Compression is fine to use for this texture and works well since luminosity is in the alpha channel. The luminosity texture does NOT require _nocomp.
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An example of re-use would be the skin colour palette, that could be shared by every character model.This will reduce content creation time, and perform better in game. unique high-vis clothing for workmen characters. There’s no need to create separate palettes for each character unless necessary - e.g. Palette textures should be reused for different character models.Number of rows in the palette x number of palette textures = number of possible variations of a single character model.They can vary in height, but a height of 16 should be sufficient. Palette textures should always be 256 pixels wide.
These are required for exporting the image in the format the game requires.
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These values are roughly 25% of the full range, with padding to compensate for texture compression artefacts. 0.63, 64.127, 128.191, 192.255.įor Torso 3, change the luminosity map’s gradient by clicking the black/white circle on the layer.Change to a greyscale gradient from 0 - 58 for each RGB value. The “ Luminosity Map” layers will be used to map the values 0 - 255 to a quarter of this range, i.e. Next, we want to adjust the luminosity for all 4 groups of the clothes group, so that each group has a unique range of luminosity.
1.3 Combining Terrain with Network Geometry.