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Michael Blackbird    4,194

J'ai trouvé une description des shaders utilisés par TS.

Ça vaut ce que ça vaut, mais au moins c'est une liste exhaustive avec une petite description.

Ça se trouve dans le fichier ShaderDesc.txt dans votre dossier steamapps\common\RailWorks\dev\Shaders

_____________________________________________________________________________________________________________________________

Diffuse
No texture, just diffuse colour
BlendAlphaDiff
No texture, vertex alpha blending with diffuse colour
AddAlphaDiff
No texture, additive vertex alpha with diffuse colour
Tex
Texture mapped, no lighting applied
TexDiff
Texture mapped with single texture, diffuse colour applied
BlendTexAlphaDiff
Texture mapped, with diffuse colour, with vertex alpha blending
AddTexAlphaDiff
Texture mapped, with diffuse colour, with additive vertex alpha
BlendATex
Texture mapped, no lighting applied, using alpha blending from texture's alpha channel
AddATex
Texture mapped, no lighting applied, using additive alpha from texture's alpha channel
BlendATexDiff
Texture mapped, with diffuse colour, using alpha blending from texture's alpha channel
BlendATexDiffTrans
Texture mapped, diffuse colour, alpha blending from texture's alpha channel, pixels with alpha=0 are transparent (e.g. alphaed fences).
AddATexDiff
Texture mapped, with diffuse colour, using additive alpha from texture's alpha channel
BlendATexAlphaDiff
Texture mapped, with diffuse colour, using alpha blending from texture's alpha channel combined with vertex alpha
AddATexAlphaDiff
Texture mapped, with diffuse colour, using additive alpha from texture's alpha channel combined with vertex alpha
AddDiffuse
No texture, with diffuse colour, using additive alpha
AddTex
Texture mapped, no lighting applied, using additive alpha
AddTexDiff
Texture mapped, with diffuse colour, using additive alpha
DualTexDiffVAlpha
Dual textured, with diffuse colour, using vertex alpha to blend between textures
DualTexDiffTAlpha
Dual textured, with diffuse colour, using second texture's alpha channel to blend between textures
DualTexDiffTrans
Dual textured, with diffuse colour, using second texture's transparency
DualTexDiffAdd
Dual textured, with diffuse colour, using additive alpha for second texture
DualBlendATexDiffAdd
Dual textured, with diffuse colour, using alpha blending for first pass and additive alpha for second pass
Invisible
Nothing is drawn - use for invisible collision barriers
DualTexDiffStencilAdd
Dual textured, with diffuse colour, using additive alpha for second texture only where first texture has solid alpha
DualTexDiffStencilBlend
Dual textured, with diffuse colour, using blended alpha for second texture only where first texture has solid alpha
DualAddATexDiffDestBlend
Dual textured, diffuse colour, first pass additive, and second pass blended alpha with the alpha of the first texture (e.g. puddles).
BridgeSplit
Not drawn. Use to define areas where track crosses over itself.
EmbossBumpmap
Bumpmap for Train 2 prototype or something like that
TripleTexDiffAddAdd
Triple textured, 2nd and 3rd passes are drawn additively
TripleGlossMap
Triple texture, 2nd pass contains gloss map in alpha channel, 3rd pass (reflection) texture drawn additively
TripleGlossMapWithLightIntens
Triple texture, 2nd pass alpha channel gloss map, 3rd pass drawn additively affected by lightmaps if used
TripleGlossMapWithoutLightIntens
Triple texture, 2nd pass alpha channel gloss map, 3rd pass drawn additively not affected by lightmaps if used
DualTexDiffAddWithLightIntens
Add second pass to first pass, brightness of second pass affected by lightmaps if used
DualTexDiffAddWithoutLightIntens
