. I never got around to looking at it. But in TRS19, tbumpenv, at least on my locos, looks great so I'm glad I left them alone.

While working with ElStoko a few weeks back, I noticed that his version of the Protrack sleepers/ties had a greenish tinge and flashing highlightes. I did report that as a bug and I think that the devs suggested a problem with specular.

ZecMurphy
October 8th, 2018, 11:47 PM
Hi All
It appears that this may be an issue with the material configuration in these assets; and may have shown up due to a bug fix in TRS19. However we are currently looking into what specifically may be causing this, and if anyone has an example asset that they are able to provide the source files for, please either PM me with a link to download or, or contact the helpdesk (you can attach zip files to tickets from memory) so that I can forward it on to our team.

Regards

philskene
October 9th, 2018, 12:58 AM
Hi Zec --

Thanks for your efforts.

Source files. I assume these are not the normal cpd files we download and install?

If you have good relations with Steve of K&L Trainz he might lend you the source files for this locomotive:

https://kltrainz.com/product/bo-e27-consolidation/

The lead pilot wheels and main drivers show green. The tender bogeys are OK.

Phil

pcas1986
October 9th, 2018, 01:59 AM
I think the problem may have manifested itself in TANE SP3. For the last couple of hours I've been trying to fabricate a test asset but I continue to get a missing texture indication - the pink and green boxes. There is a sample asset at my Blender tutorial http://online.ts2009.com/mediaWiki/index.php/HowTo/Export_from_Blender_using_FBX#Reflect that I know was working back in January of this year. That sample has the FBX source.

clam1952
October 9th, 2018, 06:17 AM
I agree. Tbumpenv looked odd on my locos for TANE and looked as if someone had applied a clearcoat over the top. I never got around to looking at it. But in TRS19, tbumpenv, at least on my locos, looks great so I'm glad I left them alone.

While working with ElStoko a few weeks back, I noticed that his version of the Protrack sleepers/ties had a greenish tinge and flashing highlightes. I did report that as a bug and I think that the devs suggested a problem with specular.

I've tweaked settings on my affected models and effectively specular does nothing, m.reflect is either excessive as in shiny becomes glass or nothing, using env_metal is weird, you can substitute a plain colour or use the diffuse or even invert the colour and it still works but to excess again specular does nothing.
main issues I have are what was shiny, I did it via specular settings rather than using m.reflect now isn't in TRS19 and m.reflect is uncontrollable and my embankment and cutting splines are all shiny when they shouldn't be, even worse if they are normal mapped irrespective of what you do with alphas they become glass like with the light shining on them, all very odd. Not just my stuff affected, seems to be all embankments, many roads, station platforms. Thus I concluded better to wait as problems appear to be unfixable short of rebuilding hundreds maybe thousands of assets using pbr, which I and probably many creators can't do yet anyway. Pretty sure specular has been switched off!

Flashing highlights seems to be common to other protrack not just elstoko's.

Vern
October 9th, 2018, 01:52 PM
Presumably we have all checked our monitors, as was suggested on other occasions issues with the lighting were raised. But at least we now seem to have an explanation for the problem, but the $64k question is whether N3V acknowledge as such, or shrug their shoulders, blame the content creators for using obsolete techniques or otherwise pass the buck and - critically - admit the fault is theirs to own and fix.

In any event it creates a huge dilemma for those of us route building in TRS2019, if so many assets are affected it is going to be virtually impossible to build a route which doesn't use them.

JAGG
October 9th, 2018, 02:43 PM
...It appears that this may be an issue with the material configuration in these assets; and may have shown up due to a bug fix in TRS19....
Regards

I re-read above mentioned post after thoroughgoing check of my monitor calibration to see if there is same statement in above post on my screen as it was before: reflection issue is not fault of N3V but assets creators creating assets with wrong material configuration namely. Do I understand it well?

pcas1986
October 9th, 2018, 04:33 PM
I re-read above mentioned post after thoroughgoing check of my monitor calibration to see if there is same statement in above post on my screen as it was before: reflection issue is not fault of N3V but assets creators creating assets with wrong material configuration namely. Do I understand it well?

While its always possible that monitor calibration might be an issue for some, I doubt if it is for all that see the problem. I think it may be more complex.

While making my Blender tutorial for PBX, I recall I had problems getting any of the old gloss materials to work correctly. I initially uploaded one sample asset that was working but then it broke. I later fixed it and uploaded a new version in January. That asset is now broken. I cannot say if it was the fault of any particular service pack.

The problem, at least for FBX and Blender, is that almost no information about textures is included in the FBX file. I cannot say if that is true for Max versions. N3V later amended the mesh metadata format (http://online.ts2009.com/mediaWiki/index.php/Mesh_metadata_file) to allow for usage definition of textures however I suspect that only works for PBR materials. I'll try the older m.gloss later today when I have some time.

I think the real problem are the existing legacy IM based assets that use m.gloss and perhaps the m.tbumpgloss materials. If it is a material configuration problem then fixing them without N3V help would be almost impossible.

ZecMurphy
October 9th, 2018, 07:45 PM
I think the problem may have manifested itself in TANE SP3. For the last couple of hours I've been trying to fabricate a test asset but I continue to get a missing texture indication - the pink and green boxes. There is a sample asset at my Blender tutorial http://online.ts2009.com/mediaWiki/index.php/HowTo/Export_from_Blender_using_FBX#Reflect that I know was working back in January of this year. That sample has the FBX source.

Hi Pcas1986
You appear to be lacking a diffuse texture on this object. All materials except for '.m.notex' MUST have a diffuse texture applied to them. In this case it appears Trainz is substituting the 'placeholder' pink/green checker texture for the missing diffuse texture.

