tag:blogger.com,1999:blog-33107021657629529462024-02-20T18:47:13.828-08:00Trainz Content Creation By WhitepassHow to make content for Trainz.Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.comBlogger88125tag:blogger.com,1999:blog-3310702165762952946.post-50941870707475423532024-01-04T07:33:00.000-08:002024-01-04T07:33:56.915-08:00test<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhhrGzvNheLnCp7qqLZ2oFROiPovPxVquGNBntGDI6CNTW1NTAwBEHuvc8B1zzYJ4KgNqx7OwFQ2xrkIInrvy5Jd6ilPvzECQoqcdVgU_fGWEqfGOm3ryngtfuY6HoKQxeiTA2tMPk-oK7-HTKPeKbyZ-IA5X1rJObZmrjdj7nxCAPWe6IxSb_Oe2YS0GQL" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="897" data-original-width="1536" height="187" src="https://blogger.googleusercontent.com/img/a/AVvXsEhhrGzvNheLnCp7qqLZ2oFROiPovPxVquGNBntGDI6CNTW1NTAwBEHuvc8B1zzYJ4KgNqx7OwFQ2xrkIInrvy5Jd6ilPvzECQoqcdVgU_fGWEqfGOm3ryngtfuY6HoKQxeiTA2tMPk-oK7-HTKPeKbyZ-IA5X1rJObZmrjdj7nxCAPWe6IxSb_Oe2YS0GQL" width="320" /></a></div><br /><p></p>Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-76651665083781149942020-07-26T17:38:00.001-07:002020-07-26T17:38:39.540-07:00Every thing you need to know about plans<h2 align="center">
Every thing you need to know about plans</h2>
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First off any plan you find can have errors on it. I was given a job to scan in a box full of odd size plans to put on an internal web, it was all changes made to a new diesel engine that was all made on a computer. That I remember was move a hole to a better place and a parts maker made 50 covers with the two logos in the wrong order. Things like this happen all the time and correction plans are made and put with the other plans.</div>
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The maker plans are also very big, 40" wide by what ever and a scale of 3/8" or 1/2" to the foot.</div>
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Most of what you can find are reduced by photo or scanner. New plans that are made by computer can output to any size, a big help, but if it was made before 1970 it was not made on a computer, after 2000 all most all would be computer made.</div>
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The following is for U.S. locomotive and rolling stock.</div>
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Original plans:</div>
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You can find but costly and very big to work with. </div>
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Steam locomotives - normally shown with wheels and valve gear as center lines and diameter, no detail on side view. A lot of the piping is not shown as the pipe-fitters new what went where. Lots of sub-plans.</div>
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Diesel/electric locomotives - may or may not have bogeys.</div>
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Bogeys - side views for most can be found, top and front views very hard to find.</div>
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Freight cars - makers plans only show what they made not all the parts that they put on. So you find the body but no doors, brake gears, and all the other parts.</div>
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Passenger cars - the same as freight cars but always with a top view of the interior.</div>
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Railway Service cars (non-revenue and MoY} - same as freight cars but harder to find.</div>
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All cars show the bottom view as seen from the TOP, look out for this as it can get confusing.</div>
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You will find a lot of cutaways and cross sections.</div>
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Copy's of originals :</div>
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Found in Cyclopedias and trade magazines.</div>
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All printed copies can have have up to a 2% error, that's around one foot for a 85' car. You can also get the size wrong in ether X or Y direction.<br />
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Railroad Cyclopedias cab be found on-line, CD's and used books. Note, most do not show lettering or color.<br />
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Model Railway Magazines: First model railroad magazine came out in the 1930's and there have been a lot of them so I will only cover <em>Model Railroader</em> and <em>Railroad Model Craftsman.</em><br />
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Both used plans made by users and staff and a lot of them from cyclopedias but they look better as the cut-a-ways are not there. Most printed after 1960 are good but the older ones can be missing things you need like the wheels.<br />
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All the newer ones normally all lettering, running numbers, and colors.<br />
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Size: Most are to model scales, S, HO, and O. RMC did try to use N but only for one year, to small to use. S scale fit better so most common.<br />
