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Texturing trick

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Reading Topic #7825

Charter Member · 594 posts

LAST EDITED ON Apr-08-04 AT 01:40 PM (EDT)

I know some folks have trouble with texturing, so I thought I'd share a "subtle" trick I use...In this particular case I'm using TSM, but I think the technique will work in any modeling software.
Texturing trick – image 1
As you can see from the screen shot above I start with the same drawings I build the model from. I just crop off all the dimensions etc...and then blow the thing up to 1024x1024 (512x512 will also work, but I don't like the way it looks). Using the drawing allows me an crude early preview of the final product.Texturing trick – image 2
I start with the side view. This drawing of the Burlington Silver King is from an ancient Railroad Model Craftsman...The "King" is a second generation Zephyr. You can see how they've done away with the articulation and used the more conventional two trucks per car.Texturing trick – image 3
I then use the selection tool and crop the drawing to the piece I need. In this case the side of the car up to the nose...The nose is a seperate part.
Texturing trick – image 4
The cropped side is ready to become a "texture" Now I need to make it 1024x1024. I do this in two steps...The first is to resize the image so the "longest" dimension is 1024 pixels...
Texturing trick – image 5
Texturing trick – image 6
The length of the image becomes 1024...The height must be allowed to set itself, in this case 244 pixels. Make sure you set "maintain aspect ratio" to on!
Texturing trick – image 7
Now that the image is set to 1024 in one direction, we need to expand it the other way. Even though I'm only actually using 244 pixels "heightwise", The texture must be square in order to work with the modeling software...To do this I resize the "canvas" of the image to a 1024x1024 square
Texturing trick – image 8
Texturing trick – image 9
I set the new width and height and make sure that I don't center the image. Most times I leave 5 pixels at the top (or side). This helps set up the image for the actual "texturing", leaving a little margin to fool around with.
Texturing trick – image 10
The image is ready to be used as a texture!A short insert here about organizing your work in TSM (or any program). TSM is loaded on my machine in a folder called C:\Program Files\Abacus\TS Modeler...
Texturing trick – image 11
This folder has sub-folders (or "sub-directories" if you're an old DOS user like me). I use this file structure to organize my work. My models, for example are stored in "Projects" in a folder specifically created for each project...In this case "EMC EA". All the 3-D model parts are stored in that folder.
Texturing trick – image 12
I do the same with my backdrops and my textures. So the texture we just created gets saved to C:\Program Files\Abacus\TS Modeler\Textures\EMC EA as Side.bmp. I may seem over organized but when you've got more than a few models going at once it really helps.Texturing trick – image 13
Back in TSM...You can see that I've already fooled about with the front. It's not perfect, but I can adjust the texture to fit. More on that later.
Texturing trick – image 14
To apply the side texture I make sure the body of the "King" is selected as the current part. I then hit F4 (or the menu item Part/Texture)...The "wonderful" TSM texture assignment tool loads.
Texturing trick – image 15I start with the right side...
Texturing trick – image 16
Texturing trick – image 17
by choosing the section of the texture I want with my mouse. You can also key in coordinates, but I have never tried it. The mouse is so easy...And Yes, this isn't the same image saved in the last step. I created a second side by selecting, copying and pasting the first. I then mirrored it. Don't forget to mirror all the lettering! You may have noticed I missed the words "Silver King".
Texturing trick – image 18
The right side of the car is textured!The front is done much the same way. Because of it's shape, however, we have to massage the image to fit the model, I do this on a trial and error basis by stretching parts of the bitmap, and then checking the fit in TSM...First I load the bitmap for the front...
Texturing trick – image 19
Hmmm...Needs to be centered for what I'm planning to do. That's easy enough. I just select the part I want, cut and paste as a new layer. Presto...sort of centered!
Texturing trick – image 20
Now I can stretch the picture. I used the select tool to grab the section of front by the right-most window.
Texturing trick – image 21
I then use the Deformation tool to stretch that side
Texturing trick – image 22
Texturing trick – image 23
Then I go back to TSM and try it out...
Texturing trick – image 24
Needs a bit on the other side...I go back and stretch the left side and return to TSM.
Texturing trick – image 25While it may not be perfect, it does give a good indication on how the bitmap needs to be altered to make the final texture. Since I've used up a ton of server space with all these screen shots, I'll quit for now. Hopefully you get the idea...Here's a screen shot of a Milwaukee Road "A" class textured though this process...I used colored drawings from Model Railroader as a start. Of course I had to do a lot of massaging and repainting, but it sure went a long way to guiding me to the results I wanted.
Texturing trick – image 26I have found there is one major drawback to this technique...I tend to leave the models this way and run them in MSTS for a while. It's a little like having paper mockups of trains, except they actually work!Frank Musick
Moving America into the 19th Century!
Texturing trick – image 27
www.kelticsylk.com

