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Very nice work and long overdue.

I am slowly coming out of hiatus for making rail content so there should be some more movement in coming months.

That being said, Are the source images based on layers like Ballast, Sleepers and Rails? This is due to the Reskin that currently exists for the Real-railway that can edit the colours and textures to make a uniform set of textures with @rivit's GoFSH tool and guidance and with help from @rsc204 on the installer front. If not is is possible to get the geometric bends so I can make some D0's (Masks to make the pairs).

Thanks

-eggman121 (NAM team member)

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    Thank you for the good feedback. I know that you are the lead developer for the RRW. Thank you for creating it !!

    I am sorry, but I did not create layers for Ballast, Sleepers and Rails nor masks suited for re-skinning. After my long hiatus, creating and implementing these textures was a steep (re-) learning curve for me with trials and errors. My intermediate files are not suited for re-skinning, because I had not been aware of such efforts. The brown RRW textures look great, in my opinion.

    First, I used the old SC4Tool to get an overview of textures in existing dat-files and to know their TGI. I partly remember RULs and I learned the differences for original Maxis railways & early NAM mods versus the RRW. I can tell that the RRW is an amazing development. Maxis should have used this concept, in my opinion.

    As base for creating more legacy textures, I used the existing textures from the file RealRailway_Textures_LotSupport.dat, because they have the rail curvature required for the legacy pieces. I used @rivit’s fantastic GoFSH tool for batch conversions and colour adjustments. To create a new legacy texture, I usually imported two base textures as layers in Adobe® Photoshop® and used the eraser on a layer or copied parts into an additional layer. Only for the last few textures, I learned how to use masks for two layers in Photoshop, a software new to me. Therefore, I don’t have intermediate files suited for re-skinning.

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    16 minutes ago, Chrisim said:

    As base for creating more legacy textures, I used the existing textures from the file RealRailway_Textures_LotSupport.dat, because they have the rail curvature required for the legacy pieces. I used @rivit’s fantastic GoFSH tool for batch conversions and colour adjustments. To create a new legacy texture, I usually imported two base textures as layers in Adobe® Photoshop® and used the eraser on a layer or copied parts into an additional layer. Only for the last few textures, I learned how to use masks for two layers in Photoshop, a software new to me. Therefore, I don’t have intermediate files suited for re-skinning.

     

    Thanks for the reply. Did you have the bends that you did with rivits Bender tool? That would be helpful to make the D0's

    Thanks,

    -eggman121 (NAM Team Member)

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    No, I did not use rivit's Bender tool. I don't have "bends", sorry. 

    I started from existing textures that had the right rail curvature required for the new pieces. I worked on single tiles (128x128 pixels, for color and alpha channels), combining parts of two or three existing textures in Photoshop into a new texture (as DXT3 fsh file with color and alpha channels). That’s all.

     

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    Ah Ok.

    With that information I should be able to make some D0's that fit in.

    Thanks for the update.

    -eggman121 (NAM Team Member)

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