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Here is an old plane and you can see why you can not make a detailed model with just them.<br />
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Newer one.<br />
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I made this in TANE and is on the DLS.<br />
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Classification books: Your bigger railroad had them and I do not know just how they used them but you can find scanned ones on the internet. Most look hand drawn and do have good info. I have used them to make content.<br />
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Other: You can find plans in train books and on the internet. Look out for things that never got made, I know of a 4-8-6 plan to replace the 4-8-4 (Lima I think).<br />
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-3284363500041329632020-07-17T17:00:00.001-07:002020-07-17T17:00:21.735-07:00<h2 style="text-align: center;">
Going from Blender 2.79 to 2.83.2</h2>
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So I made the jump from Blender 2.79 to 2.83.2 a bit ago. The first jump, 2.80, normally has bugs and it had a new GUI. Did not take to long get the hang of it.</div>
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Things you need to know: You can only export FBX not XML so you can not make a .im mesh.</div>
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Exporting FBX: this is the setup that works</div>
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If you give it a name it will save it but not as default.</div>
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Setup for PBR name.m.pbrmetal</div>
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Setup for PBR name.M.glass and name.m.pbrmetalmasked<br />
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-28169037225063066522020-03-14T11:59:00.000-07:002020-03-14T11:59:16.354-07:00<h2 style="text-align: center;">
Using PBR and UVmaping</h2>
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You now need to assign a PBR material to your mesh. How you assign depends on what program you use, so you will have to look that part up. </div>
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Trainz has only 5 material types but for roiling stock I have never used more than 3.</div>
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TRS19 only uses PBR all older content get converted to PBR, this takes up very little room, one common normal map, one common pbr map per old texture type, and one green and white texture used for all missing textures, this is why you get green/white mesh from FBX. Note that if you have a missing texture in your PBR it will get replaced with the green/white one (had this on last car with ARN as I missed one normal file and got numbers with a checker board look).</div>
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All PBR used for Trainz are metal/roughness and are ether a set of 10 or 11 data files used to color a mesh. The data is saved as 3 textures in RGB or RGBA as ether name.tga or name.png. At a power of 2, can be square or 1:8, max size is 2048x2048 aka 2K, a 4K will not give an error but will be downsized to 2K by CM.</div>
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Most used one. <em>name</em>.m.pbrmetal used for most things, metal, wood, plastic, rock and so on all on one material. </div>
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<em>Name</em>.m.pbrmetalmasked used the same as m.pbrmetal but has a Alpha channel used as a mask, has to be used to make ARN.</div>
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<em>Name</em>.m.glass used to make glass or other transparent things.</div>
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<em>Name</em>.m.pbrmetaldetail used to make finer detail, I have not used it as most of what I make dose not have finer detail, painted steel and painted wood.</div>
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<em>Name</em>.m.clutter only used to make clutter mesh, I have not used,</div>
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Good place to go to:http://online.ts2009.com/mediaWiki/index.php/Material_Types</div>
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Each texture has to have texture.txt with it, the Blender FBX exporter will make them but not right. best way to make is to copy a known working one, edit it and "save as".</div>
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what it look like:</div>
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File name: normalskin.tga</div>
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inside:</div>
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Primary=normalskin.tga</div>
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Tile=</div>
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File name: pbr.tga</div>
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inside:</div>
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Primary=pbr.tga<br />Alpha=pbr.tga<br />Tile=</div>
