hi, ...
RSBinTool kann es nicht lesen und RWTools kann nicht 2048x2048
komprimiertes interpoliertes Alphaformat zurück kompromieren (nur 1024x1024), dafür gibt es aber auch mittlerweile einen Ausweg.
Quelle: UK Trainsim Forum
http://forums.uktrainsim.com/viewtopic.php?t=129648
Zitat: @bdy26
The HC_IMAGE_FORMAT_COMPRESSED_INTERP_ALPHA textures can still be reskinned using RWTools provided they are no larger than 1024 x 1024. I understand that RWTools renames the references allowing these new form of texture to be converted to .dds that can then be edited in Photoshop using the NVidia plug-ins. (I'm assuming the same can be done with GIMP, but I've always had and used Photoshop).
The 2 issues with the new format are (i) the preview function in RWTools doesn't function and (ii) the alpha channel (the bit that controls visibility or reflection in game) still shows in its weird state.
This isn't a problem as the alpha recompresses correctly using RWTools. It is still possible to alter the alpha channels of these textures to a limited extent, and in most cases this will be sufficient. Generally, I find the RSC alpha channels to be too bright and are too reflective in-game, particularly for any weathered version.
This is how I go about it:
Convert the .tcpdx texture to .dds with RWTools and send to photoshop. I then duplicate it and save as a .psd file as my working document - reskinning always takes a few times to get in game to get the colours right and find all the bits on the locomotive and you want to keep all your layers intact (my last 66 skin had about 110 layers!)
In photoshop, I copy the alpha channel to a new layer, then add another layer filled with a dark grey, and set the blending mode to multiply and alter the %. Typically I use about 50% but it depends on what you're trying to achieve. Merge the 2 layers, which will just be a darker version of the indecipherable version.
To get back in game I send the texture to the editor again, select all layers from the .psd then shift + drag the relevant layers across to the .dds (i.e. not the alpha layer) and copy and paste the darkened alpha layer into the alpha channel of the .dds, then flatten the image and save, selecting the correct compression format (usually DXT3 with 9 mipmaps), and recompress with RWTools.
2048x2048 textures.
This is where we have a problem now. RWTools is limited to 1024 x 1024 textures as it uses Kuju's serz.exe, which converts bin to xml and back again. A number of creators use 2048 x 2048 textures - Digital Traction have long done this, but RSC have done so with the new Class 66 (and possibly others - I've not looked) but this may be something they will do in the future so I expect we need to get used to it. Previou### I had used Ben Law's RSBinTools, which could handle the larger textures as it doesn't use serz.exe, but I just get error messages with the new texture format and manually editing the texture file in notepad ++ or RWTools back to the old format again throw up errors. I don't know if there are any plans to update this.
Here's my method of getting round this:
You're going to need a method of saving files as .ace. There is a photoshop plug in available from RSC at http://www.railsimulator.com/support.php and also a standalone ace conversion utility - see "Art Plugins".
Use RWTools to uncompress the texture file and send to the editor. Serz.exe will compress it, but will not recompress it. Save as a PSD and do your work.
The biggest problem is you're going to have to make your own alpha channel, as the indeciperable alpha channel in game will give a horrible speckled mesh effect all over the locomotive. As part of my reskinning, I generally regress the original texture back to grey, preferably 128, 128, 128 RGB which is perfect for applying colour by layers set to overlay. In doing this, I have a suitable base to make a new alpha channel. If that's too complex for you, in many cases you could copy the main texture, desaturate it and darken it, perhaps with a very gentle gaussian blur filter applied and it will look reasonable.
Once you've got it as you want it, duplicate it, flatten the image, and save it or convert it to [filename].ace The photoshop plug in takes a bit of time to save even on my rig.
To get it back into the game, you're going to have to... (and take a seat, this may be difficult) Use the Blueprint Editor. *cue dramatic music".
In your railworks folder, there is "utilities.exe" which will bring up something that looks familiar as the launch screen to RW2. In the tools and docs tab, click "source folder" which will open a window at Steam\SteamApps\common\railworks\Source
Within that, you will need to mimic the folder structure (EXACTLY) of the locomotive you're reskinning. For my Colas 66 number 66842, I created folders for Steam\SteamApps\common\railworks\Source\RSC\Class66Pack02\RailVehicles\Diesel\Class 66\Colas_842\textures
(Colas 842 is where I set up the locomotive to be reskinned).
It might be more efficient to copy the folders from your railworks folder to the source folder and just delete all the bits you don't want - just 1 typo will cause this to fail.
Within the textures folder, paste a copy of your .ace texture. This needs to be exactly the same filename as the texture file, save the extension must be .ace
Once you've done that, deep breath and press "Blueprints" and the blueprint editor will open. You should then have a folder on the right called "Source Files" and underneath that will be the folders you've just created. Drill down until you get to your texture folder, and you will see your texture - in this case "class66_main". Right click and export. If you get a message saying "successful build" in the bottom window it should have worked. I have had messages about textures being out of date but still got a successful build message. If you then go to the textures folder of your loco you should then see a new texture files plus some superfluous .cost and .tgt files (that can safely be ignored or deleted).
You may need to clear cache to get it to show in game the first time, but after that subsequent exports don't seem to require it.
If this isn't working, it's almost certainly the folder structure in the source folder isn't right.
I hope that helps - but if there's steps that aren't clear, post below and I will try to better explain, or drop me a PM
Regards
Ben
Zitat:Ende
Vielleicht hat ja Jemand Lust und Kenntnis das Wesentliche zu übersetzen und es ins Wiki zustellen. Für Reskinner ist das interessant.
g'ice