![]() |
![]() |
Home > Tutorials > Gmax Locomotive Tutorial > Chapter 8
Gmax Locomotive TutorialChapter 8 Fuel and Air Tanks
In this tutorial you will learn how to create the fuel and air tanks of a locomotive and texture them. The methods used to create the objects can be adapted to any Trainz item. |
||||||||||||||||||||||||||||||
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 |
||||||||||||||||||||||||||||||
| 1. Create and move a box The first thing you need to do is create a box to represent the fuel tank. Create the box using the following dimensions.
Move the box to the following location
|
||||||||||||||||||||||||||||||
2. Chamfer and edge move For the FuelTank we need to chamfer the outside upper edges and move the inner edge in towards the center . Convert the box to editable mesh and select the outer front edges and type 0.05 into the chamfer box. Select the newly created right inner edge and move it in towards the UnderbodySupport. Type in -0.5 into the "X" co-ordinates for the right side and 0.5 for the left side. Now we can create the radius edges on the underside. Select both outer lower edges and type 0.15 into the chamfer box. While the edges are still selected type 0.05 into the chamfer. If you want an extra smooth appearance, with the edges still selected type 0.022 into the chamfer box. Before continuing on we need to remove the polygons from the top. Select the "Polygon sub-object and select the top polygons and delete them. |
||||||||||||||||||||||||||||||
Figure 1 Result after first chamfer and edge move
Figure 2 Result after second edge chamfer
|
||||||||||||||||||||||||||||||
3. Filler tube To create a simple filler tube we need to create a cylinder and move/rotate it into location. Create a cylinder with the following dimensions.2.625
Now rotate the tube to 110 degrees in the "Y" axis and move it to the following location
Convert the tube to an editable mesh and delete the polygons on the end inside the tank. Open the "Material Editor" and add the Misc_01 texture to the FillerTube and add an "Unwrap UVW" modifier to the stack. Now we can mirror the FillerTube to the other three corners. Make sure the FillerTube1 is selected and select the mirror tool. Type -3.6 into the Offset box, change the "Mirror Axis" to "Y" and ensure the "Copy" checkbox is selected and click on "OK". Now select both the filler tubes and again click on the "Mirror" tool. This time change the distance to 2.625 and the "Offset Axis" to "X".
|
||||||||||||||||||||||||||||||
Figure 3 Result after mirror
Figure 4 First mirror settings
Figure 5 Second mirror settings
|
||||||||||||||||||||||||||||||
4. Creating the Air Tanks (Air Receivers) The items we need to create are a cylinder and a sphere. Use the following specifications for each
Now that we have a cylinder and a sphere we need to convert both to an editable mesh and using the polygon sub-object remove the polygons from each end of the cylinder and split the sphere in half by selecting the top half of the polygons and seleceting "Detach" from the"Edit Geometry" roll-out. One you have done the meshes edited we need to move the two halves of the sphere in to location at each end of the cylinder. Use the "Osnap" selection box to select and move each half. Once you have the sphere halves in location select the cylinder and attach the sphere halves. Do not attach the cylinder to the sphere halves. Now select and rename the mesh "AirReceiver1" and then using the "Rotate" tool rotate the AirReceiver 90 degrees in the "X" axis. Once you have that done move the AirReceiver1 to the following location
This should place the AirReceiver1 approximately in the center of the FuelTank lengthwise and approximately central between the FuelTank and the MainBase
|
||||||||||||||||||||||||||||||
Figure 6 Sphere end polygons selected
Figure 7 Detach tool
Figure 8 Cylinder polygons selected for deletion
Figure 9 Sphere halves in location
Figure 10 AirReceiver in location |
||||||||||||||||||||||||||||||
5. Texturing the FuelTank Open up the "Material Editor" and drag the Main_01 texture onto the FuelTank1. Add an "Unwrap UVW" modifier to the stack of the FuelTank1 and use the "Select Face" sub-object to select the entire right side including the radius edge. Click on the "Planar Map" button and map the texture to the labeled section of the texture. Repeat the process for the other side and then continue with the rest of the FuelTank1. The texture mapping end result should be similar to figure 12 |
||||||||||||||||||||||||||||||
|
Figure 11 Fuel tank side selected ready for mapping
Figure 12 Finished mapping location
|
||||||||||||||||||||||||||||||
6. Texturing the Air Receiver Open up the "Material Editor" and drag the Main_01 texture onto the AirReceiver1. Add an "Unwrap UVW" modifier to the stack of the AirReceiver1 and use the "Select Faces" sub-object to select the entire object. Click on the "Planar Map" button. Now that we have a flat shape in the "Edit UVW's window we need to rotate it 90 degrees using the "Rotate + 90" tool. Resize the map to fit the Air Receiver texture. Once you have done this deselect the "Select Faces" sub-object and you will notice that the lettering on the AirReceiver is reversed. To correct this we need to flip the texture in the horizontal plane. Go to the "Tools" menu in the "Edit UVW's" window and select "Flip Horizontal" from the menu and you will notice that the text is now reading correctly.
|
||||||||||||||||||||||||||||||
Figure 13 Rotate tool
Figure 14 Texture mapping located correctly
Figure 15 Flip horizontal
|
||||||||||||||||||||||||||||||
| After you have textured the AirReceiver1 we need to mirror it to the
other side of the locomotive. Select the AirReceiver1 and then select
the "Mirror Selected Objects" tool and type in 2.6 into the "Offset" distance
and select the "X" axis. Also make sure the "Copy" checkbox is selected
and click on "OK"
Sometimes it is usefully to have the air receivers mapped to separate textures however for this tutorial there is no real need. The size of the fuel tank textures are kept large as this is a very visible part of the locomotive and the large portion of the texture allows for weathering effects.
|
||||||||||||||||||||||||||||||
Figure 16 Finished product
|
||||||||||||||||||||||||||||||
You have now successfully created and textured the Fuel Tank and the Air Receivers 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
|