Thanks all. To answer the various questions;
The screenshot was indeed from T:ANE. Just a preview of what I'm working on. When I finally release these, they will have a T:ANE trainz-build number.
@ Paul - Regarding the intensity of the bumps, they are a bit more apparent in game, but they are deliberately not strong. I studied a huge number of photos of these things over the last 2 years and can say that painted cast iron is quite a tricky surface. It has pits and bumps from the casting sand for sure, but the paint smooths them out to a degree that is quite subtle. Also there are areas such as the outer surfaces of flanges, that are machined smooth then coated with paint. They don't have bumps but still have that dull sheen from the paint. Some globe valves have fully shiny flanges but I'm not doing any of those, at least not yet.
I wish you luck with m.tbumpenv (and m.tbumpgloss). I did a lot of experiments with both these bump/reflective material types but could never get a satisfactory result with either of them on this model. The reflection or gloss never looked like the diffuse specular shine I was after. I found m.tbumpenv had a major problem with its environment map projecting forest/grass along the side of the valve, while the sky was always at the bottom, facing the ground. I should have taken a screenshot, it was awful. Changing the texture mapping made no difference. m.tbumpgloss always put the shiny bit on the side facing away from the sun - the opposite of what was needed. Why they behave so badly is probably a topic for discussion somewhere else, but I gave up on both of those materials and went back to m.tbumptex. It's far from perfect (from some sun angles I think it looks more like grey plastic than metal) but the results with that material were the closest to what I was chasing.
@ Bill - I still have a lot of work to do, so I hope you can get on with other aspects of your route while I finish these off. Lay all your pipes now and add the valves later. To give you an idea of the tasks I need to do before release;
- LOD's on the manual and actuated valve types.
- scale all meshes to suit maybe 6 different pipe diameters. Valves with hand-wheels will only be for pipes from 0.05 to about 0.3 metre diameter (limited by what a person could reasonably operate), while the mechanically-actuated type will cover all diameters from 0.05 - 2.0 metre. Valves on 2m pipes are absolutely gigantic - I seriously wonder if scaling to that size would be realistic. Note that many pipes available on the DLS have been named according to their radius rather than diameter. That's rather stupid in my opinion, but be aware of it when choosing a valve to match. I will be naming by pipe diameter in metric units.
- provide a parallel series of valves that can tilt vertically. The ones shown in the screenshot are only good for horizontal pipes. They rotate horizontally and roll around the horizontal pipe axis, but do not tilt in the vertical plane. I wish N3V would provide something useful like 3-axis rotation in Kind scenery. It would save us all from needing double the number of models.
- repeat all the above in different colours. I plan on doing rusty, red, blue, yellow and green. Maybe others, like stained colours, will come later if I have the energy.
If I add up all the variations, it's quite a daunting number of assets. I'll probably release them by colour series as they are completed, starting with grey aluminium-painted ones.
~ Deane
*insert smiley of man drowning*
.