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<br />My car has PBR textures set up just use skin.tga, normalskin.tga, and pbr.tga. This way you do not need to make the PBR textures yet, just edit them for now.</div>
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Next you need to make a UVmap, there are programs just for that and most 3D programs also have it built in. What it dose is flatten your mesh out, like unfolding a cardboard box so it is flat. This way you do not have the same data used for more than one pixel, very bad with PBR, did not mater in old way. Some times you can overlap where you can not see it from the out side. The size should be the same for all faces but you can be off up to about 2x.</div>
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What this looks like:</div>
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UVmap</div>
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skin.tga</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi46lHlB1D0RdjETRkIq3xBSeKFSxmvcKgRyTBaZN2PudpPPXoQkpgbR0yhzohyphenhyphenb00Zce1MQSOvFqRaog92ADUXJ-IqZgrDsibGqNkI79YeL97npmeZ_F77Qsi4GCKVy9OWkFTW7HzSeDtz/s1600/PRRuv.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1024" data-original-width="1024" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi46lHlB1D0RdjETRkIq3xBSeKFSxmvcKgRyTBaZN2PudpPPXoQkpgbR0yhzohyphenhyphenb00Zce1MQSOvFqRaog92ADUXJ-IqZgrDsibGqNkI79YeL97npmeZ_F77Qsi4GCKVy9OWkFTW7HzSeDtz/s320/PRRuv.jpg" width="320" /></a></div>
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skin with UVmap on top</div>
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As you can see this makes lettering a lot easer.</div>
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-11688760673034146892020-03-11T10:57:00.000-07:002020-03-11T10:57:11.317-07:00<h2 style="text-align: center;">
<span style="font-size: x-large;">Making the Mesh</span></h2>
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Some basic things about Trainz meshes. </div>
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Scale: Trainz uses a scale of 1:1, that's 1ft.=1ft.</div>
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3D space: +Z is up and -Y is the front and the "ground" base board is at Z=0 (note that no mater what shape the base board has it is always Z=0, this is why you can place a box on a hill side and have a gap at the bottom.</div>
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</div>
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First thing that you need to make are some attachment points. All kind "traincar" have to have 5 attachment points, 4 of them you make and 1 is a default that you do not make, it's X=0,Y=0,Z=0, Trainz will use it as a fallback for some things others must have the right name.</div>
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So in order you must make and name a.limfront, a.bog0, a.bog1, and a.limback. If the order is wrong you will get an Error it use to be a derail.</div>
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</div>
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The two a.lim ones are the coupling bounding boxes that Trainz adds and the two a.bog are the bogeys and how the car/loco fallows the track. You can have any number of bogeys but the body will turn and fallow a,bog0 and a.bog1. (a.bog3, a.bog0, a.bog1, a.bog4) is good and (a.bog3, a.bog1, a.bog0, a.bog4) is not.</div>
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In Blender you add an Empty for FBX and name it.</div>
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Here are the names and xyz in feet/inches:</div>
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a.limfront X=0, Y=-21'11", Z=2'9.6"</div>
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a.bog0 X=0, Y=-15'4", Z=1'4"</div>
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a.bog1 X=0, Y=15'4", Z=1'4"</div>
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</div>
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a.limback X=0, Y=21'11", Z=2'9.6"</div>
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</div>
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Note that all have X=0 as in Trainz the trains only "see" the center line of the track and the bogeys fallow that. My bogeys are set up so that the center of the wheels is at Z=0 so the attachment point is one half the diameter of the wheel, 33"/2=16.5" rounded off to 16".<br />
<br />
Next make a box, size about 10'x10'x40' centered at X=0, Y=0 and the bottom at Z=3'4.94".<br />
You can now export the box and the 4 attachments as FBX into your work folder saved as 40ft_boxcar_body.fbx. You can then import into CM, "submit edit" and it should be a working boxcar, the top will be green and white.</div>
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-13817232657437328982020-03-09T17:10:00.000-07:002020-03-10T07:08:04.083-07:00<div style="text-align: center;">
<span style="font-size: x-large;">Setup</span></div>
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<span style="font-size: x-large;"></span> </div>
