CCG/Modelling: Load Texture Replacement
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Load Texture Replacement
This feature was created for rolling stock items that use animated bulk loads.
If a rolling stock item (say a Gondola) is setup to carry any product within product-category `Bulk Load', AND it's config.txt file is set up to enable texture replacement, then a texture replacement on the load mesh will take place to visually represent the product.
Let us break down the texture-replacement setup
Texture swapping functionality relies on 2 things:
- 1) The rolling stock item config.txt to include with `product-texture' load effects setup (see Rollngstock examples 1 and 2 below).
- 2) The product config.txt itself needs product-texture information and reference to the texture to be loaded (see product examples on Page 374).
Rollingstock Example 1
COAL HOPPER
Load allows texture replacement:
Note: The load_map.tga texture file is the original texture used on the mesh in 3DSMax, and is to be replaced. The load_map.texture.txt file references this texture to be replaced in Trainz by a different texture for the new product (see load, effects, product-texture in config.txt).
The original texture size and the mapping on the mesh will effects the appearance of the replacement texture.
Default product load:
COAL <KUID:44179:60013> (see product-kuid field in config.txt)
Can take product-category:
BULK LOAD <KUID:-3:10040> (see allowed-categories field in config.txt)
When the Coal hopper enters an industry asset that produces a bulk-load other than it's default (ie. woodchips at a lumbermill), and it loads this product, texture-replacement will take place.
Coal Hopper Directory Structure
Extract from Coal Hopper Config.txt
mesh-table { default { mesh coal_hopper_body/coal_hopper_body.lm auto-create 1 } shadow { mesh coal_hopper_shadow/coal_hopper_shadow.pm } load { mesh coal_hopper_body/load/load.pm anim coal_hopper_body/load/load.kin auto-create 1 use-parent-bounds 1 effects { product-texture { kind "texture-replacement" texture "load_map.texture" } } } } queues { load0 { size 54300 initial-count 0 animated-mesh "load" product-kuid <KUID:44179:60013> allowed-categories { 0 <KUID:-3:10040> } } }
Rollingstock Example 2
WOODCHIP GONDOLA
Load allows texture replacement. Note the texture to be replaced (load_map). (see load, effects, product-texture in config.txt)
Default product load:
WOODCHIPS <KUID:-3:10002> (see product-kuid field in config.txt)
Can take product-category:
BULK LOAD <KUID:-3:10040> (see allowed-categories field in config.txt)
When the Woodchip Gondola enters an industry asset that produces a bulk-load other than it's default (ie. coal at a coalmine), and it is loads this product, texture-replacement will take place.
Woodchip Gondola Directory Structure
Extract from Woodchip Gondola Config.txt
mesh-table { default { mesh "woodchip_gondola_body/woodchip_gondola_body.lm" auto-create 1 } shadow { mesh "woodchip_gondola_shadow/woodchip_gondola_shadow.im" } load { mesh "woodchip_gondola_body/load/load.im" anim "woodchip_gondola_body/load/load.kin" auto-create 1 use-parent-bounds 1 effects { product-texture { kind "texture-replacement" texture "load_map.texture" } } } } queues { load0 { size 60500 initial-count 0 animated-mesh "load" product-kuid <KUID:-3:10002> allowed-categories { 0 <KUID:-3:10040> } } }
As a rolling stock item with texture-replacement enabled has reference to the texture to be replaced, the product has reference to the texture that will be used in its place.
Product Example 1:
COAL PRODUCT
In the case of the coal product, the texture to be used is `coal.tga', i.e. if the woodchip gondola enters the coal mine to load coal, the load-map texture will be replaced with coal.tga.
Coal Product Directory Structure
Coal Product Config.txt
kind product kuid <KUID:44179:60013> username "Coal" instance-type "resource" product-category <KUID:-3:10040> icon-texture "icon_texture.texture" mass 0.860 product-texture "coal.texture" mesh-table { }
coal.texture.txt
Primary=coal.tga Tile=st
Product Example 2:
WOODCHIP PRODUCT
In the case of the woodchip product, the texture to be used is `woodchips.tga' I.e. If the coal hopper enters the lumber mill to load woodchips, the load-map texture will be replaced with woodchips.tga.
Woodchip Product Directory Structure
Woodchip Product Config.txt
kind product kuid <KUID:-3:10002> username "woodchips" instance-type "resource" product-category <KUID:-3:10040> icon-texture "icon_texture.texture" mass 0.400 product-texture "woodchips.texture" mesh-table { }
woodchips.texture.txt
Primary=woodchips.tga Tile=st
TrainCar Directory Structure
The following example is of a typical Coal hopper.
This asset has an animated load (typical for bulk load rolling stock) and animated unload doors (specific to this asset). These doors are controlled by the hopper.gs script file.
Expanded Directory Structure
Typical Directory Structure
(512x512 pixel 32-bit .tga file)
(128x64 pixel 32-bit .tga file)
'Load' animation file. Referenced through the config 'Load' mesh file. Referenced through the config Exporter generated txt file
Primary=coal_hopper_art_512.tga Alpha=coal_hopper_art_512.tga Tile=st Hint=Dynamic
Load texture.
The grey area indicates optional files. The load files are essential for visualisation of the TRS bulk load product such as coal or woodchips.
The hi-res mesh in level of detail mesh reduction
LOD file (.lm). Ref. through default-mesh in config.
The low-res mesh in level of detail mesh reduction
24-bit .tga file
Default textures for shadows
Shadow mesh.
Wave sound files. Timing controlled through script.
Config.txt and Hopper.gs (script) files. Refer: http://www.auran.com/TRS2004/trssp4dl/dfile.php?FileID=10