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		<title>Trainsim.Com - Open Rails Modeling and Physics</title>
		<link>https://trainsim.com/forums/</link>
		<description>Discussion for Open Rails developers</description>
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		<lastBuildDate>Sat, 11 Jul 2026 04:57:30 GMT</lastBuildDate>
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			<title>Trainsim.Com - Open Rails Modeling and Physics</title>
			<link>https://trainsim.com/forums/</link>
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		<item>
			<title>Generic Sound Templates BETA</title>
			<link>https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics/2348648-generic-sound-templates-beta</link>
			<pubDate>Wed, 01 Jul 2026 07:09:48 GMT</pubDate>
			<description>Hello. In collaboration with Peter Newell of the Coals to Newcastle site, I have prepared some generic steam locomotive sound templates (generally...</description>
			<content:encoded><![CDATA[Hello. In collaboration with Peter Newell of the Coals to Newcastle site, I have prepared some generic steam locomotive sound templates (generally based on North American locomotives). I have also prepared a guide on how to not only use them, but for customizing the sounds to your particular locomotive.<br />
<br />
This pack uses two &quot;base&quot; <b>*.sms</b> files for locomotives (one for the external view and one for the cab view) and two tender <b>*.sms</b> files (one for four-axle tenders and one for six axle tenders). Also included are <b>*.inc</b> files that contain alternate blocks of code to provide for common variations in locomotive features.<br />
<br />
Also included is a <b>*.pdf</b> guide which not only contains instructions on how to use the files, but also some insights and recommended practices based on current ORTS standards -- such as replacing older, poor-quality MSTS-era sounds with newer sounds, and how to correct some common flaws I've often seen in some <b>*.sms</b> files over the years.<br />
<br />
The BETA version of this package can be found <a href="https://www.coalstonewcastle.com.au/downloads/physics/~CTNGenericRollingStockSoundTutorial_vB1.zip" target="_blank">here</a>. Please note that although these templates are currently only for steam locomotives, Peter and I plan to make similar templates and guides for other forms of rolling stock, including Diesels, Electric, Freight and Passenger.<br />
<br />
Any comments on this version of the package -- such as revisions to the guide or any bugs found in the <b>*.sms</b> and <b>*.inc</b> files, are greatly appreciated!<br />
<br />
This thread has been <a href="https://www.elvastower.com/forums/index.php?/topic/39753-generic-sound-templates-beta/" target="_blank">cross-posted to Elvas Tower</a>.]]></content:encoded>
			<category domain="https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics">Open Rails Modeling and Physics</category>
			<dc:creator>Traindude</dc:creator>
			<guid isPermaLink="true">https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics/2348648-generic-sound-templates-beta</guid>
		</item>
		<item>
			<title>gltf + PBR models are not responding to light: My Fault?</title>
			<link>https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics/2348480-gltf-pbr-models-are-not-responding-to-light-my-fault</link>
			<pubDate>Mon, 29 Jun 2026 03:22:40 GMT</pubDate>
			<description>Model used in the picture: https://www.cgtrader.com/free-3d-models/vehicle/other/train-carriage-c7ca0bd9-5145-4bf4-ac5e-8224a065ceea 
 
 
 
Coming to...</description>
			<content:encoded><![CDATA[<a href="filedata/fetch?id=2348481&amp;d=1782703347&amp;type=thumb" title="Name:  Open Rails 2026-06-29 08-29-52.png
Views: 2411
Size:  1.16 MB" >Open Rails 2026-06-29 08-29-52.png</a>Model used in the picture: <a href="https://www.cgtrader.com/free-3d-models/vehicle/other/train-carriage-c7ca0bd9-5145-4bf4-ac5e-8224a065ceea" target="_blank">https://www.cgtrader.com/free-3d-mod...e-8224a065ceea</a><br />
<br />
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				#NOTE<br />
The license for the model says &quot; <b>Remixing: </b>Cannot modify, adapt, or combine with other assets.&quot; I have no idea if exporting the model as gltf for use in ORTS counts as &quot;modification&quot;, as I am not modifying the mesh OR the associated textures. To be safe, I won't be uploading the files here...
			