Regards
Zec

philskene
October 9th, 2018, 08:10 PM
In that case, Zec, for those of us with the wheel flange issue, the solutionis to change the default pink/green to grey.

pcas1986
October 9th, 2018, 08:34 PM
Hi Pcas1986
You appear to be lacking a diffuse texture on this object. All materials except for '.m.notex' MUST have a diffuse texture applied to them. In this case it appears Trainz is substituting the 'placeholder' pink/green checker texture for the missing diffuse texture.

Regards
Zec

OK, thanks for the clarification. The Blender section of this page (http://online.ts2009.com/mediaWiki/index.php?title=M.reflect&oldid=10029) is not correct so I'll update it later.

But I'm still having a few issues trying to find the right combination. This test asset is a 4.6 build in the Early Release of TRS19. It does have an orange coloured diffuse image but is still showing the red/green colours in the shadowed area. It's not reflecting either. I'll continue to experiment today to see if I can find a solution.


http://i1188.photobucket.com/albums/z410/casper131/dome_zpsrj3e9sun.jpg

normhart
October 9th, 2018, 10:05 PM
See the difference?

http://images.n3vgames.com/trainzportal/mytrainz/470174/screenshots/88167/1000/My-Trainz-Screenshot-Image.jpg

http://images.n3vgames.com/trainzportal/mytrainz/470174/screenshots/88179/1000/My-Trainz-Screenshot-Image.jpg

Look at almost any bell on almost any locomotive. It is pretty obvious.

philskene
October 9th, 2018, 11:22 PM
Hi Norm --

Do you have the K&L B&O E27 Consolidation? It's a wonderful model but the only locomotive I have from K&L with green wheels. I'm eager to know whether it's my PC or TRS19 itself. And based on that image above, I've just purchased the Q3.

Phil

JCitron
October 10th, 2018, 12:20 AM
Hi Norm --

Do you have the K&L B&O E27 Consolidation? It's a wonderful model but the only locomotive I have from K&L with green wheels. I'm eager to know whether it's my PC or TRS19 itself. And based on that image above, I've just purchased the Q3.

Phil

The moldy wheels are a TRS19 thing. It's being looked at see up in the thread Zec Murphy asked for examples with the kuids.

pcas1986
October 10th, 2018, 02:25 AM
I've played with my test asset some more. I didn't have much luck with an FBX mesh so I reverted to IM. The following pics are all from Asset Preview.

In TANE SP3 the asset looks like this:

http://i1188.photobucket.com/albums/z410/casper131/TANE%20SP3%20dome_zpslivaumtt.jpg

It looks a little dark but it is glossy and reflects the environment texture (env_metal). You can see it as the asset rotates.


IN TRS19 (Early Release):

http://i1188.photobucket.com/albums/z410/casper131/TRS19%20dome_zpseskxogma.jpg

There is no reflection and the texture looks dull.


In TRS19 Beta:

http://i1188.photobucket.com/albums/z410/casper131/TRS19%20beta%20dome_zpszekyqied.jpg

There is some sun reflection but no glossiness to speak of. The environment texture isn't visible.

None of the samples show any green mould. Currently, I don't have a solution for either IM or FBX meshes.

clam1952
October 10th, 2018, 06:40 AM
I've played with my test asset some more. I didn't havemuch luck with an FBX mesh so I reverted to IM. The following pics are all from Asset Preview.

In TANE SP3 the asset looks like this:



It looks a little dark but it is glossy and reflects the environment texture (env_metal). You can see it as the asset rotates.


IN TRS19 (Early Release):



There is no reflection and the texture looks dull.


In TRS19 Beta:



There is some sun reflection but no glossiness to speak of. The environment texture isn't visible.

None of the samples show any green mould. Currently, I don't have a solution for either IM or FBX meshes.


Which is exactly the same as I have found Paul.

normhart
October 10th, 2018, 07:32 AM
Hi Norm --

Do you have the K&L B&O E27 Consolidation? It's a wonderful model but the only locomotive I have from K&L with green wheels. I'm eager to know whether it's my PC or TRS19 itself. And based on that image above, I've just purchased the Q3.

Phil

Yes,

http://images.n3vgames.com/trainzportal/mytrainz/470174/screenshots/88229/1000/My-Trainz-Screenshot-Image.jpg

http://images.n3vgames.com/trainzportal/mytrainz/470174/screenshots/88230/1000/My-Trainz-Screenshot-Image.jpg

http://images.n3vgames.com/trainzportal/mytrainz/470174/screenshots/88231/1000/My-Trainz-Screenshot-Image.jpg

http://images.n3vgames.com/trainzportal/mytrainz/470174/screenshots/88232/1000/My-Trainz-Screenshot-Image.jpg

http://images.n3vgames.com/trainzportal/mytrainz/470174/screenshots/88236/1000/My-Trainz-Screenshot-Image.jpg

http://images.n3vgames.com/trainzportal/mytrainz/470174/screenshots/88235/1000/My-Trainz-Screenshot-Image.jpg

I suspect that the green reflections are a symptom. Note the lack of highlights on the locomotives in TRS19.

Perhaps these shots will make a better example of the reflection problem as far as it goes with steam locomotives. TANE on left, TRS on right.

http://images.n3vgames.com/trainzportal/mytrainz/470174/screenshots/88239/1000/My-Trainz-Screenshot-Image.jpg

http://images.n3vgames.com/trainzportal/mytrainz/470174/screenshots/88240/1000/My-Trainz-Screenshot-Image.jpg

Again note the loss of highlights in TRS19. It is really obvious on the Pacific's domes and the bells on both locomotives.

cascaderailroad
October 10th, 2018, 10:04 AM
I think the TS19 screenshots look better, as most steam locos were weathered, and didn't have shiny, highly polished bells, and did have not waxed, washed, polished boilers and domes

RailFan500CA
October 10th, 2018, 01:09 PM
But I'm pretty sure that passenger steam locomotives would have at least shiny bells,such as on the NYC Hudson's,the SP's GS class before dieselisation when they pulled the daylight,but freight locomotives would be weathered and not shiny. (But not very weathered like in the 1950's though,just more dirty.) And a USRA light pacific would be passenger locomotive,but it would be a lower priority one.



