BEGINNERS GUIDE TO RETEXTURING MSTS LOCOMOTIVE MODELS: Page 3
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PART 7 - Converting the ACE files into texture files for the purpose of repainting.

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
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.


The SD45 model's 3 main texture maps


Alpha Channels

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

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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