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PeterSuranyi

Private
Feb 19, 2016
12
7
Hey,

The wiki says the game supports DDS image format files. However when I'm trying to import mines from PS using Nvidia's tool, either as a diffuse or as a colormap, I get an error message. I've tried all combinations (DXT1, DXT5, with or without mipmaps, and different color tables is PS like RGB, grayscale, indexed color, etc), and I either get an error message, or there is no such message but the texture would not display.
Nvidia's toolset is the latest available version, and I've already used it to export dds files to OMSI, and it works perfectly for that purpose, and there is absolutely no fiddling around, the game just takes the textures without any special setup in PS prior.
The wiki says
'For assets importing, standard image formats such as png, jpg, bmp, tga, dds, raw, r8, r16, and tiff are supported, but depending on the tool you are using those with, only a subset may be available.'

I know that the game probably downconverts every user inputted texture to dds anyway, but I want to have more control over the process by making my own dds files.

Is there anyone more knowledgeable than me could point me to the right direction? Thanks :)
 
I think it will compress your textures no matter what you do. Just use png ;)

Darn... I wanted to have custom mipmaps (which in theory is possible with Gimp). I keep having these white bars when my model is viewed from an angle, or when not viewed from close-up (when the mip maps kick in). I was able to mitigate the problem somewhat with black bars, but I'm still not exactly happy with how it looks (the windows on the doors). The problem would go away if my model would have solid color, but I want it to be paintable to line color, so more people can enjoy it.

a.jpg


b.jpg


Also, color reproduction is kinda bad, too, once those textures are compressed by the game engine. I know it has to be efficient and resource-friendly, but it would be nice to have a little more control over the process...
Thanks for advice, btw, I'll stick pngs and jpges.
And thanks for the Emergency Light Changer ;)
 
Csak egy apró észrevétel: látom, hogy mostanában már sok villamos készül a workshopban, de egyetlen dolgot mindegyikről hiányolok - mégpedig azt, hogy éjjel nincsen fülkevilágítás effekt, mint a legtöbb mod által játékba pakolt vonaton. Persze a vezető fülke reális, hogy sötét, de a villamos többi ablakán jól mutatna ez az effekt szerintem :) A technikai részleteket nem ismerem, nem tudom, hogy mennyire lehet kivitelezni, de ha lehetséges szerintem sokan még jobban örülnének mint már most :).

So briefly in english: Above, I wrote about that the new trams from modders lookes very nice and amazing, but I missing the night light effekt for the interior cabin where the passengers are located (so not for the cab where the driver sits) and asked him that is it feasible to make it real :).
 
That because the maps are simply not supported properly - even if you look at the original tram, the windows won't light up at night. I've tried it (and Nyirog, my Combino is out btw) - even when the illumination map is there, the signal lights work, but the windows stay dark. So this is why - it's not our fault as far as I know.