But if I remember correctly,I did see on some DVD's that the CNR kept there steam locomotives clean until sometime in the 1950's.

normhart
October 10th, 2018, 02:43 PM
I think the TS19 screenshots look better, as most steam locos were weathered, and didn't have shiny, highly polished bells, and did have not waxed, washed, polished boilers and domes

Rationalization. The artists clearly intended that the locomotives appear at least clean and, given that most were not painted with flat paint, at least a bit shiny.

Locomotives were the second most important and expensive assets most railroads owned. They took good care of them and, as well as routine maintenance, they were routinely washed after every run.

pcas1986
October 10th, 2018, 04:33 PM
...The artists clearly intended that the locomotives appear at least clean and, given that most were not painted with flat paint, at least a bit shiny. ...

I agree, although I admit that many UK locos were often very grimy. What we are talking about here is author's intent and, getting back to Dave's original post, I doubt if the author intended green rails.

philskene
October 10th, 2018, 05:09 PM
Hi Norm --

Thanks.

I seem to be progressively acquiring a larger and larger roster of K&L locomotives. Are there any others that I should postpone purchasing until the green wheel issue is sorted?

As for the appearance, I'm with the TRS19 supporters. I also find most steam locomotives a shade too dark so I brighten the textures up slightly, thus:

https://dl.dropboxusercontent.com/s/n2mzfp10dr4busa/Frisco_001.jpg?dl=0

https://dl.dropboxusercontent.com/s/z2tx1y1a1pa8e75/Frisco_005.jpg?dl=0

Just a personal preference, mainly because I like to see all the wonderful detail that's in the skin and usually hidden by the almost totally black textures.

Phil

normhart
October 10th, 2018, 06:36 PM
You and I have debated locomotive coloration before. :D I have not bothered loading all of K&L's locomotives in TRS19 Early Access as I consider it nowhere near ready for prime time.

cascaderailroad
October 10th, 2018, 07:57 PM
They took good care of them and, as well as routine maintenance, they were routinely washed after every run.The PRR maintained their freight locomotives, but steam and diesel freight locos were quickly pushed back into service with no hand polished bells, and no wash nor wax

Let us see some images of those Green reflections

Dinorius_Redundicus
October 10th, 2018, 09:31 PM
I have little doubt these errors will be fixed in time. What concerns me more than the bug itself is what it says about the standard of N3V’s quality control. To put out an early release without (apparently) verifying that the legacy texture materials are still rendered correctly is quite staggering. I mean, it’s not exactly a subtle or hidden fault in some unimportant aspect of the program. How was such a fundamental flaw not noticed? I hope the company is asking itself that question as well as looking for the technical fix.

smyers
October 10th, 2018, 10:32 PM
Are there any others that I should postpone purchasing until the green wheel issue is sorted?

None of my K&L engines have the green wheel treads. A couple have the appearance of painted black wheel treads ( the CN N4a & N4b) where they look just right in T:ANE. It looks like the Frisco engine has this. I don't have the B&O engine in question. I'm holding off for a bit to see what happens, though I'd sure like to get the Q-3. Many of my davesnow stock has the green treads, though. Desperate to keep them in the game, I swapped trucks on many of them where it would work till it gets sorted out.

Best to All,
smyers

cascaderailroad
October 10th, 2018, 10:38 PM
I would like to view more screenshots of this Green and distorted reflections

JCitron
October 11th, 2018, 11:26 AM
I have little doubt these errors will be fixed in time. What concerns me more than the bug itself is what it says about the standard of N3V’s quality control. To put out an early release without (apparently) verifying that the legacy texture materials are still rendered correctly is quite staggering. I mean, it’s not exactly a subtle or hidden fault in some unimportant aspect of the program. How was such a fundamental flaw not noticed? I hope the company is asking itself that question as well as looking for the technical fix.

I think what has happened here is now that we've gotten used to the bright and shiny, literally speaking, new version, we're now seeing the faults that weren't reported before such as the green wheels and other things. Unlike previous versions, including T:ANE, there are a lot of new things here which took sometime to get used to, but once that nice new car smell is gone and gum is left on the carpet, we're now beginning to see the faults.

smyers
October 11th, 2018, 12:22 PM
but once that nice new car smell is gone and gum is left on the carpet, we're now beginning to see the faults.

Well said, JCtron. They appear to be many and varied. Check the "shadow" on the HP Trainz SD40 compared to the built-in Geeps behind it. This excellent engine is from the NARM website...

https://i.imgur.com/3ahjkhK.jpg

The CN box car is one of Dave's 60' HiCubes. They're beauties, too. You can see the green wheel treads.

Best,
smyers

Dinorius_Redundicus
October 11th, 2018, 12:25 PM
@ JCitron - No, you shouldn’t pass it off like that. My point was that N3V should have picked up these particular faults if they had done anything like systematic checks on how the new game engine handles legacy texture materials. The fact that they were only discovered by users indicates such checks were not done. And that’s pretty shocking given that the main advance in TRS19 is in the realm of textures and graphics.


.

JAGG
October 11th, 2018, 01:48 PM
Where is "LIKE" button here?

JCitron
October 11th, 2018, 02:48 PM
@ JCitron - No, you shouldn’t pass it off like that. My point was that N3V should have picked up these particular faults if they had done anything like systematic checks on how the new game engine handles legacy texture materials. The fact that they were only discovered by users indicates such checks were not done. And that’s pretty shocking given that the main advance in TRS19 is in the realm of textures and graphics.


.

The developers, speaking of Chris B, aka Windwalkr, says they don't use the program (aka play with Trainz) so they wouldn't see this, but I do agree with you the internal QA team should have caught the Captain Obvious things before releasing the earliest beta.

