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	<id>https://wiki.trainzsimulator.com/index.php?action=history&amp;feed=atom&amp;title=Opacity_map</id>
	<title>Opacity map - Revision history</title>
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	<updated>2026-11-05T08:42:05Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Opacity_map&amp;diff=2981&amp;oldid=prev</id>
		<title>Retro00064: Some cleanup; added Category:Texture mapping.</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Opacity_map&amp;diff=2981&amp;oldid=prev"/>
		<updated>2011-09-05T02:01:16Z</updated>

		<summary type="html">&lt;p&gt;Some cleanup; added &lt;a href=&quot;/wiki/Category:Texture_mapping&quot; title=&quot;Category:Texture mapping&quot;&gt;Category:Texture mapping&lt;/a&gt;.&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 02:01, 5 September 2011&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;An &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Opacity &lt;/del&gt;map is typically a gray scale or single color texture map. Opacity maps represent the &#039;&#039;&#039;alpha&#039;&#039;&#039; channel or &#039;&#039;&#039;A&#039;&#039;&#039; part of a diffuse &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;color &lt;/del&gt;map.  The diffuse map contains the &#039;&#039;&#039;RGB&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039; &#039;&#039;&#039;&lt;/del&gt;(red, green, blue)&#039;&#039;&#039; components. Older versions of the Trainz game required an opacity map be present when an alpha channel was required.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;An &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;opacity &lt;/ins&gt;map&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039; &lt;/ins&gt;is typically a gray scale or single color texture map. Opacity maps represent the &#039;&#039;&#039;alpha&#039;&#039;&#039; channel or &#039;&#039;&#039;A&#039;&#039;&#039; part of a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[&lt;/ins&gt;diffuse map&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]]&lt;/ins&gt;.  The diffuse map contains the &#039;&#039;&#039;RGB (red, green, blue)&#039;&#039;&#039; components. Older versions of the Trainz game required an opacity map be present when an alpha channel was required.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The opacity map was frequently just a reference to the same diffuse map as it already contained RGBA components. Almost all Trainz materials were once [[m.onetex]]. Now Trainz supports many materials, each requiring multiple texture maps, and each texture map potentially requiring an alpha channel.  As there was no way to specify opacity (alpha) maps for each texture, content creators were required to hand edit the [[.texture.txt Files|.texture.txt]] files and manually reference the opacity texture maps.  The current [[Max Exporters | exporter]] allows a single RGBA texture to be specified for any texture map and will generate an appropriate [[.texture.txt Files|.texture.txt]] file.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The opacity map was frequently just a reference to the same diffuse map as it already contained RGBA components. Almost all Trainz materials were once [[m.onetex]]. Now Trainz supports many materials, each requiring multiple texture maps, and each texture map potentially requiring an alpha channel.  As there was no way to specify opacity (alpha) maps for each texture, content creators were required to hand edit the [[.texture.txt Files|.texture.txt]] files and manually reference the opacity texture maps.  The current [[Max Exporters | exporter]] allows a single RGBA texture to be specified for any texture map and will generate an appropriate [[.texture.txt Files|.texture.txt]] file.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l9&quot;&gt;Line 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 9:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Almost all materials were once [[m.onetex]] and the 3ds Max Material Editor had plenty of free texture slots, the opacity channel chosen to specify the alpha channel.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Almost all materials were once [[m.onetex]] and the 3ds Max Material Editor had plenty of free texture slots, the opacity channel chosen to specify the alpha channel.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;With [[TS2009]] a separate opacity map is not needed or recommended.  Here are some recommendations and justifications:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;With [[TS2009]]&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;a separate opacity map is not needed or recommended.  Here are some recommendations and justifications:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Textures should be 24bit (RGB) or 32bit (RGBA) .TGA files. 24bit RGB if opaque, 32bit RGBA if transparent or alpha channel is required. The TGA file format is not compressed, so no texture quality will be lost. When the texture is used in the game, it will have been compressed to an appropriate format depending on its type.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Textures should be 24bit (RGB) or 32bit (RGBA) .TGA files. 