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Home > Tutorials > TRS2006 Gmax Rolling Stock Tutorial
Gmax Rolling Stock TutorialIn this tutorial you will learn how to create a box and texture it, add the required attachment points, export it and then create the config.txt file. The methods used to create the flatcar can be adapted to any Trainz rolling stock item. Note. To complete this tutorial you will need to download the sample texture here. To assist in the presentation of this tutorial I have changed the viewport settings to shade selected faces. This is done by selecting the text in the top left corner of the viewport and selecting "Configure..." and then selecting the "Shade selected faces" checkbox. |
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To complete these
tutorials with the dimensions listed herein you will need the following
setup |
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| 1. Create a box. The first thing you need to do is create a box. At this point the size of the box does not matter.
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Figure 1 Box tool
Figure 2 Box
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| 2. Resize the box Once you have created the box we need to resize it. You will need to select the box and then switch to the "Modify" panel.
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Figure 3 Modify menu with the box selected
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| For the box you will need to enter the following dimensions
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Figure 4 Results after resizing
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4. Converting to mesh (Optional) The next step is to convert the body to an editable mesh object we do this by selecting the object and right clicking which then opens a context menu as shown in figure 5. Select the "Convert to Editable Mesh" entry. This is not required to complete the tutorial but if the box requires further editing or reshaping then you will need to convert the object to an editable mesh.
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Figure 5 Converting to Editable Mesh
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5. Relocating Select the main body (Box1) and then select the move tool from the main tool button menu and type the following dimensions into the co-ordinate boxes. These boxes are located at the bottom of the gmax window. You can also right click the "Move tool" and type them in the "Absolute World" section of the "Transform Type-in" window.
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Figure 6 Move tool
Figure 7 Co-ordinate boxes
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| 6. Applying Textures We can now apply the textures to the main body. To do this we need to open the "Material Editor". Select the Material editor icon and the "Material Editor" will appear. Select "New" and then in the "New Material" dialog box select the "Standard" entry. Expand the "Maps" menu. Find the entry "Diffuse Color" click on the corresponding "None" item. A new window will open called the "gmax Material Navigator".. You will see a list of items with a green parallelogram icon Double click the "Bitmap" entry. This will open a "Select Bitmap Image File" dialog box. You will need to find and select the "Tutorial.tga" file. (You may need to change the file type to view tga files).
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Figure 8 Material Editor Icon
Figure 9 Material Editor with no textures
Figure 10 Material Editor showing Material #1
Figure 11 Material Editor showing the globe
Figure 12 gmax Material Navigator with all textures loaded
Figure 13 Blue and white cube
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When you have completed the texture loading select the globe at the top of the material editor as shown in figure 11 and drag it to the main body. In order for the textures to show up in the window select the blue and white cube in the "Material Editor". If you have more than one texture in the scene you can use the "gmax Material Navigator" to switch between them.
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7. Adding an "Unwrap UVW" modifier Now that we have applied the texture to the main body we need to map the texture to the correct location. To do this we need to add an "Unwrap UVW" modifier to the main body. To add the modifier you need to select the main body and then go to the modify list in the modify menu. You may have to scroll down to find the "Unwrap UVW" modifier
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Figure 14 Applying the Unwrap UVW modifier
Figure 15 Effect after adding the Unwrap UVW modifier
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After you have applied the modifier expand the "Unwrap UVW" in the "Modifier List" and select the "Select Face" entry. Then select the top face of the main body and click on "Edit" in the "Parameters" section of the "Unwrap UVW". A new window will appear called the "Edit UVW"
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Figure 16 Select face
Figure 17 Planar map
Figure 18 Face selected ready for mapping.
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Now that we have a face selected and the "Edit UVW" window open you will see the screen in Figure 19. If the texture in the background is wrong then you will need to change the map. To do this select the correct map from the drop down box on the top tool button bar.
