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Shape File Manager - texture modes?

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Reading Topic #12325

Charter Member · 6372 posts

Shape File Manager - texture modes? – image 1"Normal" and "Bright" are obvious, but anyone have a list of what all the rest of these mean? I want to make track ballast on fake track sections dark even in the daytime, I suspect I want "DrkShd", but I know from a previous thread where coonskin told me to use CrcFrm that it also eliminates light and shadow. And what are "half bright" and "loshine" used for? A list of what effects each one does would be helpful.

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Charter Member · 3682 posts

RE: Shape File Manager - texture modes?

Hi Jim,CrcFrm: Sets the object so that it's not affected by changing light conditions during daylight (10-o'clock light affecting one side of a tree, for example).HlfBrt: For low-level glow applied to an object. I usually use this on numberboards, so the glow isn't so obvious in daytime, but looks good at night.LoShine: Glossy surface applied to an object - HiShine tends to make the facets of the object too obvious, so the less shiny version looks much better IMHO.DrkShd: Is for objects not in direct light, such as undersides of rollingstock, and tunnels.BTW, all this stuff is in the tech docs. Cheers!
Marc - 3DTrains
http://www.3dtrains.comShape File Manager - texture modes? – image 2Pro Series SuperPacks

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Charter Member · 6372 posts

RE: Shape File Manager - texture modes?

HA! "Techdocs", he says. Ever wonder why VCR instructions are incomprehensible? Japanese engineer who assumes everyone has been to electronics school writes the manual, then all the VCR companies use the same Frenchman who is under the delusion that he understands Japanese to translate into something that he conceives to be English. The techdocs read as if they were translated by this same frog, and since a lot of the info is wrong (either that or KUJU didn't understand the techdocs when they made some of the models) I gave up on them things long ago.Ya had ta get me started on that!Well, anyway, thanks for the straight dope, I suspect what I need is the DrkShd in that case. I originally used the European track textures on the PO&N since they had the best looking ballast and tie textures, but that white ballast looked really stupid in the coal mine. Since there's no apparent way to actually block light, I figure maybe I can make it dark in the coal mine in the daytime by hacking all the texture modes so that nothing reflects light.One non related oddball, making bush clumps out of the treeclump objects, I ran across that JP2bush with the neon florescent green Autumn texture. I ran the bushclump thru SFM to check it out, and it don't have ANY default texture mode! So I checked the USdecidclump1.s and USdecidclump2.s they were cloned from, sure enough no texture mode?

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Charter Member · 6372 posts

Looks like a winner!!

That did the trick, Marc, DrkShd does indeed work. I converted the 10 meter straight to see what the difference was, following shots the switch on the left has normal, the 10 meter section on the right is DrkShd:Shape File Manager - texture modes? – image 3Shape File Manager - texture modes? – image 4Shape File Manager - texture modes? – image 5That's for group 1, I left the HiShine for group 2 at the default, apparently that's just the railtops.

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Charter Member · 3682 posts

RE: Looks like a winner!!

I found a glitch when working with DrkShd on my tunnel pieces...Lights from locomotives won't cast upon the tracks, so night will truly be DARK! Cheers!
Marc - 3DTrains
http://www.3dtrains.comShape File Manager - texture modes? – image 6Pro Series SuperPacks

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