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I am going to show how to simplify the config and the work file.</div>
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<span style="color: cyan;">Blue</span> is what was done in last post, <span style="color: red;">RED</span> is to be deleted.</div>
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<span style="color: cyan;">username </span> <span style="color: cyan;">"40ft PRR X31b boxcar"</span><br />
kind "traincar"<br />
mass 20657<br />
engine 0<br />
enginespec <kuid:-1:42004201><br />
category-class "XB"<br />
description " 40ft 50ton boxcar as used by Pennsylvania RR, Class X31b, built 1939.This car has seaeon snow."<br />
<span style="color: cyan;">author "Whitepass"<br />contact-email "</span><a href="mailto:whitepasstrainz@gmail.com"><span style="color: cyan;">whitepasstrainz@gmail.com</span></a><span style="color: cyan;">"</span><br />
license "n/a"<br />
category-region "CA;US"<br />
category-era "1930s;1940s;1950s;1960s"<br />
trainz-build 4.6<br />
<span style="color: red;">fonts 1<br />fonts-path "car"</span><br />
use-coupler-sounds 1<br />
mesh-table-lod-transition-distances </div>
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<br />
<span style="color: red;">season-selector<br />{<br /> season-range 0.25,0.75<br /> <br /> branch-true<br /> {<br /> season-range 0.25,0.5<br /> <br /> branch-true<br /> {<br /> output-season 0<br /> }<br /> <br /> branch-false<br /> {<br /> output-season 1<br /> }<br /> }<br /> <br /> branch-false<br /> {<br /> output-season 0<br /> }<br />}</span></div>
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<span style="color: red;">vehicle-running-numbers<br />{<br /> running-numbers "61100-62770"<br />}</span></div>
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thumbnails<br />
{<br />
0<br />
{<br />
image "boxcarprr.jpg"<br />
width 240<br />
height 180<br />
}<br />
<br />
1<br />
{<br />
image "40ft_boxcar_art/40ft_boxcar_art_icon.tga"<br />
width 128<br />
height 64<br />
}<br />
}</div>
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mesh-table<br />
{<br />
default<br />
{<br />
mesh "40ft_boxcar_body/40ft_boxcar_body.lm"<br />
auto-create 1<br />
}<br />
<br />
fram<br />
{<br />
mesh-asset <kuid:58422:100060><br />
mesh "frame.lm"<br />
auto-create 1<br />
}<br />
<br />
<span style="color: red;"> winter<br /> {<br /> mesh "winter/snow.lm"<br /> auto-create 1<br /> mesh-season 1<br /> }</span></div>
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</div>
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<br />
<span style="color: red;">}</span></div>
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<span style="color: red;">queues</span><br />
<span style="color: red;">{</span><br />
<span style="color: red;"> load</span><br />
<span style="color: red;"> {</span><br />
<span style="color: red;"> size 7</span><br />
<span style="color: red;"> initial-count 0</span><br />
<span style="color: red;"> product-kuid <kuid:-3:10013></span><br />
<span style="color: red;"> </span><br />
<span style="color: red;"> allowed-products</span><br />
<span style="color: red;"> {</span><br />
<span style="color: red;"> 0 <kuid:-3:10013> </span><br />
<span style="color: red;"> 1 <kuid2:30671:9040500:1></span><br />
<span style="color: red;"> 2 <kuid2:30671:9040690:1></span><br />
<span style="color: red;"> 3 <kuid2:30671:9080810:1></span><br />
<span style="color: red;"> 4 <kuid2:30671:9080510:1></span><br />
<span style="color: red;"> 5 <kuid2:30671:98702901:1></span><br />
<span style="color: red;"> 6 <kuid2:30671:94805601:1></span><br />
<span style="color: red;"> }</span><br />
<span style="color: red;"> }</span><br />
<span style="color: red;">}</span></div>
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bogeys<br />
{<br />
0<br />
{<br />
bogey <span style="color: cyan;"><kuid:58422:100464></span><br />
reversed 0<br />
}<br />
}</div>
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<br /></div>
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kuid-table</div>
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{</div>
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0 <span style="color: cyan;"><kuid:58422:100464></span></div>
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<span style="color: red;"> 1 <kuid2:30671:9040500:1></span></div>
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<span style="color: red;"> 2 <kuid2:30671:9040690:1></span></div>
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<span style="color: red;"> 3 <kuid2:30671:9080810:1></span></div>
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<span style="color: red;"> 4 <kuid2:30671:9080510:1></span></div>
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<span style="color: red;"> 5 <kuid2:30671:98702901:1></span></div>
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<span style="color: red;"> 6 <kuid2:30671:94805601:1></span></div>
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<span style="color: red;"> 7 <kuid:-1:42004201></span></div>
