Gmax
Illuminated Numberboard And
Transparent
Window Tutorial
In
this tutorial you will learn how to illuminate the numbers on a numberboard
for a locomotive and create transparent windows.
Note. To
complete this tutorial you will need to have available a model that
has already been textured and has an unwrap UVW modifier applied to
it. You can get the demonstration files here. |
Transparency
Method 1
Transparency
Method 2
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Selective
Illumination |
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1. Sample files
The
following screen shot shows the sample .max file pre textured with
a diffuse map which sets the main image.
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Figure 1 Sample
file
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2. Opacity
The next thing we need to add is an opacity map. This will allow
Trainz to determine which part of the diffuse map to read. Any part of
the map that is not
black
will show up in varying intensity depending on the brightness. For this
map white numbers on a black background the same size as the diffuse
map is suitable for the numberboard tutorial. By changing the brightness
towards
the
center
you
can simulate a light
bulb
behind
the numberboard. Set the level of the opacity to16. If you cannot find
the window in Figure 3, change the map from the drop down box above the
map settings.
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Figure
2 Changing maps
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3. Reflection
The last item we need to add is a reflection map. This allows the numbers
to glow and also controls the brightness of the glow. You can change
the color of the reflection map to simulate any type of light. Set the
level of the reflection to 40 |

Figure 3 Material
map settings
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| You can change the settings of the reflection and the opacity and also
the color used in the bitmaps to obtain different effects. |
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There are several methods to achieve transparency in Trainz this tutorial
discusses two methods
Method
1.
Using
the opacity settings within gmax
1. Box The
first thing we need to do is create a box to apply the textures to.The
dimensions of the box are immaterial for this project.
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2. Textures
Now
we need to add the textures to the box. For the "Diffuse Color" use
the "Opacity.tga" file and leave the "Amount" set at 100. For the "Opacity"
Map use the "Opacity.bmp" and set the "Amount" to
50. This is what determines how transparent the final window will
be.
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Figure 1 Material
map settings
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3.
Adjustments Changing
the amount of transparency of the window can be done in two different
ways. The first is to change the "Amount" in the "Opacity" settings
and the other is to change the color of the bitmap. The brighter
the color
the less transparency. If you paint areas of the bitmap pure white
(255,255,255) then that area will no longer be transparent and similarly
if you go the other way and paint it pure black (0,0,0) then it will
be totally transparent.
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Method
2.
Using
the alpha channel in Photoshop or Paint Shop Pro.
1. Plane The
first thing we need to do is create a plane to apply the textures to.The
dimensions of the plane are immaterial for this project however you
will
need to apply an "Unwrap UVW" modifier and map the textures
to a specific location. For this tutorial I have used a chain map and
applied it to the plane. Figure 1 shows the plane with the chain pattern
mapped correctly
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Figure 1 Plane
with chain texture applied
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2.
Alpha channels The
next thing we need to do is create an alpha channel* for the chain.
Once you have created an alpha channel and exported the plane you
then need to add the following lines to the Chain.texture.txt file
Primary=Chain.tga
Tile=st
Hint=Dynamic
Alpha=Chain.tga The final
result should look like figure 2.(Image viewed in Trainz Object Explorer) |

Figure 2 Finished
product viewed in Trainz Object Explorer
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Once again as with the previous method changing the shade
of the alpha channel affects the level of transparency. This method is
used quite often for windows on buildings etc.
*Methods used to create alpha channels are discussed in
the Photoshop Art File tutorial and the Paint Shop Pro Art File tutorial.
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