James Hunt's SD45 model uses 5 texture maps. There are 6 ace files associated with the model. Using TGAtools2 convert the files to their source formats so that you may begin the process of repainting the model. It is best to save the new source texture files in the same folder as the model files until your project is completed.
Texture Conversion Tools
- You use TGAtools2 to convert ACE files to editable texture files in the BMP or TGA formats.
- You use TGAtools2 or (preferably) MakeAceWin to convert BMP and TGA files into ACE files.
- Read the directions that came with the 2 programs for instructions on usage.
Ace File: | Source Format: | Description: |
---|---|---|
chain.ace | chain.tga | Used for the chains - this converts to a tga file with 1-bit alpha. You do not need to alter this file. |
loco.ace | loco.bmp | Used for the details display within the MSTS interface |
sfsd45-1.ace | sfsd45-1.bmp | Used for main hull textures |
sfsd45-2.ace | sfsd45-2.bmp | Used for main hull textures |
sfsd45-3.ace | sfsd45-3.bmp | Used for underchassis and details |
windows.ace | windows.tga | Used for the glass on the cab - this converts to a tga file with 8-bit alpha. You do not need to alter this file. |
Alpha channels are special mask channels that can be embedded into TGA format graphic files. The alpha channel is used to determine if the areas masked are transparent or translucent. It is important to understand the difference between these two types of TGA files. If you are familiar with the graphic formats used in MSTS move on with this tutorial, otherwise you should refer to the Graphics and Materials Reference Page for a quick primer.
Ace-files are unique to MSTS and are used for all the graphics associated with the simulator. Ace-files cannot be edited directly. They must be converted back to their source format, either a BMP or a TGA. When converting from TGAs or BMPs to ACE format, refer to the following chart for guidelines. The chart assumes that you are using MakeAceWin.
Source: | Compression: | Intended Use: | Notes: |
---|---|---|---|
BMP | Zlib | Trains | Always compress the ace-files. |
BMP | Zlib | Close Scenery | Always compress the ace-files. |
BMP | DXT | Far Scenery | This is the default compression used by TSM. So never let TSM convert texture files for you. |
TGA no alpha | Zlib | Trains | Always compress the ace-files. |
TGA no alpha | Zlib | Close Scenery | Always compress the ace-files. |
TGA no alpha | DXT | Far Scenery | This is the default compression used by TSM. So never let TSM convert texture files for you. |
TGA 1 bit alpha | Zlib | Trains | check alpha is 1 bit ... box |
TGA 1 bit alpha | Zlib | Close Scenery | check alpha is 1 bit ... box |
TGA 1 bit alpha | DXT | Far Scenery | check alpha is 1 bit ... box |
TGA 8 bit alpha | Zlib | Trains | uncheck alpha is 1 bit ... box |
TGA 8 bit alpha | Zlib | Close Scenery | uncheck alpha is 1 bit ... box |
TGA 8 bit alpha | DXT | Far Scenery | uncheck alpha is 1 bit ... box |
Rule of Thumb #1: | Zlib compression should be your default setting. Always compress your ACE-files. | ||
Rule of Thumb #2: | DXT compression adversely affects the finish quality of textures in MSTS, but is very efficient and files sizes are minimal. Reserve this compression type for distant scenery objects, trees and vegetation where sharpness of imagery is not a big consideration. | ||
Rule of Thumb #3: | "Do not use compression" is reserved for very rare instances where details are so fine that compressing the texture will degrade the final results. |
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