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<!-- END TEMPLATE: bbcode_quote -->Coming to the main issue. This model completely uses PBR materials. I opened the model in blender, adjusted some parts, separated the wheels and bogies, named them according to standard MSTS conventions, and exported to glb. I then created a wag file and tried to load it in ORTS. It loaded, however, it does not respond to light sources. It looks bright during the day though. I can also see *some* PBR effects during the night. But barely anything during the day.<br />
Also, one more quirk is that the wheels don't revolve. <img src="https://trainsim.com/forums/core/images/smilies/biggrin.png" border="0" alt="" title="Big Grin" smilieid="3" class="inlineimg" /><br />
Am I doing something wrong? Or it is the current development stage rn?<br />
<br />
<b>P.S. Model used in the picture is only for testing the territory of gltf and PBR. Neither I would be using it nor any plans of distribution.</b>]]></content:encoded>
			<category domain="https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics">Open Rails Modeling and Physics</category>
			<dc:creator>TrainGuy6550</dc:creator>
			<guid isPermaLink="true">https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics/2348480-gltf-pbr-models-are-not-responding-to-light-my-fault</guid>
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		<item>
			<title>Need help with .dds alphas in TrainSimulations SP Shasta SD-70 locomotives</title>
			<link>https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics/2348240-need-help-with-dds-alphas-in-trainsimulations-sp-shasta-sd-70-locomotives</link>
			<pubDate>Thu, 25 Jun 2026 00:16:21 GMT</pubDate>
			<description><![CDATA[I'm trying to &quot;darken&quot; the cab windows significantly in the SP Shasta SD70 locomotives.  I have not worked with alphas in .dds much at all, and I see...]]></description>
			<content:encoded><![CDATA[I'm trying to &quot;darken&quot; the cab windows significantly in the SP Shasta SD70 locomotives.  I have not worked with alphas in .dds much at all, and I see that TS has separate .dds alpha files in the SP SD70 folder.  What do I need to do to darken the tint of the cab windows when the image files are set up like this?  Any help would be appreciated.  Thanks.]]></content:encoded>
			<category domain="https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics">Open Rails Modeling and Physics</category>
			<dc:creator>wwhall</dc:creator>
			<guid isPermaLink="true">https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics/2348240-need-help-with-dds-alphas-in-trainsimulations-sp-shasta-sd-70-locomotives</guid>
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			<title>3D Cab Project</title>
			<link>https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics/2348200-3d-cab-project</link>
			<pubDate>Tue, 23 Jun 2026 23:53:14 GMT</pubDate>
			<description><![CDATA[As a side project and a break from the Wisconsin Southern route, I've decided to take up modeling a 3D cab for WSOR 4223. Functional cab radio and...]]></description>
			<content:encoded><![CDATA[As a side project and a break from the Wisconsin Southern route, I've decided to take up modeling a 3D cab for WSOR 4223. Functional cab radio and EOT device with night time views. The doors are unfortunately not animated. I've been quite enjoying myself that I'm considering making cabs for the F45s and SD60Ms that are also on the WSOR roster before moving to make customizable kits for some of the locomotive models by Danny Beck. Most of the control stand and gauge textures were provided by someone named Toastur on Discord. It's currently being finalized before uploading on the Trainsim Library. Right now the current issues Im looking to fix is that upon loading into the sim, the cab radio plays even though it starts in the off state. Im also looking into adding some sounds for the EOT/Odometer functions.<br />
<br />
<a href="filedata/fetch?id=2348201&amp;d=1782258721&amp;type=thumb" title="Name:  Open Rails 2026-06-23 06-30-53.png
Views: 4639
Size:  1.07 MB" >Open Rails 2026-06-23 06-30-53.png</a> <a href="filedata/fetch?id=2348202&amp;d=1782258722&amp;type=thumb" title="Name:  Open Rails 2026-06-23 06-31-11.png
Views: 399
Size:  981.2 KB" >Open Rails 2026-06-23 06-31-11.png</a><br />
<br />
 ]]></content:encoded>
			<category domain="https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics">Open Rails Modeling and Physics</category>
			<dc:creator>Railfanner87</dc:creator>
			<guid isPermaLink="true">https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics/2348200-3d-cab-project</guid>
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		<item>
			<title>GLTF v/s S: Casual Questions</title>
			<link>https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics/2348163-gltf-v-s-s-casual-questions</link>
			<pubDate>Tue, 23 Jun 2026 09:14:08 GMT</pubDate>
			<description>Four contestants: Uncompressed .S, Compressed .S, GLTF with PBR materials, GLTF without PBR materials 
 
