After exporting new models into TS from Blender 2.79b and I've tested it from Blender 2.93 with the same results that models are showing a lighter and darker textured sides. Is there any way of fixing this? I do use Briage and I have enabled the Emit and set the value to 2 and it does nothing in-game..?
Is that a feature or a fault? Every model I have ever exported has shadows. What happens when you rotate the model in game,do the darker sides change place?
Yes, both sides change! I don't think it's a feature. I think it's a fault for the textures not displaying correctly, I've also and always used Train Basic Object Diffuse
I is probably to do with how the model is lit before export, something I am still trying to perfect. Something to do with providing equal illumination from all angles.
Your screenshot shows a brighter texture on the sunny side and a darker texture on the shadow side. Isn’t that how the sun works?
Here's another 'screenshot' [EDIT - Jan - Language] View of the LIGHTER side View of the DARKER/SHADOW side. NOW refer to my original screenshots and compare!
Both your posts show objects being brighter when the sun shines on them. That is not remarkable and not a fault. Perhaps you need to describe your problem better?
Place a reference train to compare yours. Yup, this is why I pretty much always shoot against the sun. I see no fault either except the first model is a bit dark and too matte. (Basically, apart from a literal black hole, the darkest object at noon is mid-gray, given the strength of the sun, even if it reflects 1-2% it's still quite bright compared to, say, dusk - or a room.) Arguably TSC is generally a bit dark, depends on weather of course. It might use some extra magic because it feels particularly dark at noon, probably to do with contrast. Using good shaders in TSC is also important.
What I am trying to say, how can I make the darker side a bit brighter so that it slighter or matches the lighter side.
Lighter side dark/shadow side There's just got to be a way to make both sides, look exactly light this!
Did you test on the same route with same weather condition? Place the trains in the editor side by side and do a test. The weather plays a huge impact on how trains are rendered in TS. AP weather pack will make them shine. But use a different shader that supports at least specular. TrainBumpSpecEnvMask or TrainUberShader are good for trains, uber is a bit more expencive in terms of performance and shouldn't be used unless you use it correctly (just wasted time and memory)
I've checked both trains side-by-side and same results, it's not just for the trains I export into TS but scenery also has a light and dark side. Could be a fact I'm doing something wrong in the blueprint editor or blender?? Lighter side, both trains Darker side, both trains I also tested disabling the 'cast shadows' for the Adelaide Metro 3000/31000 Class and they still have that dark sided texture?? As I said above I must be doing something wrong in either blueprint editor or blender before exporting.. I'm still only new to importing trains or anything into TS Classic, but at least I've got some Australian trains working
I am struggling to see the issue, The darker side seems right for the angle of the shadows. Can you try turning one of the carriages arround to better show your issue.
Mhm, by using a weather that doesn't have direct sunlight (or moonlight). You can then increase ambient light intensity in the Escape menu somewhere. You can also shoot at roughly noon in summer (you can verify that the shadows on the sides are short and equal) Just to show a couple examples - I tried to look for a noon shot but I don't have many as I gradually ditch stuff I dislike. Here is the start of a scenario - five years old shots - from New York to New Haven, shot from either side. This first picture is looking at the shadowy side, arguably not a good shot, likely just kept because of the windows. Here you can observe how the sun shining from behind lights the front of the loco, but also the buildings behind (above the loco), while the side of the very same building is quite dark. In this specific case, I think the contrast is way too high. Cloud shadows also play a bit of a role. As you can note on this second picture, the car park is also in shadow, obscured by the banking. There is a horizontal line on the white houses which is the sun shining under the train. Same in the bottom left front, something is shadowing us. To sum it up, you want your game to lack realism. Again, overcast weathers should achieve what you're looking for, although some of them actually have sunlight. (In fact, I cannot find any without, right now, skimming through Donner Pass.) Option B is to set up night lights, but it's way too much effort. I'd like to point out that our eyes and brain are quite adept at reducing this intensity. Also standard photographing equipment tries to set color and light balance automatically to achieve a fine histogram, weighed by what is the theme, as much as possible. The game doesn't - what you'd notice is the whole game getting darker or brighter as you keep rotating the camera. As such, I prefer to finish cherry picking my screenshots late evening in a pitch black room, after initial filtering during the day, due to the light levels of the game.
DTG always states to use the forums for the best helpful community! You people still clearly don't see or understand the issue I am having 'Clearly I can't explain it either' that's why there's screenshots. It's either the textures, or whatever I've done in blender or the dumb blueprint editor during export.. I think I should just GIVE UP trying to get anything Australian into this PATHETIC game... Trainz is the only best train simulator... GOOD RIDDENS!
In my opinion this clearly shows that your textures are too dark. I guess you want a metallic look on the grey part. Then you need both specular and reflection map. Use TrainBumpSpecEnvMask or Ubershader. Make sure the specular color is white and power is 1 or more. Default set to 3 (IGS material options)
I would suggest having a look through other assets with TS Tools to see what their materials are set up like for inspiration. As Oystein has said, ubershader or trainbumpspecenvmask are good for loco bodies. Ubershader does have a steep learning curve with its implementation. If it's shadow bakes you're struggling with, perhaps clean room your project and set up your lighting again ensuring an even balance. If you're concerned about the lighting balance in the TSC engine, pick dull overcast weather to view your work as this doesn't cast strong shadows. Once you're over the hurdle of getting it right - you'll be able to do so time and time again. And, most importantly, take nice breaks before frustration gets the better of you. It's definitely not easy putting stock into TSC, but, with patience, persistence and determination it can most certainly be done. If all else fails, DM me and I'll try and help you along. It'd be great for TSC to have some Australian content.
If the rear car is in reverse then its definitely shadows and not a texture issue as when you flip it the darker side stays on the side away from the sun, as it should. Your screenshots are showing what light does, You clearly aren't explaining your issue very well. Every single shot you have posted to "explain" the issue have been lighter on the sunny side and darker on the other. If flipping the train around doesn't cause the darker side to be on the sunny side then the textures are fine.
Is it because your railcar has quite dark textures that makes it seem even darker on the shady side compared with the other stock that is a lot lighter?
I think I know what you are getting at. The light and dark sides are correctly shadowing bu the vehilce as a whole is much darker than other vehicles. That is a model issue. I would suggest that (a) it could be the shaders (b) it is more likley to be the settings you have used for ambiance and the other one like that that I can't remember - they operate as a pair and often need to be set different to defaults (c) you are using a texture than needs an environmnt mask and either forgotten it or it is set too dark. (d) the underlying model is, big speculation here, built with lots of different dark coloured default shapes wheeras it need to white overall (e) the model normals are all pointing in wierd directions.
Based on Peter's and Max' response, I'd point you towards how US vehicles are modeled. The Amfleet and Superliner coaches in particular. Given their reflective nature (which is somewhat possible but by default quite absent), they are replicated using much lighter colors. The horizontal bands visible on Peter's picture also add a lot of brightness to it. For reference, here is a train from New York to New Haven. You can see how the coach is virtually the same color as the loco body, which is some very light gray (Amtrak Phase 5 or 6). As a counterpoint, here is a wonderful, fantastic, award-winning screenshot of mine from the Philadelphia section. Same coaches. Note how much of an effect the curvature has on shadows and colors, but also how dark the loco is. Another showing it's really not white. So technically your model might be just fine in terms of color, but if you want to make it brighter to mimic the glossiness, pick a light gray like these. Hope it helps. Also big thanks to Peter for researching actual photos.
I believe so mate, I just wouldn't know how to lighten the textures in either Paint.NET, GIMP or Paint Shop Pro 7