To be fair to the early testers, we didn't have any third-party assets to test and could only play with built-in stuff that didn't exhibit these issues. It wasn't until just before the public early access that we could really import our other content and then that was only a week before the this SAAS version came about.

I've been checking through various rolling stock I've imported now that we can, and I have found that some bogies are fine while others are not so maybe the fix isn't as bad as it seems if it's only one dependency affecting a whole bunch of stuff then a single asset update will fix them all. Maybe it's easier than that and this can be fixed in the game code because stuff worked before and it doesn't now.

Dinorius_Redundicus
October 11th, 2018, 04:07 PM
Having looked at the bogey wheels shown in Dave Snow's opening post (referred to later as <kuid2:101046:101215:1>) I can see that the m.reflect material on the rim surface was made incorrectly. It is missing a Diffuse texture and only has a Reflection map, which is a contravention of what's in the Wiki. I guess this is an example of what Zec alluded to in an earlier post (https://forums.auran.com/trainz/showthread.php?148803-Reflections&p=1708508#post1708508) as a material configuration issue.

The puzzling thing is why it wasn't ever flagged as an error and still appeared to work in previous Trainz builds and why it still wasn't flagged as an error in TRS19 where it clearly does not work.

The other examples such as lack of Specular control mentioned by clam1952 are probably different types of error and still of concern as to how they were not spotted prior to release.

.

GDennish
October 11th, 2018, 05:25 PM
This green texture issue has been present since the first release of TANE. There are many assets such as the Heisler found a few pages back that will exhibit green wheels in TANE. Around half of my assets were at fault for this for the exact reason.
http://i.imgur.com/jXEBGZv.png

The improper way:
http://i.imgur.com/jtm0Qot.pnghttp://i.imgur.com/CTsS8DA.png

Since it's a m.reflect material, the game is looking for the diffuse. To fix it, just add a diffuse in addition to the reflection and it will work. Why the K&L loco is showing this happen in TRS19 but not TANE is curious. Maybe Chris can comment on this.

The fault is completely at the artist, not N3V. I asked this issue to Chris in the past and E2 is "smart" in the sense that it detects when issues such as this happen. JET did this, but it was unpredictable whether or not it actually will show an error.

norfolksouthern37
October 11th, 2018, 06:24 PM
The developers, speaking of Chris B, aka Windwalkr, says they don't use the program (aka play with Trainz)


Anyone else see the problem here?

SailorDan
October 11th, 2018, 07:42 PM
Anyone else see the problem here?
It's not usually seen as a problem. It is common for the development team to be functionally separate from the QA team so that the QA process is not driven by what the developers expect to happen, but rather by what QA has defined as the required outcome. See here (https://www.jrothman.com/articles/1996/05/software-quality-assurance-should-it-remain-a-separate-organization/) for a more detailed discussion.

JCitron
October 11th, 2018, 08:26 PM
Anyone else see the problem here?

Nope. It par for the course.

martinvk
October 11th, 2018, 09:31 PM
But if the cause is missing diffuse textures, how is that N3V's fault? TRS19 tries to substitute something which happens to show a green tinge. Which would be a warning that something is missing. If previous versions didn't put in a stand-in, perhaps that was really a fault since it allowed assets with missing textures to slide by into the next version.

Stopping the stand-in process by TRS19 might fix the appearance issue now at the unknown cost of something perhaps more important down the track not working. Fixing the problem at the source will require work by each creator but result in "better" objects. Just how many objects are there that are affected by this?

philskene
October 11th, 2018, 09:38 PM
So, if I may, can I go back to my question in an earlier post in this thread. If I don't have the original source files, can I somehow edit the tga files of an asset to remove the greenness?

Phil

ZecMurphy
October 11th, 2018, 09:41 PM
Hi All
Just a clarification, many of our team members are not active users of Trainz (ie they do not spend their spare time playing Trainz, instead pursuing other things that are of interest to them). The Dev team do regularly use Trainz when required by the tasks that they are working on. Our QA team is separate to our dev team, and it is the QA team that 'play' Trainz during work time (much of this is testing reported bugs, but general 'play' as well). Other members of our team do actively play Trainz as a hobby outside of work, however we can't require any members of the team to do this outside of work time.



In regards to the reflection texture issue, it appears that in this case the diffuse texture has either not been specified in the material settings, which does not appear to trigger an error to occur. Instead, because there is no texture defined, Trainz will replace it with the green/pink checker placeholder texture.

In this case it appears that some assets may have encountered a bug where Trainz did not display this placeholder texture, and as such they looked something like expected (albeit probably with a lot more reflection texture than desired, since no diffuse texture was displayed). A bug fix was made around the time of TANE SP3 or with TANE SP3 HF1 (currently in beta), which may result in these assets (that have this issue but did not previously display the placeholder texture) now showing the placeholder texture.

I have submitted a task for our team to investigate making this show as an error for assets that lack a required texture for the material type specified.

However to actually resolve the issue, it is up to the creator to ensure that a diffuse texture is specified with these materials.


In regards to the general handling of legacy materials, these WILL appear different in TRS19. With the introduction of PBR, all objects must be rendered through the PBR system, and as such older content will have their materials (using the available textures, including any available specular or 'reflection intensity' maps) emulated as PBR using some fixed conversion algorithms. As such they will not look the same as in previous versions of Trainz, but exactly how different will depend on the materials, and the textures themselves in those assets.

We have made quite a few changes to the legacy material emulation since the initial TRS19 Early Access release. The current public beta build does include the majority of these changes from memory, and most assets will look a lot better after these changes.

Also, @pcas1986, for the issues you are seeing with the .m.reflect material, please check that you do have the latest public beta build, and then if you still see these issues please submit a bug report ( https://n3vgames.typeform.com/to/xRdryu ) with some example assets with source files.