Theoretically, without considering the...</description>
			<content:encoded><![CDATA[Four contestants: Uncompressed .S, Compressed .S, GLTF with PBR materials, GLTF without PBR materials<br />
<br />
<i><b>Theoretically</b></i>, without considering the development state of Open Rails, and without caring about piracy, which is better for:<br />
1) Best performance<br />
2) Best visuals<br />
3) Balanced performance and visuals<br />
<br />
4) <i>Is GLTF without PBR materials better than compressed .S ? I mean I'd always like a performance boost on my crappy PC even if it's very subtle...</i>]]></content:encoded>
			<category domain="https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics">Open Rails Modeling and Physics</category>
			<dc:creator>TrainGuy6550</dc:creator>
			<guid isPermaLink="true">https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics/2348163-gltf-v-s-s-casual-questions</guid>
		</item>
		<item>
			<title>Pre-made rails (display base) for reference</title>
			<link>https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics/2348025-pre-made-rails-display-base-for-reference</link>
			<pubDate>Sat, 20 Jun 2026 04:28:14 GMT</pubDate>
			<description>Can I somehow get the Shape Viewer display base onto blender with the same placement as in Shape Viewer? It will be a really good reference in...</description>
			<content:encoded><![CDATA[Can I somehow get the Shape Viewer display base onto <b><i>blender</i></b> with the same placement as in Shape Viewer? It will be a really good reference in modelling the wheels correctly.]]></content:encoded>
			<category domain="https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics">Open Rails Modeling and Physics</category>
			<dc:creator>TrainGuy6550</dc:creator>
			<guid isPermaLink="true">https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics/2348025-pre-made-rails-display-base-for-reference</guid>
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		<item>
			<title>Decals not showing up in the exported model</title>
			<link>https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics/2347923-decals-not-showing-up-in-the-exported-model</link>
			<pubDate>Thu, 18 Jun 2026 17:35:58 GMT</pubDate>
			<description><![CDATA[The .blend file, associated textures, ace files and .S file are attached. 
 
-&gt; I've made sure the faces are not intersecting with the body. 
In...]]></description>
			<content:encoded><![CDATA[The .blend file, associated textures, ace files and .S file are attached.<br />
<br />
-&gt; I've made sure the faces are not intersecting with the body.<br />
In Blender, the same issue happens. But it can be fixed by turning OFF &quot;Backface Culling&quot;.<br />
But I don't get how to fix it in the exported .S file. The decals do not show up both in the Shape Viewer (by Paul Gausden) and the TSRE5 Trainsim Fork Shape Viewer.<br />
<br />
Why is this happening?]]></content:encoded>
			<category domain="https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics">Open Rails Modeling and Physics</category>
			<dc:creator>TrainGuy6550</dc:creator>
			<guid isPermaLink="true">https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics/2347923-decals-not-showing-up-in-the-exported-model</guid>
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		<item>
			<title>Need Help: Shape file with multiple UV maps</title>
			<link>https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics/2347844-need-help-shape-file-with-multiple-uv-maps</link>
			<pubDate>Wed, 17 Jun 2026 02:25:56 GMT</pubDate>
			<description><![CDATA[I'll write it in very simple jargon with a CUBE and avoid the complexity of my real shape altogether. 
 
So suppose a cube with 6 faces (name: CUBE)...]]></description>
			<content:encoded><![CDATA[I'll write it in very simple jargon with a CUBE and avoid the complexity of my real shape altogether.<br />
<br />
So suppose a cube with 6 faces (name: CUBE)<br />
1) 3 faces of the cube are assigned Mat 1, and the other 3 are assigned Mat 2.<br />
2) The cube is a single, stitched object with no modifications.<br />
3) Mat 1 has its own UV Map (name: UV_1) for the cube with the 3 faces completely taking up the space of the WORKING AREA of the UV Editor (idk what's that called) and the rest of the faces are out of the WORKING AREA.<br />
4) Mat 2 has its own UV Map (name: UV_2) for the cube's remaining 3 faces completely taking up the space of the WORKING AREA of the UV Editor and the rest of the faces (those that were major in Mat 1) are out of the WORKING AREA.<br />
<br />
Now Mat 1 and Mat 2 are present in 2 slots for the SAME object CUBE.<br />
I click on Mat 1, under MSTS Materials, I select the Mat_1 image texture and similarly, for Mat 2, I select the Mat_2 image texture.<br />
I then go to the Shading tab, and select the respective UV maps for each in the UV Map node that the MSTS exporter automatically adds.<br />
<br />
When I try to export, the exporter throws an error (maybe an info?!) that my CUBE lacks a UVMap. WTF??? I just manually assigned 2 UV Maps?<br />
<br />
<b>Why not just separate the objects (P -&gt; Separate -&gt; Selection)?</b> Becuase it duplicates edges and makes unneeded creases.<br />
<br />
<b>What am I trying to do here?</b> Trying to split the texture so that it gets a bigger surface area while keeping the model performant. 4096x4096 textures lag terribly on my computer, so I resort to 512x512, 1024x1024 and 2048x2048 max.<br />
Is that not possible? Is there any alternative / better way of doing it?<br />
<br />
Version of the addon I'm using: <a href="https://github.com/pwillard/Blender_MSTS_ORTS_Exporter/releases/tag/4.8.2" target="_blank">https://github.com/pwillard/Blender_...ases/tag/4.8.2</a><br />
Blender: v2.93.18]]></content:encoded>
			<category domain="https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics">Open Rails Modeling and Physics</category>
			<dc:creator>TrainGuy6550</dc:creator>
			<guid isPermaLink="true">https://trainsim.com/forums/forum/open-rails/open-rails-modeling-and-physics/2347844-need-help-shape-file-with-multiple-uv-maps</guid>
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