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<span style="color: red;"> 8 <kuid:-3:10013></span></div>
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<span style="color: red;"> </span></div>
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<span style="color: red;"> </span><span style="color: black;"> 9 <kuid:58422:100060></span></div>
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}</div>
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kuid <span style="color: cyan;"><kuid:58422:100463></span></div>
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<span style="color: cyan;"></span> </div>
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<span style="color: cyan;"></span> </div>
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<span style="color: black;">We will be putting most of this back, why you made a backup.</span></div>
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What your work folder should look like:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXPDtXMjSyaHbREc2IWqhQYSqDAGSYyNuBEQ1su6U-YbSVaFyXvW4Vgc5jJBibDqYoJJVC_FCAtWuAJS0ocWmzcO3lvUdwlFj1hhUOsip-XYme2WYOCphpL3NWTPNb8m_ukavvGma7gWZ1/s1600/b5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="456" data-original-width="1292" height="112" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXPDtXMjSyaHbREc2IWqhQYSqDAGSYyNuBEQ1su6U-YbSVaFyXvW4Vgc5jJBibDqYoJJVC_FCAtWuAJS0ocWmzcO3lvUdwlFj1hhUOsip-XYme2WYOCphpL3NWTPNb8m_ukavvGma7gWZ1/s320/b5.jpg" width="320" /></a></div>
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Delete the folder "car_alpha_numbers".</div>
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Open the folder named "40ft_boxcar_body" shown below and delete all red files.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtGvRGBo2C8-hvPlcbZyYb4MB5f93d73N0VPDgM7hm8R3cnnYJEiSlM-1eixu4lVNocQ7wxK8qzaEK-pFN_l4xqKNgziVgOJYxPtPBPSduUZA3M1a48BNGyq09jT8KVFhaoE3w36vFRAE_/s1600/b6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1154" data-original-width="1067" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtGvRGBo2C8-hvPlcbZyYb4MB5f93d73N0VPDgM7hm8R3cnnYJEiSlM-1eixu4lVNocQ7wxK8qzaEK-pFN_l4xqKNgziVgOJYxPtPBPSduUZA3M1a48BNGyq09jT8KVFhaoE3w36vFRAE_/s400/b6.jpg" width="368" /></a></div>
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<br /></div>
<br />
Next open the file "40ft_boxcar_body.lm.txt" see below.<br />
<br />
version 1.0<br />
offset=0.01;<br />
calcPoint=center;<br />
multiplier=1.0;<br />
animationCutOff=0.00;<br />
renderCutOff=0.00;<br />
attachmentCutOff=0.1;<br />
<br />
<span style="color: red;">mesh("0.01")</span><br />
<span style="color: red;">{</span><br />
<span style="color: red;">name="xx_boxcar_body.trainzmesh";</span><br />
<span style="color: red;">}</span><br />
<span style="color: red;">mesh("0.4")<br />{<br />name="low40ft_boxcar_body.trainzmesh";<br />}</span><br />
<span style="color: red;">mesh("0.8")<br />{<br />name="med40ft_boxcar_body.trainzmesh";<br />}</span><br />
mesh("1.0")<br />
{<br />
name="40ft_boxcar_body.trainzmesh";<br />
}<br />
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</div>
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Delete the red and save.</div>
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Last thing is to rename the mesh file "40ft_boxcar_body.trainzmesh" to "40ft_boxcar_body.fbx"</div>
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Windows will give you warning about changing file type that is what you are doing. </div>
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DO NOT TRY TO IMPORT to CM at this time, you need to make two FBX mesh's first.</div>
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-49180640685827810062020-03-08T18:45:00.003-07:002020-03-08T18:45:44.511-07:00<h2 style="text-align: center;">
<span style="font-size: x-large;">Replacing the bogeys.</span></h2>
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</div>
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The PRR boxcar has odd bogeys so we will replace with KUID2:58422:1025:7 the most common kind. </div>
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Trainz bogeys are setup two ways, wheel center at Y=0 (what you should do) or Y=-diameter of wheel(rail head), both work the same.</div>
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</div>
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All you need to do is edit the config.txt.</div>
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</div>
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Old config.txt at the bottom:</div>
<br />
bogeys<br />{<br /> 0<br /> {<br /> bogey <span style="color: red;"><kuid:58422:100464></span><br /> reversed 0<br /> }<br />}<br />
<br />kuid-table<br />{<br /> 0 <span style="color: red;"><kuid:58422:100464></span><br /> 1 <kuid2:30671:9040500:1><br /> 2 <kuid2:30671:9040690:1><br /> 3 <kuid2:30671:9080810:1><br /> 4 <kuid2:30671:9080510:1><br /> 5 <kuid2:30671:98702901:1><br /> 6 <kuid2:30671:94805601:1><br /> 7 <kuid:-1:42004201><br /> 8 <kuid:-3:10013><br /> 9 <kuid:58422:100060><br />}<br />
<br />
