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Friends… , Romans… , and Repainters!

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Reading Topic #6169

Member since Jul-5-03 · 240 posts

Friends… , Romans… , and Repainters! – image 1

LAST EDITED ON Nov-27-04 AT 00:30 AM (EST)

Providing these pics adequately illustrate the problem, please note…,((added comment; the second pic actually looks considerably better than seen here))In the first pic…, observe that the airbrushed ‘soil/dirt’ on the side of this parlor car is blotchy when viewed in the Sim.In the second pic…, as seen in the shape viewer, the airbrushing appears as intended.To what does anybody attribute this distortion.
I’m guessing it’s the fault of the video card. A ‘Mobility Radeon 7500’ (in a Sony Vaio).Thanx for your interest.Have a sparkling day,
Bob

Friends… , Romans… , and Repainters! – image 2
O/O, CEO, CFO, COO, CC&BW

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Friends… , Romans… , and Repainters! – image 3
http://www.train-sim.com/dcforum/User_files/41a80fb6350908c3.jpg
Friends… , Romans… , and Repainters! – image 4
http://www.train-sim.com/dcforum/User_files/41a80fd7355256bf.jpg

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Charter Member · 255 posts

RE: Friends..., Romans..., and Repainters!!!

If your texture is using an alpha channel, then the problem is that MSTS uses 8 of the 32 bits to store the alpha channel. As a result, the 32 bit image, and all the subtle effects you strove for on it, are rendered no better than 24 bit.The only solution to this (at least that I'm aware of) - not, alas, available to skinners - is to construct a model with the alpha sections as separate faces, and skin the resto fo the model with non-alpha textures. This, of course, imposes a hit on the poly count...One hope that TA and PI have a more efficient graphics engine in mind for their sims. -Phil

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Member since Jul-5-03 · 240 posts

RE: Friends..., Romans..., and Repainters!!!

Friends… , Romans… , and Repainters! – image 7

Thanx folks!! At least now, I know what’s goin’ on.As always, your input is appreciated.Have a sparkling day.
Bob

Friends… , Romans… , and Repainters! – image 8
O/O, CEO, CFO, COO, CC&BW

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