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Figure 19 Face map ready for aligning
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While the top face of the main body is still selected we need to create a planar map. To do this select the "Planar Map" from the "Unwrap UVW" parameters. Before proceeding any further we need to make sure the "Move" icon is selected. Place the cursor over the selected map and move it to one side. Then select the rest of the mapping and move it to one side. You can also use the "Filter Selected Faces" icon to hide the other mapping but I prefer to leave all maps visible that way you don't apply the same texture area to two different mesh areas. Now we need to adjust the mapping to suit the texture. To resize the map click on the corner of the map and the corner box should turn red. You can now drag the corner of the map down or up to the correct size. Place the texture as shown in figure 21. Continue selecting faces in the viewport, selecting "Planar Map" and moving resizing maps until you are happy with the locations and you have a result similar to figure 22. NOTE The texture map outlines may be a different color in your version of Gmax and may not include both diagonal lines
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Figure 20 Filter selected faces.
Figure 21 Adjusting and relocating maps
Figure 22 Final mapping results.
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8. Adding the attachment points Now that the body of the flatcar is created and textured we need to add the attachment points for the bogeys and to show Trainz where each end of the flatcar is. When adding the attachment points it is recommended to switch to the "Top" view. To add a "Point" item in gmax you need to go to the "Create" tab and then to the "Helpers" tab. You will need to add four attachment points. Name them and move them as follows. Use the co-ordinate type in boxes at the bottom of the gmax window to move the point as shown in figure23 and rename the points using the "Name and Color" box as shown in figure 25
The naming of these attachment points is critical and all of them must be included on the model.
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Figure 23 XYZ co-ordinate boxes
Figure 24 Top view
Figure 25 Naming the point
Figure 26 Point menu item
Figure 27 Finished flatcar with attachment points
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10. Where to export. Before we export we need to create a new asset with CMP which is done by clicking on the "New" button or by selecting "File" "New" from the main menu. Once you have the "New Asset" window open scroll down to the "TrainCar" entry select it and then click on the "New" button. You will then be presented with the Content Creator Plus program with a TrainCar asset and the default config entries. The first thing we need to do is to give the asset a name. Type Tutorial Flatcar into the username tag in the Tag Space. Once you have named the mesh we need to add a mesh-table container to the directory. To do this right click in the "Tree View" area and select "mesh-table" from the available containers at the top of the list.In the "Enter Name" window type in "default" and click OK. You should now be able to see the mesh-table entry in the tree view area. Now that we have an asset partially created in CCP and the config started we need to switch back to CMP and select the asset and then from the right context menu select "Edit" and then "Edit in Explorer" This will open a windows explorer window at the new assets path. Once the explorer window is open create a new folder called "Tutorial_body". This will be the location for the main mesh. Once you have created the folder then switch back to Gmax and make sure you have nothing selected and from the "File" menu select "Export". Navigate to the Tutorial_body folder you just created and type in the filename Tutorial_body.im. Before you hit the "Save" button change the file type in the drop down window to "Trainz Format(*im, *kin, *pm). Once you have this selected click on the "Save" button. Gmax will begin to convert and export the mesh into the Trainz .im format.
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Figure 26 New toolbar button
Figure 27 Creating a new TrainCar asset
Figure 28 Default entries for a TrainCar asset (NOTE: Default installs of TRS2006 will have far more eras and regions.)
Figure 29 Adding a Mesh Table
Figure 30 Naming the mesh-table's first container
Figure 31 Default entry added
Figure 32 Export
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11. Shadows. Now that you have exported the main mesh into it's Tutorial_body folder we need to open the shadow file and export it in to a new folder called the Tutorial_shadow folder. Name the file Tutorial_shadow.im. A shadow file is a very low poly rendition of the general shape of the main mesh. It can be comprised of any number and shape of objects provided the overall shape of the rolling stock item is represented. NOTE If you fail to add the shadow mesh, TRS2006 will report this in the error log. I strongly urge you to include a shadow mesh with your flat car. 12. Resource collector. Now that you have the meshes exported you will notice that there are no textures included in the folder, just the main mesh and a few text files. The text files are what Trainz uses to find the textures. If you rename a texture.txt file, Trainz will be unable to find the mesh and your object will show up white. To export the textures go to the "Utilities" tab and select the "More" button. In the window that appears select the "Resource Collector" it should automatically appear in one of the slots in the "Utilities" menu. Close the more "Utilities" window and in the "Output Path" navigate to the folder where you exported the mesh to. Once you have the path entered make sure the "Collect Bitmaps/Photometric Files" checkbox is selected and click on the "Begin" button. Repeat the procedure for the shadow file.
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Figure 33 Resource collector settings |
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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:
July 23, 2007
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