Add second pass to first pass, brightness of second pass not affected by lightmaps if used
TripleTexDiffTAlpha
Triple textured, with diffuse colour, using each texture's alpha channels to blend between each pair of passes
TripleTexDiffVAlpha
Triple textured, with diffuse colour, using same vertex alpha to blend between each pair of passes
TripleTexDiffTAlphaVAlpha
Triple textured, with diffuse colour, pass 2 uses texture alpha for blending, pass 3 uses vertex alpha for blending
TripleTexDiffVAlphaTAlpha
Triple textured, with diffuse colour, pass 2 uses vertex alpha for blending, pass 3 uses texture alpha for blending
DualTexDiffInvisibleStencilBlend
Dual textured, with diffuse colour, first pass invisible, second pass alphaed using alpha of first pass texture
TrainBasicObjectDiffuse.fx
Single texture, dynamic lighting. TEX1 RGB Diffuse
TrainBasicObjectSpecular.fx
Texture, colour modulated specular. TEX1 RGB Diffuse, TEX2 RGB Specular Colour map
TrainBumpEnv.fx
Textured, normal mapped, environment mapped. TEX1 RGB Diffuse, TEX2 RGB Normal map, TEX3 Cubic environment
TrainBumpEnvMask.fx
Textured, normal mapped, masked environment map. TEX1 RGB Diffuse A Env mask, TEX2 RGB Normal map, TEX3 Cubic environment
TrainBumpSpec.fx
Textured, normal mapped, specular. TEX1 RGB Diffuse, TEX2 RGB Normal map
TrainBumpSpecMask.fx
Textured, normal mapped, masked specular. TEX1 RGB Diffuse A Env mask, TEX2 RGB Normal map
TrainBumpSpecEnv.fx
Textured, normal mapped, environment map and specular. TEX1 RGB Diffuse, TEX2 RGB Normal map, TEX3 Cubic environment
TrainBumpSpecEnvMask.fx
Textured, normal mapped, masked environment map and specular. TEX1 RGB Diffuse A Env/Spec mask, TEX2 RGB Normal map, TEX3 Cubic environment
TrainFlora.fx
Ambient lighting, single texture. TEX1 RGB Diffuse
TrainGlass.fx
Reflective glass with cubic reflection map and diffuse. TEX1 RGB Diffuse A Translucency, TEX2 Cubic environment map
TrainLightMapWithDiffuse.fx
Diffuse tex, lightmap, dynamic lighting. TEX1 RGB Diffuse, TEX2 RGB Lightmap
TrainVertexLit.fx
Diffuse tex, vertex lighting only. TEX1 RGB Diffuse
TrainVertexLitWithDiffuse.fx
Diffuse tex, vertex lighting, dynamic lighting. TEX1 RGB Diffuse
TrainSkyDome.fx
Skydome
SkinAmbient.fx
Single colour skinned
SkinDiffuse.fx
Textured skinned. TEX1 RGB Diffuse
SkinSpecular.fx
Textured, specular and skinned. TEX1 RGB Diffuse
SkinNormal.fx
Textured, normal mapped, specular and skinned. TEX1 RGB Diffuse, TEX2 RGB Normal map
SkinGloss.fx
Textured, normal mapped, specular with gloss map, and skinned. TEX1 RGB Diffuse, TEX2 RGB Normal map, TEX3 RGB Gloss map
SkinRESERVED1.fx
RESERVED FOR FUTURE USE
SkinRESERVED2.fx
RESERVED FOR FUTURE USE
SkinRESERVED3.fx
RESERVED FOR FUTURE USE
StencilShadow.fx
Stencil shadow objects, material must begin with shadow_ to be detected
TrainBumpEnv.fx
Textured, vertex environment mapped. TEX1 RGB Diffuse, TEX2 Cubic environment
TrainBumpEnvMask.fx
Textured, masked vertex environment map. TEX1 RGB Diffuse A Env mask, TEX2 Cubic environment
LoftBump.fx
Diffuse texture and normal map
LoftBumpAlpha.fx
Diffuse texure with alpha and normal map
LoftBumpTrans.fx
Diffuse texture with 1-bit alpha and normal map
TrainViewFacingFlora.fx
Single texture, globally lit, view facing
TrainUprightViewFacingFlora.fx
Single texture, globally lit, upright view facing
WaterCubeMap.fx
Splish
TrainSpecEnv.fx
Textured, vertex environment mapped with specular. TEX1 RGB Diffuse, TEX2 Cubic environment
TrainSpecEnvMask.fx
Textured, masked vertex environment mapped with specular. TEX1 RGB Diffuse A Env & Spec mask, TEX2 Cubic environment
WaterScenery.fx
Water with normal map, diffuse and cubic reflection map. TEX1 Normal Map TEX2 RGB Diffuse A Translucency, TEX3 Cubic environment map