ZecMurphy
October 11th, 2018, 09:49 PM
So, if I may, can I go back to my question in an earlier post in this thread. If I don't have the original source files, can I somehow edit the tga files of an asset to remove the greenness?

Phil
Hi Phil
Unfortunately, because no diffuse texture (ie no visible texture) has been specified, there is no way to fix without the original source files, as the asset needs to have a diffuse texture specified in the material and then re-exported. The problem is that there is no tga file referenced, and Trainz is having to substitute a placeholder texture in it's place to actually be able to display the object.

In TS12 and earlier, it would have appeared as a pure white texture, but with TANE a pink/green checker texture is used for the placeholder so as to ensure that it is obviously an issue, and hopefully the creator will then resolve it.

normhart
October 11th, 2018, 11:00 PM
So Zec, just to be perfectly clear TANE SP3 HF1 will break legacy assets just like TRS19? Is that correct?

http://images.n3vgames.com/trainzportal/mytrainz/470174/screenshots/88397/1000/My-Trainz-Screenshot-Image.jpg

ZecMurphy
October 12th, 2018, 01:30 AM
I have not had a chance to check this specific report in TANE SP3 HF1, so can't say if this particular bug fix was introduced in SP3, or SP3 HF1.

My comments relating to legacy materials/legacy assets and their emulation for PBR ONLY apply to TRS19.

Regards

Vern
October 12th, 2018, 02:15 AM
So basically (as predicted) we are back to N3V blaming the creators and not the changes they have wrought in the program that has made previously error free content faulty. Grrreat…

When N3V are charging the price they are for TRS2019 whether as a one off purchase or the monthly subscription, I would expect the in house devs and programmers to be thoroughly playing and testing the changes made, particularly in regard to how they work with older content - given all the hoo hah about maintaining backward compatibility. It's their b...dy job for heavens sake!

Maybe time to check out 64 bit TS2019.

ZecMurphy
October 12th, 2018, 05:09 AM
Hi All
I have tested the asset kuid2:101046:101646:1 in TANE (build 94916, the current public non beta version) here, and it definitely shows the green wheel tires on the bogies. It is not quite as intense as in TRS19 (which does use different algorithms to convert the existing materials to the PBR materials), but it is still there.


Unfortunately, this issue does appear to be a specific mistake by the content creator of the assets that show this issue, where the creator has literally left out the MOST important texture reference in their material setup, the literal visible texture (ie there is no visible texture on that mesh, so Trainz isn't being given something to actually display!).

The reflection is then added over the top of this by a varying intensity (as set in the material settings by the creator). If you have the intensity set to 50%, what should Trainz show under that reflection when nothing is specified and it is a requirement that something be specified (As per the material specifications on the wiki)? It will show a placeholder, the same as when a ground texture is missing it will show the default grid (not pretty, but tells you something is missing).

In this case a bug has caused the missing diffuse texture to be handled incorrectly, now in TRS19 (and in current TANE builds as well) this is being handled correctly. The problem is that it won't look good, but it is correctly substituting a missing texture with the placeholder texture. It's then up to the creator to ensure that they are correctly specifying a diffuse texture with this material.

The material outlines in the TrainzDev wiki for 3DSMax (also applicable to GMax, and the same rules should be used when configuring materials in blender) very specifically show that a diffuse is part of this material.

It is not our fault that a creator has incorrectly configured their textures/materials, it is entirely up to the creator to ensure that they are correctly configured. If they are not, then there will be unexpected issues occur in the future.

Regards

normhart
October 12th, 2018, 05:34 AM
OK Zec, I'll let andi06, bendorsey, bnsf50, and the others know as soon as I see them. Thanks.

martinvk
October 12th, 2018, 06:17 AM
So now even if the creator forgot to include a diffuse texture it is still considered error free? And it is N3V's fault too? :hehe:

What an amazing amount of power and influence they have. Although it is a rather sporadic influence since most creators managed to put in the diffuse texture anyway so I wouldn't count on it always working.

Vern
October 12th, 2018, 06:36 AM
Well regardless of who's fault it is, the route builder now has no easy way of telling which assets are going to exhibit this fault when placed in a route. I don't think the errors show up until going into Driver.

Dinorius_Redundicus
October 12th, 2018, 07:12 AM
There is obviously fault on both sides. On the one hand we have creators who, for whatever reason, didn't include a diffuse map in a material despite the Wiki saying one is required. On the other hand, N3V has never flagged this fault with an explicit validation error. They trap so many other texture errors, why not this one which is a pretty major violation? It would have saved this current situation from developing.

The fact that the game internally substitutes a white or now pink/green checkered map for a missing diffuse map was never made public by N3V, as far as I know. Creators who made the mistake didn't realise it because all they saw (in the older Trainz versions) was a shiny texture of some sort, and no error messages to say it was actually wrong. The problem was fairly well hidden from view until the pink/green thing came along. So I think a little empathy for the content creators is warranted here.

pcas1986
October 12th, 2018, 07:24 AM
Maybe I missed something but I'm wondering if the green tinges are the green part of the substitute texture. In one of my experiments I could just see the substitute texture but it was very faint. It seems to me that there are considerable variations of the intensity between assets.

For Zec: I'm up in Sydney for the weekend but will continue to play with my test assets, including a test in the latest TRS19 beta, when I get home. I haven't bothered with the latest TANE beta but I guess I can have a look.

At this point, I think the only solutions are to use IM meshes with m.reflect and a diffuse texture or go for PBRMetal and TB4.6. I can't get FBX and m.reflect to work. i.e. with a gloss/reflective effect.

martinvk
October 12th, 2018, 07:54 AM
On the bright side :eek: this could be used as an opportunity to cull the herd. Removing any asset that has missing textures from the installed set is a quick if drastic fix. For those made by creators no longer with us, this might be the only solution, unless they consigned their source files to someone else.