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RE: Texturing trick..., CMO, Apr-08-04, 02:59 PM, (1) RE: Texturing trick..., dadio2k, Apr-08-04, 10:42 PM, (2) RE: Texturing trick..., KeltikSylk, Apr-09-04, 09:25 AM, (4) RE: Texturing trick..., dadio2k, Apr-09-04, 01:37 PM, (6) RE: Texturing trick..., heffed, Apr-09-04, 05:19 AM, (3) RE: Texturing trick..., KeltikSylk, Apr-09-04, 09:42 AM, (5)

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Member since Nov-3-03 · 47 posts

RE: Texturing trick...

Thanks for the 'trick' Frank. I have a question. How do you get 1024x1024 textures to work in TSM? I have TSM 1.1 and am not able to get them to work. The textures appear in TSM's texturing dialog, but show as 512x512 textures. When I select the portion of the texture I want to use, it isn't applied to the particular part. So, for now, I'm stuck using 512x512 textures. Thanks again.Mike Adams

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Charter Member · 594 posts

RE: Texturing trick...

I'm going to try and answer the question. Maybe some wiser sage round here will have a better answer...Here's my take on things...I double checked my textures just to make sure I was using 1024x1024
Texturing trick – image 28
This is the stretched front I used and it is definitely 1024x1024...Are you using BMP or TGA files? I have had some trouble with TGA. When I tried to use a TGA version of the front I got this error.
Texturing trick – image 29I do remember a time when early on with TSM where I would try to use a TGA image and it would not "appear" in the perspective window. I started using bitmaps exclusively and have had no problems...There are some real considerations to using 1024x1024 bitmaps. TSM will not automatically convert them to ACE files. I think it tries something else (512x512?).. To use them in MSTS you have to apply the textures and them manually convert them using "TGA Tool" (I think it's available in the library) There's a "switch" for 1024x1024 bitmaps (for cabviews). Setting this to on lets you create the large textures as ACE files. Then you have to manually move the ACE files into whatever Trainset folder your model is in.There might be an easier way, but I haven't learned it yet.Of course, the extra detail can cost you in file size so you absolutely have to use compression. The other consideration is the larger textures may affect frame rate for those with less powerful computers among us. It doesn't seem to be a major issue, I haven't seen complaints.FrankMoving America into the 19th Century!
Texturing trick – image 30
www.kelticsylk.com

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Member since Nov-3-03 · 47 posts

RE: Texturing trick...

Hi Frank. I was able to successfully apply a 1024x1024 texture after reading your answer. And, I was able to use a .tga file. I've been working strictly with .tga files and had not tried .bmp files for texturing. I found that while the .tga textures do not show up on the perspective view in TSM, the .bmp textures do. However, once the .tga is converted to an .ace file in the trainsim folder, it displays on the model just the same as a converted .bmp. I guess 'old dogs' can learn new 'tricks'. Thanks again.Mike Adams

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Member since Apr-8-03 · 1893 posts

RE: Texturing trick...

That's a pretty good idea!And you know, that whole "paper cut-out" look of your template is pretty amusing to me. I think I could entertain myself for hours driving "paper" trains around. Do a little switching... Maybe hauling a heavy "cardboard" train up KHP... (real "boxcars" )The possibilities are endless! -Jeff

Union Pacific fan.

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Charter Member · 594 posts

RE: Texturing trick...

Would those "boxcars" be any particular kind? Wheaties? Cheerios? Addidas?Opens up a whole new venue in "V-Scale". Very retro too, like those cutout buildings RMC published in the 1950s. Or the cardboard freight car kits from the stone age of model railroading.I have some models that are half paint, half drawing. Like this M10000 with a paper nose. the rest is just "paint" no details.
Texturing trick – image 31Didn't use the "Onion Specific" colors, don't want to pay royalties...Anyway...I can see this getting out of hand. Paper cutouts for trees, buildings, people. A kind of "Paddington Bear" look for an entire route!
Texturing trick – image 32FrankMoving America into the 19th Century!
Texturing trick – image 33
www.kelticsylk.com

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