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Type: Posts; User: GDennish

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  1. Replies
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    No, you do not need 3ds max or Blender to export...

    No, you do not need 3ds max or Blender to export from Maya. You'll be forced to use FBX, and either T:ANE or TRS19. Since I see you have TRS19 in your banner just stick with that. At the bottom of...
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    Sticky: I was going to post my wip F7 mesh but since...

    I was going to post my wip F7 mesh but since Therock's looks so much better I guess I'll just post this then lolhttps://i.imgur.com/s7vG521.png
  3. I've used this program to fix countless assets...

    I've used this program to fix countless assets and never have had a problem; it's a life saver for assets that have the green missing texture error. I'm sure if someone asked over on their forums why...
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    The green reflections really can only be fixed by...

    The green reflections really can only be fixed by either the content creator fixing the asset, the CRG fixing it, using IM Editor (with permission of course) , or N3V changing the missing texture...
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    1.B 2.No 3.No 4. I like both, the music is a...

    1.B
    2.No
    3.No
    4. I like both, the music is a nice change, but I do miss the sounds of TANE and other versions.
    5. I think an option for both would be the best option. That way you can keep all...
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    Not sure what type of materials those are, but it...

    Not sure what type of materials those are, but it could be due to the specular intensity created by the alpha texture or specular settings.
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    The FS GR 740 could really use an upgrade in some...

    The FS GR 740 could really use an upgrade in some areas. The engine sounds are just edits of the original PB15 sounds; a bit old at this point. Secondly, the smoke effects could be updated too. I...
  8. How intense is the height map? It doesn't look...

    How intense is the height map? It doesn't look that intense, unless it's the angle causing it to look flat. The height should be able to hide some of that weird rough look.
  9. Do you have a normal/height map for the ballast?...

    Do you have a normal/height map for the ballast? I think this would fix your issue you have with the roughness in the first shot. You could try setting the metallic to be slightly brighter than solid...
  10. What does your "extreme" AO map look like?...

    What does your "extreme" AO map look like? Generally you're going to see AO show in indirect lighting. Try setting your roughness to completely black and a metallic channel to completely white. You...
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    As long as you are subscribed, you can use TRS19....

    As long as you are subscribed, you can use TRS19. If you choose to not be a subscriber anymore, you'll need to buy the game for full retail or renew your subscription again.
  12. I'm not actually able to use the feature, I click...

    I'm not actually able to use the feature, I click on the region for this and nothing seems to happen.
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    I believe the main issue here is just the shader...

    I believe the main issue here is just the shader for m.reflect. Clearly as the forums is showing that material needs the most work, and I'm sure N3V will not let assets look like this for the...
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    The settings on the bottom Thomas loco is an...

    The settings on the bottom Thomas loco is an example of the m.reflect material still needing more tweaking to more accurately emulated. This is a screenshot taken in TANE to show what it should look...
  15. Thread: Reflections

    by GDennish
    Replies
    99
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    4,539

    Dave, I believe this might be an error of the...

    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...
  16. Thread: Reflections

    by GDennish
    Replies
    99
    Views
    4,539

    The thing is though this bug "feature" has been...

    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.
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    N3vpolsen did a video tutorial on TurfFX that I...

    N3vpolsen did a video tutorial on TurfFX that I found quite useful. Part one is a simplified approach whereas part two is more in-depth.

    https://www.youtube.com/watch?v=0zTqYRMIqCs
    ...
  18. Thread: Reflections

    by GDennish
    Replies
    99
    Views
    4,539

    I think that this should be a message that should...

    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...
  19. Thread: Reflections

    by GDennish
    Replies
    99
    Views
    4,539

    The problem with flagging this issue as "faulty"...

    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...
  20. Thread: Reflections

    by GDennish
    Replies
    99
    Views
    4,539

    This green texture issue has been present since...

    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...
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    Reason I said this was because the icons...

    Reason I said this was because the icons themselves were quite small already, the textures themselves didn't have a relation to the scale in-game. That's where the other asset PC_Ace mentioned.
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    I believe the right kuid for it in content...

    I believe the right kuid for it in content manager is <kuid:570470:100001> Junction Overlays. I bet with some modification they could be eliminated, not sure how it would be resized though.
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    Whitepass if you're having issues with exporting,...

    Whitepass if you're having issues with exporting, try animating the wheels with empties in the same way you would with lattices. I've found it works extremely well. As far as mixing both im and...
  24. I've mostly seen this error only with PBR...

    I've mostly seen this error only with PBR textures, strange that it's happening to older textures. From what I've seen the newer textures do alter the ground height depending on the height map. One...
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    I ended up fixing it, it was something to do with...

    I ended up fixing it, it was something to do with blender. Normally in blender you need to set this alpha value to zero in order for transparency to show, but this causes it to be invisible in-game....
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