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The Official 3D Modeling Thread (Ask, Showcase, etc.)

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Covering up the area where you can't use the train's UV map. It uses 145 Tris because I'm unsure of how many polygons I can use for what model.

That was hard, but the covers for the UV area are complete... Kind of:

Looks okay from this angle, but it sticks out slightly, and I can't be bothered right now to fix it.

Should I fix that or can I leave it as is?

^I could do that, but the entire coaster is not in a tunnel, so it would look weird anywhere else.
"Dim object" basically makes shadows (like those cast by a tunnel ) completely black. I doesn't matter what's actually casting the shadow.

Posted December 28, 2017· Edited December 28, 2017

There is no "one click" solution for that.

They all at least involve adding a custom shader instructions for that does this based on either an entity color controlled either by a script or by an ambient texture that controls the shading based on the object's position on the map (using the world vertex texture mapping option in the material - does not work in every case, since the texture is always 2d).

Posted December 28, 2017· Edited December 28, 2017

The material would be simple enough:

Result = Tex0;
Ambient = Entity0;
Specular = Mul(Specular, Entity0);

The specular line isn't really physically correct, but you'll probably want to reduce reflections when in tunnels. Entity0 would be white for outside tunnel, black for inside.

The scripting is obviously the tricky part. You probably want to use track triggers, smooth blending and making the first car darken before the next could be an interesting problem to try and solve.

^Well, I can't script, so this is a dead end currently.
But if I could; I assume you can "simulate" a smooth blending with a lot of track triggers?

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