Should N3V have flagged this as an error ? Sure. Can it be tested and flagged without opening the source file? I don't know.

clam1952
October 12th, 2018, 08:08 AM
Specular seems to be working more or less in today's update, will have another play with m.reflect later.

Vern
October 12th, 2018, 10:25 AM
On the bright side :eek: this could be used as an opportunity to cull the herd.

Which brings us back to the previous discussions that TRS2019 should never have been conceived as a platform for old content. Something I was greatly in favour of but got shouted down by the herd who still want to run their Trainz CE and UTC when there are plenty of versions that cater for the content of yesteryear.

So far as practical solutions are concerned, why not an option for users to have the "faulty" textures display as a dark grey colour rather than the garish green of the replacement? This might make it harder to track down where the faults are but then the author of the asset should no and for the end user, less dis-pleasing on the eye.

martinvk
October 12th, 2018, 12:16 PM
To deliberately exclude older content just because it is old would be an even worse situation. An object created with a missing texture is faulty whether old or new. I would rather have the garish green so they can be easily identified and quickly corrected if possible or removed if not. Many older objects are perfectly fine, well made and should be welcomed in the newest versions of Trainz. If they don't pass muster, then discard and replace.

ex-railwayman
October 12th, 2018, 01:05 PM
Yes, you can't withdraw these assets off the DLS, as they are fine for older versions, indeed, I have plenty of Dave Snow's freight wagons installed in T:ANE, they all use his Barber S trucks, they've been downloaded nearly 150,000 times, since 2012, so, they must be OK in older versions of Trainz, otherwise this problem would have been flagged up ages ago, and if you fiddle about with them now they might be made obsolete in all the assorted freightcars they've ever been used on for the last 6 years.

Cheerz. Steve.

JAGG
October 12th, 2018, 01:37 PM
These faults are reparrable, so pls no to any withdrawal.

martinvk
October 12th, 2018, 02:53 PM
If someone has the original source files, then yes, the fault is as easy to fix as adding the missing texture to the appropriate place in the mesh. The problem is for those objects where there is no source file, for whatever reason - files lost, the creator is gone or not interested.

Barring some other fix method, leaving them on the DLS just lets others trip over the same error. Perhaps a warning could be added to any potential download attempt. Some people might like green tinged shadows, so a heads up could be given, then if they are still downloaded, no complaints will be accepted.

JAGG
October 12th, 2018, 03:06 PM
If I would face error which not able to repair, then delete, those who are capable to repair may benefit from it being available.

hcrun
October 12th, 2018, 03:42 PM
Which brings us back to the previous discussions that TRS2019 should never have been conceived as a platform for old content......The problem with that option, Vern, is that new versions of Trainz are issued every couple of years. The amount of work required to create new stuff to suit each new version would enter into the realm of ridiculous.

Vern
October 12th, 2018, 04:27 PM
Not every time, obviously. But at some point a line has to be drawn. Should really have been done with TRS12 to TANE but TANE into TRS2019 would have provided a perfect cut off. the old content doesn't go away, it remains available to the version of the game it was created and optimised for.

pware
October 12th, 2018, 04:31 PM
The amount of work required to create new stuff to suit each new version would enter into the realm of ridiculous.

I agree. The argument for making a complete break with the past was debated in these forums when TANE was first announced. It is a very attractive argument for the benefits it would bring in terms of assets that can look far better and make better use the new technologies available in the new release. The downside is the time we would have to wait for these newer and better assets to be come available and the fewer number of "expert creators" that would be capable of creating them. Take a look at the latest (as of today) 100 uploads to the download station - 69 of them are for TS12 and only 4 for TRS19 (and 3 of those are layouts).

With the way that Trainz is evolving the knowledge and expertise needed to create scenery and rolling stock assets with the new technologies, for example PBX, is way beyond my resources and capabilities not to mention the time needed.

pcas1986
October 12th, 2018, 04:41 PM
Let's not take this thread off on a tangent. It's up to content creators, and perhaps the CRG, to find solutions. I'm not what they are yet but am willing to keep working on it.

martinvk
October 12th, 2018, 09:10 PM
Well it is still about the "green" tinge caused be faulty assets and what to do about them. So fix those that can be fixed but what about the rest? Do they stay or do they go - that is the question? How it is ultimately decided will set the pattern for similar future issues. Most have already made it clear where they stand and why in this and many previous threads. Saying it again will not solve the problem. I think the ball is now in N3V's court. Oh to be a fly on the wall as this is debated internally. One thing is almost sure, whatever the solution, some people will not be happy while others will rejoice. Or could they find a solution that satisfies both camps?

Pencil42
October 12th, 2018, 10:27 PM
Is there a way to make the mesh metadata file work with old .im files also? That would give the user (or CRG, or whomever) some level of control over fixing material errors in a mesh...

pcas1986
October 13th, 2018, 12:07 AM
Is there a way to make the mesh metadata file work with old .im files also? That would give the user (or CRG, or whomever) some level of control over fixing material errors in a mesh...

I tried with FBX and metadata files and it failed with a missing texture (albedo) that I thought was ironic. I believe the metadata parser is only looking for PBR material names but I could be wrong.

Perhaps N3V could extend the format to include legacy materials. It should solve the problem of the diffuse texture not being identified in the IM or FBX files without the need to reverse engineer those meshes.

SailorDan
October 13th, 2018, 12:17 AM
Is there a way to make the mesh metadata file work with old .im files also? That would give the user (or CRG, or whomever) some level of control over fixing material errors in a mesh...
Getting rid of the green is trivial. Restoring it to what the original content creator intended is more difficult.
https://65xsiq.ch.files.1drv.com/y4mJRJVPTGH6K3hPQQImP96yXCrE7IL8rGIYOITxSRTDEOfelp LfujKcuDWf7xzsqxM3QL51B5VLpMzbRVoyScocp_ChwUnoURuO WbMeYXWiIiWbf_XD_1OYwR8vMQxY1pmXPqQ3rl3apAj4vnyPdD-ymZaLdbMeSkwAHStSpMUp-zc8dvmvjEDrIs03apZUKaYId4qibOrF_O5neSS4hD8Gg?width =872&height=561&cropmode=none

philskene
October 13th, 2018, 12:52 AM
SaliorDan --

How?

