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MSTS Engine And Livery Skinning

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Reading Topic #3053

Charter Member · 31 posts

Anyone else run into this? I create a model in Train sim Modeler, make up a bitmap of the texure I'm going to use, skin the thing, and once I put it in Train Simulator everything is semi-Transparent! Where am I making my error?

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Charter Member · 215 posts

RE: What am I doing wrong?

Go into TSM and make sure all the parts are "Solid Normal". Pick a part, hit F2 and go into materials. Usually by default they should already be "Solid Normal". But....it also sounds like your polygons aren't "solid" or in other words "backwards" or the points need redefining to make a proper polygon. Go into polygon mode and select "View" on the menu and choose " Surface Normals". Your parts will now look like a "porquipine". Make sure these polygons have their "line" going outward so that the texture base has something to "lie" on. TSM has a slight flaw when making parts with the draw tool and extrude. The more sides or shapes to a part, the better chance of having a polygon error where the polygons are "skewed" or inverted on some of the sides. Go to the parts affected and go choose "View Part Only" and in the 3D window roll it around and check for "missing" polygons. You can either make another part with points (the long way) and manipulate them or use the same part and use the point tool to define the polygons again. This is in the locomotive tutorial in defining polygons with points. Note: I have found that if you have more than 1 part that are together or are "joined" to make 1 part, a hidden polygon can cause errors even if that side isn't seen. All polygons must be defined to work correctly with textures. Also, before texturing go to the polygon menu and check "Find untextured Polygons". If you make an object file without some of the sides done, you will get a "Blank" ACE file. I ten to avoid this. however the model can still work. Another problem with "transparent" textures is how you "lay" the textures on the model. Let's say you have a part with 4 visable sides but 8 or more sides that are not. Use the texture BMP to properly cover the essential sides first, (i.e. Left, right, top) then the ones that aren't seen like "bottom"; use the same BMP to cover these unseen sides with anything you want. Go to the polygon menu and check again for untextured polygons. The wrap part of the textures should really be used for round or cylinderical parts that might have flat ends or spearate ends. Good example of that is tanker cars or logs. Using wrap on square objects will cause undesirable looks with textures. In that case use part textures or polygon side textures where the shape is better defined. Hope this helps. If I missed something, I'm sure someone will pop up with another answer. Good Luck!Kip
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