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Charter Member · 1390 posts

RE: 3DC - Translucency Question

>I mapped the outside using translucency
>set at 15, the inside
>with 15 as well -
>should probably be something else... Yes your problems are with the translucency setting.From the Canvas Tutorials.... Trust me this works....**********************************************************In order to improve performance, Train Simulator assumes that a translucent layer in a texture is transparent unless otherwise indicated. To indicate this in 3D Canvas we have to set the Translucent factor for the material when it is applied. A Translucent factor of 1 indicates that the texture is translucent, but the translucency ends at the interior of the model. Only use this value if you are sure that it will not be possible to see out the other side of the model. A Translucent factor of 2 indicates that the texture is translucent and it will be possible to see out the other side.Note: if you are creating a model that has exterior glass and interior glass, the exterior glass should use texture translucency and a Translucent value of 2. The interior glass should be transparent with a Translucent value of 0.*******************************************************These are the only valid settings! The amount of translucency is NOT controled by the level of translucency you apply in Canvas. It's controled by using an alpha chanel in your texture that has grey levels not just black and white..... The closer the grey is to white the darker the windows will appear to be in MSTS.Hope that helps....Best Regards,
Julian (Fozzy The Bear)

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Charter Member · 1390 posts

RE: 3DC - Translucency Question

LAST EDITED ON Jun-11-02 AT 08:38 PM (EDT)
>By the way, do you know
>a way to find Specularity
>settings in the .s file? The specularity settings in Canvas itself are not actually exported to the .s file, Except that specularity in canvas can be set per object or per surface as either 1 or 0 as belowThe normal texture mapping settings in Canvas should be set to:Diffuse: 60
Ambient: 20
Specular: 1
Translucent: 0Glow at night textures are set as:Diffuse: 60
Ambient: 20
Specular: 0
Translucent: 0If you want to use specular lighting which is something different altogether, then you need to manually edit the .s file. The settings you need to adjust are a bit difficult to find in the file. But you will find that you can only adjust the specular lighting by group not on individual components. So you need to group all components that you want to have a particular specular lighting setting into the same group.To enable it you need to find the first time the following (or similar) line appears:
sub_object_header ( 00000400 -1 -1 000001d2 000001c4
And change it to:
sub_object_header ( 00000000 -1 -1 000001d2 000001c4 Then find the group you want to have specular lighting in. They are numbered from 0 to the total number of matrices which is defined by the first line. The group names are in the bit marked Matrices in the .s file as follows:

matrices ( 10
matrix MAIN ( 1 0 0 0 1 0 0 0 1 0 0 0 )
matrix BOGIE1 ( 1 0 0 0 1 0 0 0 1 0 0.584943 2.46028 )
matrix WHEELS11 ( 1 0 0 0 1 0 0 0 1 -0.83 -0.1542 0.7993 )
matrix WHEELS12 ( 1 0 0 0 1 0 0 0 1 -0.83 -0.1544 -0.8827 )
Etc Etc Etc........In this case if you want to make the MAIN specular, this is at position 0 if you wanted to make WHEELS12 specular that would be at position 3.Then find the lines that start vtx_state:

vtx_state ( 00000000 0 -5 0 00000002 )
vtx_state ( 00000000 1 -5 0 00000002 )
vtx_state ( 00000000 2 -5 0 00000002 )
vtx_state ( 00000000 3 -5 0 00000002 )
etc...The second number inside the brackets is the position of the group you wat to affect. Then once you find the group you want to change look at the third number and In this case change -5 to -6 for a high shine or -7 for a low shine (eg):
vtx_state ( 00000000 0 -6 0 00000002 )Then try it out in the sim....... Should give you what you're looking for!!Best Regards,
Julian (Fozzy The Bear)

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