GDennish
October 13th, 2018, 03:04 PM
The problem with flagging this issue as "faulty" is that most of us will not have the source files to fix the green materials. Why would should this become faulty, and then impossible to fix from being faulty. There is software out there to fix this problem without the source, but I'm not sure if I can mention the name as this concept may go against the code of conduct.

Regards

pcas1986
October 13th, 2018, 05:07 PM
The problem with flagging this issue as "faulty" is that most of us will not have the source files to fix the green materials. Why would should this become faulty, and then impossible to fix from being faulty. There is software out there to fix this problem without the source, but I'm not sure if I can mention the name as this concept may go against the code of conduct.

Regards

That could be inferred by rule 9 and I suggest we stay away from that here.

The CRG, as stewards of the DLS on behalf of the Trainz community, can do repairs beyond that of ordinary users but are bound by some strict rules of conduct and have a rigourous validation process. It works very well so let's leave it at that. :)

p.s. I got your Discord message but can't respond at the time.

SailorDan
October 13th, 2018, 05:57 PM
That could be inferred by rule 9 and I suggest we stay away from that here.

If you are referring to 'pirated or unauthorized copyrighted materials, serial numbers, serial number generators and No-CD patches' then no such thing is involved and that rule should not be used to try to shut down discussion.

The point is that there is a choice to be made: Should the problem be highlighted with the green texture so that content creators can easily see their problem and fix it (albeit with a visual issue for existing faulty assets) or should the problem be hidden (as far as possible) so that the existing faulty assets continue to look OK, but the error is difficult to detect for content creators?

The ability to repair meshes without access to the original source is important for that discussion.

GDennish
October 13th, 2018, 06:55 PM
I think that this should be a message that should be given to the user when committing the asset. It shouldn't be faulty, but possibly a different color than a warning to show slightly more significance than a normal warning. There are many warnings that can be ignored such as Blender FBX warnings since everything works fine in the end.

Since most elements of the game are in content manager, I'm sure the texture is in an asset somewhere.

JCitron
October 13th, 2018, 08:46 PM
I recommend not fixing anything just yet and wait until N3V releases TRS19. There's a possibility, just speculating here, that the problem maybe fixed internally within the program like they fixed the uniform color error and the single texture multi-use errors we had in T:ANE.

The other reason for my hesitation to do anything just yet goes back to the early days of T:ANE when we had a mixed up RGB color table that caused text labels to be the wrong color. Many of us fixed our own content by changing two values that were reversed. This was fine and dandy in the broken T:ANE version, but a subsequent update broke the fixes that we had to undo all over again back to the way they were.

So my suggestion is we wait and see what happens first before we do any kind of fixes.

GDennish
October 13th, 2018, 10:11 PM
The thing is though this bug "feature" has been present since TANE's release, I'm not sure why people have only noticed this now.

ianwoodmore
October 13th, 2018, 11:39 PM
Concerning green tinges on bogey wheels raised by Dave Snow.

I've surveyed 8255 bogeys at a 5% sampling rate (approx 400 assets) using Preview at TB 4.5 TANE SP3 HF1 beta.

Seems to be limited to a very small number of assets from the following authors:

Dave Snow 101046 x9. Only 5 of these are very bright shiny green
btvfd 103267 x1 a reskin of one of Dave's barber bogeys.
adrian19 190624 x5 @ TB 2.4
gerd 72730 several @ TB 2.0

Dave's assets have the greatest affect number wise on 724 rolling stock in 208 consists, routes, or sessions.

While carrying out this survey I noticed another defect. Not sure if this is an asset fault or Preview. I've not checked in Surveyor or Driver.
A small number of Dave's bogeys have the wheelset offset by half the width of the bogey:

101078
101122:2
101197:2
101215

pcas1986
October 14th, 2018, 04:44 AM
If you are referring to 'pirated or unauthorized copyrighted materials, serial numbers, serial number generators and No-CD patches' then no such thing is involved and that rule should not be used to try to shut down discussion.

If you had read all of the CoC rule you would have seen that even discussing links can get you banned. Feel free to enlighten us with your wisdom and particularly with the trivial solution you mentioned in post #81.

SailorDan
October 14th, 2018, 06:39 AM
If you had read all of the CoC rule you would have seen that even discussing links can get you banned. Feel free to enlighten us with your wisdom and particularly with the trivial solution you mentioned in post #81.
You referred to #9. If you think that some other rule might be relevant then you should nominate it.
The relevant links are (in order of workflow):
http://trainz.shaneturner.co.uk/tutorials/index.php/home/utilities/pevsoft-trainz-tools/assetx
http://doug56.net/02LawOffice/page134.html
https://www.techrepublic.com/blog/five-apps/five-feature-rich-hex-editors/
The first one tells you what you need to change, and where. The second one tells you what to change it to, and the third one is for doing the change.

pcas1986
October 14th, 2018, 07:16 AM
You referred to #9. If you think that some other rule might be relevant then you should nominate it.

It was rule 9 and my comments stand. I don't think it appropriate to give out such links but those are my personal views only. I do agree this isn't a piracy issue.



The relevant links are (in order of workflow):
http://trainz.shaneturner.co.uk/tutorials/index.php/home/utilities/pevsoft-trainz-tools/assetx
http://doug56.net/02LawOffice/page134.html
https://www.techrepublic.com/blog/five-apps/five-feature-rich-hex-editors/
The first one tells you what you need to change, and where. The second one tells you what to change it to, and the third one is for doing the change.

