No it is not. Maybe it will, i hope so. It looks greatJulz wrote:visual cues for engine age (new / well used / time to replace) would be wonderful. I do hope this is implemented.

Moderator: Graphics Moderators
Code: Select all
#!/bin/bash
#Dirtify script by Hazen, version 0.1
#Usage: ./dirtify train_image.png dirt_map.png
convert -level 10%,100%,1.0 $1 dark.png
composite -compose Dst_In -gravity center dark.png $2 mask.png
composite -gravity center mask.png dark.png dirt_$1
mogrify -level 10%,100%,1.0 dirt_$1
rm dark.png mask.png
Requiring ... how much processor power?MeusH wrote:The overlay would add just one or two images of dirt, and would be generated probably on the fly.
And that's the problem. It would allocate the sprite image and paste the dirt texture on non-transparent places of the sprite.DaleStan wrote:Requiring ... how much processor power?MeusH wrote:The overlay would add just one or two images of dirt, and would be generated probably on the fly.
andcharlieg wrote:Erm these dirty maps are so flawed.
Trains spend the majority of their time in motion. The other major factor is gravity. Therefore things do not just change colour or darken, but the dirt is either spread or dripped on the surfaces of a train. So your ideal dirtmap will contain elements of both.
Yes, paint falling off and dirt on specific places would be really nice and it would look more realistics, but it would mean that we would need a huge amount of individual dirt maps. Other way (which would achieve even better results) to make this would be to render all the models with dirt textures. Problem with both of these is the huge amount of textures and/or work that is needed to achieve this.Ichi wrote:shouldn't there be a texture that shows the paint of the trains falling off? And showing some rust underneath it? That would make it way more realistic, since not only dust hits trains (rocks, birds, insects, cars, cows, people, etc.)
Is this so different from the realtime remapable colours that the same techniques couldn't be used? And if this is impossible, the possibility of generating the dirty sprites beforehand remains.DaleStan wrote:Requiring ... how much processor power?MeusH wrote:The overlay would add just one or two images of dirt, and would be generated probably on the fly.
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