24bit RGB if opaque, 32bit RGBA if transparent or alpha channel is required. The TGA file format is not compressed, so no texture quality will be lost. When the texture is used in the game, it will have been compressed to an appropriate format depending on its type.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The presence of an alpha channel still determines if transparency is used. So if part of a mesh (ie. cabin windows) use transparency, use two different materials and textures, one for the opaque sections, the other for the transparent ones.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The presence of an alpha channel still determines if transparency is used. So if part of a mesh (ie. cabin windows) use transparency, use two different materials and textures, one for the opaque sections, the other for the transparent ones.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Specify transparent textures by selecting an RGBA texture and make sure the alpha channel is used as a source.  Refer to &amp;#039;&amp;#039;[[Exporting with 3D Studio Max]]&amp;#039;&amp;#039; for more details.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Specify transparent textures by selecting an RGBA texture and make sure the alpha channel is used as a source.  Refer to &amp;#039;&amp;#039;[[Exporting with 3D Studio Max]]&amp;#039;&amp;#039; for more details.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Texture mapping]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Retro00064</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Opacity_map&amp;diff=648&amp;oldid=prev</id>
		<title>Windwalkr: 1 revision</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Opacity_map&amp;diff=648&amp;oldid=prev"/>
		<updated>2010-02-03T13:59:34Z</updated>

		<summary type="html">&lt;p&gt;1 revision&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:59, 3 February 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Windwalkr</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Opacity_map&amp;diff=647&amp;oldid=prev</id>
		<title>imported&gt;Greg at 23:51, 8 December 2008</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Opacity_map&amp;diff=647&amp;oldid=prev"/>
		<updated>2008-12-08T23:51:10Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;An Opacity map is typically a gray scale or single color texture map. Opacity maps represent the &amp;#039;&amp;#039;&amp;#039;alpha&amp;#039;&amp;#039;&amp;#039; channel or &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039; part of a diffuse color map.  The diffuse map contains the &amp;#039;&amp;#039;&amp;#039;RGB&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;(red, green, blue)&amp;#039;&amp;#039;&amp;#039; components. Older versions of the Trainz game required an opacity map be present when an alpha channel was required.&lt;br /&gt;
&lt;br /&gt;
The opacity map was frequently just a reference to the same diffuse map as it already contained RGBA components. Almost all Trainz materials were once [[m.onetex]]. Now Trainz supports many materials, each requiring multiple texture maps, and each texture map potentially requiring an alpha channel.  As there was no way to specify opacity (alpha) maps for each texture, content creators were required to hand edit the [[.texture.txt Files|.texture.txt]] files and manually reference the opacity texture maps.  The current [[Max Exporters | exporter]] allows a single RGBA texture to be specified for any texture map and will generate an appropriate [[.texture.txt Files|.texture.txt]] file.&lt;br /&gt;
&lt;br /&gt;
There were several reasons for independantly specifying the opacity map:&lt;br /&gt;
* Materials could determine if they were opaque or transparent based on the presence of an alpha channel in the material configuration.&lt;br /&gt;
* The same texture could be shared between two logical materials, one part opaque the other transparent.&lt;br /&gt;
* Classic .BMP and .JPG files, supporting 8 and 24 bit textures, could be used to specify a single 32bit texture.&lt;br /&gt;
* Almost all materials were once [[m.onetex]] and the 3ds Max Material Editor had plenty of free texture slots, the opacity channel chosen to specify the alpha channel.&lt;br /&gt;
&lt;br /&gt;
With [[TS2009]] a separate opacity map is not needed or recommended.  Here are some recommendations and justifications:&lt;br /&gt;
* Textures should be 24bit (RGB) or 32bit (RGBA) .TGA files. 24bit RGB if opaque, 32bit RGBA if transparent or alpha channel is required. The TGA file format is not compressed, so no texture quality will be lost. When the texture is used in the game, it will have been compressed to an appropriate format depending on its type.&lt;br /&gt;
* The presence of an alpha channel still determines if transparency is used. So if part of a mesh (ie. cabin windows) use transparency, use two different materials and textures, one for the opaque sections, the other for the transparent ones.&lt;br /&gt;
* Specify transparent textures by selecting an RGBA texture and make sure the alpha channel is used as a source.  Refer to &amp;#039;&amp;#039;[[Exporting with 3D Studio Max]]&amp;#039;&amp;#039; for more details.&lt;/div&gt;</summary>
		<author><name>imported&gt;Greg</name></author>
	</entry>
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