__________________________________________________________________________________________________________________________________

NOTA :

La partie ci-dessous a été ajoutée par DTG depuis le 09/02/20. La partie précédente datait du 10/03/19. J'ai donc écrasé le fichier ShaderDesc.txt qui se trouvait dans le dossier <Mes Documents>\3D Crafter 10.2\Extensions si vous avez la version 10.2 téléchargée sur Windows Store.

__________________________________________________________________________________________________________________________________

TrainEmissiveGlow.fx
Textured, with emmisive glow. TEX1 diffuse, TEX2 emissive mask
TrainLightBumpSpecMask.fx
Textured with normal map and light map, plus specular mask. TEX1 Diffuse, TEX2 RGB Normal Map, A specular mask, TEX3 light map
LoftTexDiffSpec.fx
Diffuse texture, fixed specular for lofts
Stars.fx
Sky Dome specific star layer shader
Clouds.fx
Sky dome specific cloud layer shader
TrainGlassWeatherEffects.fx
Reflective glass with cubic reflection map and diffuse. TEX1 RGB Diffuse A Translucency, TEX2 Cubic environment map, TEX3 Normal texture placeholder, TEX4 Backbuffer placeholder
TrainDecal.fx
Special shader for rendering decals
TrainShadowOnly.fx
Special shader that doesn't render anything, but casts shadows
TrainPostDPPObjectDiffuse.fx
Diffuse shader used to draw geometry after deferred post processing. Use for thin geometry such as wires for better anti-aliasing
LoftPostDPPTexDiffSpec.fx
Diffuse shader used to draw lofts after deferred post processing. Use for thin geometry such as wires for better anti-aliasing
LoftTunnelTexDiff.fx
Tunnel loft shader
LoftTunnelTexDiffTrans.fx
Tunnel loft shader with transparency channel
LoftTunnelBumpSpec.fx
Tunnel loft shader with bump and specular
TrainViewFacingUnlit.fx
Unlit view facing shader
TrainShadowOnlyDiffuse.fx
Special shader that doesn't render anything, but casts shadows. TEX1 A Transparency
TrainUberShader.fx
3 Channels, diffuse, bump and aux (r - ao, g - emissive, b - environment, a - specular)
WaterFlow.fx
Flowing version of WaterCubeMap for flowing river lofts
SkinDiffusePallete2.fx
Palletised version of SkinDiffuse.fx. TEX1 rg - masks, b - ignored, a - lum. TEX2 and TEX3 pallete textures

_____________________________________________________________________________________________________________________________

Il y aussi le fichier App.fbk qui est aussi un fichier texte. Dans ce dernier se trouve d'autres shader non cités dans le txt...

Pour les lofts, par exemple, il manque les shaders suivant dans ShaderDesc.txt

  • LoftTexDiff.fx
  • LoftTexDiffAlpha.fx
  • LoftTexDiffTrans.fx

Et cette liste diffère un peu de celle documentée sur le site de DTG :
https://sites.google.com/a/railsimdev.com/dtgts1sdk/reference-manual/art-guidelines/shaders#TOC-Lofts

Où seul sont cités pour les lofts :

  • LoftTexDiff.fx
  • LoftTexDiffTrans.fx

Je continue mes recherches.

Edited by Michael Blackbird
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Michael Blackbird    4,194

ATTENTION ! Je viens de trouver une nouvelle méthode pour la configuration de 3D Crafter. Je vais mettre à jour encore une fois le tuto pour intégrer cette avancée dans la compréhension. La distance d'affichage sera cette fois prise en compte et vous aurez des infos pour créer des objets lumineux...

Le manuel va passer en v2.0

 

voir ici en attendant :

 

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Michael Blackbird    4,194

Salut,

J'ai la version 3DCrafter 10.x du Microsoft Store et depuis quelques semaines, il ne se lance plus et n'est plus répertorié.

Je l'ai essayé installer sur un autre PC à partir d'une page du store, Et pareil, il ne se lance plus. Je suppose qu'il y a un contrôle via le store avant de se lancer.

Vous avez le même problème ? Vous utilisez une version antérieure 9.x ?

 

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pierreg    3,464

Bonjour,

J'ai deux versions installées sous Windows 10 : la 7.2 de 2008 (3DCanvas) et la 10.2 build 2007 (encore disponible sur le site Amabilis). Les 2 fonctionnent normalement ce jour mais je n'utilise que la vieille version 7.2 qui me paraît plus efficace que la 10 pour ce que j'en fais : uniquement la conversion de fichiers 3DS vers IGS/IA.

Bonne journée,

PierreG

 

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Michael Blackbird    4,194

Merci Pierre ! ;)

Je vais essayer avec la 10.2 build 2007 (10/09/2017) malgré que je sois sur Windows 11.

C'est bizarre que le build du MS Store soit antérieur, 1997 (23/08/2017).

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Michael Blackbird    4,194

Pareil avec le build 2007... Ce n'est pas un pb avec mon PC. C'est pareil avec un portable sur lequel je n'ai pas fait de mise à jour de driver ou de Winodws.

 

 

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