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Home > Tutorials > Gmax Locomotive Tutorial > Chapter 10
Gmax Locomotive TutorialChapter 10 Adding Attachment points and shadows
In this tutorial you will learn how to add the attachment points for a locomotive.
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To complete these
tutorials with the dimensions listed herein you will need the following
setup The "Select and Move" tool will be referred to as the "Move" tool The "Select and Rotate" tool will be referred to as the "Rotate" tool |
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| 1. Attachment point types. There are numerous attachment points that can be added to a locomotive mesh. In this tutorial we will be adding the following attachment points; a.bog0 (required) As well as the above we can have any number of custom attachment points
as well such as a.fan0. There are also other attachment points that do
not apply to a diesel locomotive such as a.pant0 and a.smoke0. 2. Adding the attachment points. Switch to the "Top View". Navigate to the "Create" tab and the "Helpers" sub-tab and click on the "Point" button. Click in the top viewport and an attachment point will be created. Create eleven attachment points and then deselect the "Point" tool. Select an attachment point and name it a.limfront. Move it to the following location.
Select and rename another point to a.limback. Move it to the following location.
Select and rename another point to a.bog0. Move it to the following location.
Select and rename another point to a.bog1. Move it to the following location.
The "Z" value for a.bog0 and a.bog1 is found by the height of the bogeys from the bottom of the wheel to the center of the axles. This is how most creators set up their bogies. Now we need to move the remaining attachment points into location. Select another attachment point and rename it a.cabfront. Move it to the following location
Some creators prefer to leave the a.cabfront at 0,0,0. It is entirely
up to you where you want the attachment point to be unless you intend
using either a default interior or another creators interior. Now that we have the required and recommended attachement poiints added we can add a few optional points. Select and rename another point to a.exhaust0. Move it to the following location. This is for the diesel smoke effect.
Select and rename another point to a.outsideview0. Move it to the following location.
This will give an exterior view of the rails in front of the locomotive. Select and rename another point to a.light0 and move it to the following location
Select and rename another point to a.light1 and move it to the following location
These points allow the position of the headlights to be set. Select and rename another point to a.ditch0 and move it to the following location
Select and rename another point to a.ditch1 and move it to the following location
This allows for ditch litght support. Although currently there is no ditch light support in Trainz it is on the proposed upgrade list. |
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3. Rotating the attachment points. Select the a.bog0 and rotate it 180 degrees in the "Z" co-ordinate. This will allow us to use only one bogey instead of a different version for the front and the rear of the locomotive. This is not a requirement. The loco will work fine without rotating the attachment point. NOTE The a.outsideview0 is viewed along the negative "Y" axis. The location that we have positioned it, does not require the point to be rotated. However for other viewing angles such as a heads up view for the driver the point would need rotating for the rear view.
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Figure 1 Finished product
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4. Creating the shadow file. Once you have all the attachment points added save the file. Give the file a suitable name. Now create a new file and create the following boxes.
Now move them to the following locations
Now convert them all to an "Editable Mesh" and using the "Polygon" sub-object delete the following polygons.
Once you have deleted the polygons select box1 and attach all the other boxes to it. Open the "Material Editor" and add a new texture to the first texture globe. Use the "ShadowBlackTexture.tga". Apply the material to the mesh and turn it on using the "Show Map in View Port" button (blue and white cube) You should have a result similar to figure 4. Now add an "Unwrap UVW" modifier to the stack and save the file using a suitable file name preferably with shadow in the name.
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Figure 2 Results of create, resize and move
Figure 3 Fully attached mesh
Figure 4 Mesh with ShadowBlackTexture applied
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| Now re-open the main locomotive mesh file ready for the next chapter
You have now successfully added the attachment points and created the shadow for a locomotive |
Trainz and Trainz Railroad Simulator are trademarks of AuranBest viewed at 1024 x 768 or higher Pages best viewed with Cooper and Cooper Black font installed. Copyright © 2007
P. Campbell. All rights reserved. Revised:
June 13, 2007
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