You are missing the point made by Zec in a couple of earlier posts. The problem is caused by some authors not including a diffuse texture for an m.reflect material. I'm guilty of that.

While it is technically possible to add a texture name into an IM file using a hex editor, I suggest it is impractical.

An IM file is composed of "chunks" of data including material chunks. A material chunk will include the material name and the names of the textures associated with that material, plus some information about the material and the textures. The length of the material chunk is used in offsets within the IM file to point to the next chunk in the chain. If you were able to use a hex editor to insert a texture then you would also need to recalculate all the offsets of the remaining chunks in the file.

You can change names within an IM file providing the length remains the same.

You can view the chunks within an IM file using the "View as text" option in AssetX's mesh viewer. The offsets, which are named "Next chunk" by AssetX, are calculated by the current position in the file stream, plus the chunk size and another 8 bytes for the following version number.

I investigated all this a couple of years back when I wrote my own version of TrainzMeshImporter.

davesnow
October 14th, 2018, 01:32 PM
My reply to all the comments in this thread.

The comment that I failed to apply a texture file to the wheels is absurd. I know better than that. Besides, Gmax would not let me even export a file unless it had a texture applied. I went back and opened the disputed trucks and checked the textures and here is a screen of the SELECTED portion and the textures that were used:

https://i.postimg.cc/yNBGDF0W/textures-added.jpg (https://postimages.org/)


Next, I compared the TILX hopper in both T:ANE and TRS2019. As Tony stated, the wheels have a greenish tinge in T:ANE, but that is only because there is a little green in the REFLECTIONS texture I used on these wheels. But still, in T:ANE, the wheels still exhibit the simulated reflection as anyone can see by moving the view from side to side or up and down. In TRS2019, there is NO simulated reflection at all.

https://i.postimg.cc/NFpXxvzW/comparison.jpg (https://postimages.org/)


As an afterthought, I compared another hopper in both T:ANE and TRS2019. There is a definite simulated reflection (shine if you will) on the wheels in T:ANE--- there is NONE in TRS2019.

https://i.postimg.cc/05B27NW9/comparison-2.jpg (https://postimages.org/)

My conclusion is this. It is NOT my fault. It is something different and not the same in T:ANE as it is in TRS2019. And somebody there in N3V is trying every trick in the book to keep from admitting they are wrong, and that someone there might have made a mistake.

I'm sorry if this all sounds harsh, but I have, over the years, tried to be patient with the guys who create this wonderful game. But I know a difference between versions when I see one.

Dave Snow


-----------------------------------------------------------------------------------------------------------------------------------------

cascaderailroad
October 14th, 2018, 01:40 PM
Agreed ... N3V has to fix this ... Or the egg will be on N3V's face, being the laughing stock of competitors Train Simulators

clam1952
October 14th, 2018, 03:20 PM
Dave,

You need to raise a bug report here http://www.trainzportal.com/pages/beta-test-center and include all your screen shots from your last post as clearly it's not related to a missing diffuse texture.

GDennish
October 14th, 2018, 04:02 PM
Dave, I believe this might be an error of the Gmax exporter, or something similar. I examined <kuid2:101046:101242:1> from the DLS and you are indeed missing a diffuse texture for the reflect material. Which bogey assets are those in the pictures?

SailorDan
October 14th, 2018, 04:11 PM
While it is technically possible to add a texture name into an IM file using a hex editor, I suggest it is impractical.
It is perfectly practical and is no different than editing an image or making an adjustment to a config. The name has nothing to do with it. If you want the detail I can provide it. But it's not relevant. It might become relevant in the future, but it might not. That it can be done, that it is simple and quick, and that it puts the asset back to approximately how TS12 displayed it is important in the decision about whether to leave the default diffuse as bright green or revert it to what TS12 used. That's the point made by Zec .

davesnow
October 14th, 2018, 06:54 PM
Dave, I believe this might be an error of the Gmax exporter, or something similar. I examined <kuid2:101046:101242:1> from the DLS and you are indeed missing a diffuse texture for the reflect material. Which bogey assets are those in the pictures?



<kuid2:101046:101215:1> This is the asset Tony was referring to, and the one I opened in Gmax to examine. I create all my trucks (bogies) the same.

Also, if you open the .im file in PEV's Mesh Viewer, and zoom in you can definitely see the reflection simulation. The same goes for <kuid2:101046:101242:1>. The reflection texture won't be listed in PEV's viewer because it is a "reflection" addition on top of the truck mesh.

I actually don't have time to submit a bug report. I have a lot of other things going on right now.

ZecMurphy
October 14th, 2018, 07:06 PM
Hi Dave
You appear to have 3 separate materials (all contained in a GMax multi-material) applied to your mesh. As such no diffuse has been applied to the wheel tread, as you have not specified one in the material applied to these polygons.

I have attached a copy of your screenshot with each of the separate materials circled in different colours.

To specify the diffuse on the reflection material, double click on the grey circle above the 'reflection map #3' entry in the 'gmax material navigator' window. Now add the 'diffuse' texture as you would for any other material.

Regards

davesnow
October 14th, 2018, 08:42 PM
Hi Dave
You appear to have 3 separate materials (all contained in a GMax multi-material) applied to your mesh. As such no diffuse has been applied to the wheel tread, as you have not specified one in the material applied to these polygons.

I have attached a copy of your screenshot with each of the separate materials circled in different colours.

To specify the diffuse on the reflection material, double click on the grey circle above the 'reflection map #3' entry in the 'gmax material navigator' window. Now add the 'diffuse' texture as you would for any other material.

Regards


Ahhh. Learn something new every day. I have never learned how to properly use the material navigator. Thanks, Tony. I'll mess with that.

Still, the "shiny" effect doesn't appear in TRS2019....