Just replace the RED text with <kuid2:58422:1025:7><br />
<br />
To edit you can start CM find the car and do an "Open/ Edit Config File Text". Then do a "Submit Edit". If you do not have that bogey installed CM will download it as it is on the DLS, you get two files. <br />
<br />
Every thing in the kuid-table is what the car needs to work and all can be replaced by things on the DLS or Built-in, do not use payware as if you do only ones who can use your content are the ones who have the same payware. Using content from the internet bad as finding it can be a pain and it could end up unavailable. If you plan to us the DLS all content must be on it or Built-in.<br />
<br />
<br />
<br />
Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-87960622342440733492020-03-07T10:58:00.001-08:002020-03-07T10:58:27.382-08:00<h2 style="text-align: center;">
<span style="font-size: x-large;">How to make a US 40ft car</span></h2>
<div style="text-align: center;">
Using FBX and PBR</div>
<div style="text-align: center;">
should work with most 3D and Paint programs.</div>
<div style="text-align: center;">
</div>
<div align="left" style="text-align: center;">
</div>
<div style="text-align: left;">
You will need TRS19 or newer, a 3D program that can export FBX and any paint type program that has layers and channels.</div>
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</div>
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</div>
<div style="text-align: left;">
First thing is to download this: kuid:58422:100463 (this is the newest boxcar I have made)</div>
<div style="text-align: left;">
</div>
<div style="text-align: left;">
You can use this as a template for a 40ft car, it can be a box, stock, reefer, flat or gondola. This car was made with the under frame as a mesh library so you can use it and only need to make the body so you can make just a test box and see it as a railroad car.</div>
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</div>
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</div>
<div style="text-align: left;">
Next make a folder for all your work, I used "New trainz to be made". I have subfolders for each type car or loco where I keep all drawings, photos, mesh and paint saves, and copy's of the file that will go into Trainz.</div>
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</div>
<div style="text-align: left;">
Next in Trainz CM find kuid:58422:100463:</div>
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Next you Clone my car:</div>
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This gives you a copy of my car with your KUID number. It will not show yet as it is open for edit.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjA_LWkLuX_0y_XyesIJBbXnI5_u63nPdVO3PFiA1PH-foWOT4eAWx5TfpaXk746pob4uS5I546TM15QMLFILwK7g9BNqsS3gn955MnMg72t2btXPBoAdN5MdfMCM9BLHefxc1xB883eqr7/s1600/b3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="244" data-original-width="1249" height="62" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjA_LWkLuX_0y_XyesIJBbXnI5_u63nPdVO3PFiA1PH-foWOT4eAWx5TfpaXk746pob4uS5I546TM15QMLFILwK7g9BNqsS3gn955MnMg72t2btXPBoAdN5MdfMCM9BLHefxc1xB883eqr7/s320/b3.jpg" width="320" /></a></div>
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Now you do first edit of config.txt.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqOX04G51fAFXn6lhFICUEQ6qzvsZciY7iOHD4nkdzsIXBNTP4tTz9otyWB97fsju66DX9eXIxRt1Fk3VOV6RXpxISfD8UE4cibtE6Ph1WCIk81iOQg6gI2hseLynibkGSnMZA93_ru4z0/s1600/b4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="693" data-original-width="1382" height="160" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqOX04G51fAFXn6lhFICUEQ6qzvsZciY7iOHD4nkdzsIXBNTP4tTz9otyWB97fsju66DX9eXIxRt1Fk3VOV6RXpxISfD8UE4cibtE6Ph1WCIk81iOQg6gI2hseLynibkGSnMZA93_ru4z0/s320/b4.jpg" width="320" /></a></div>
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This will open the config.txt for editing. change the fallowing that are in <span style="color: red;">red</span><span style="color: black;">:</span></div>
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username <span style="color: red;">"40ft PRR X31b boxcar"</span></div>
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<span style="color: red;"></span> </div>
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author <span style="color: red;">"Whitepass"</span><br />contact-email <span style="color: red;">"</span><a href="mailto:whitepasstrainz@gmail.com"><span style="color: red;">whitepasstrainz@gmail.com</span></a><span style="color: red;">"</span></div>
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<span style="color: black;">Save and close then do a "Submit edits" and you then have a new username, author, and email(yours). Your new content will show up in CM under "Today". Next is to copy to your hard drive by "Open"/"Open in Explorer" (do not know what for Mac). You go up one level in Explorer so you see the new content, it will have the new KUID number in front of the new username. Copy this file to your hard drive into the work folder you made. Then add it one more time, Windows will add a -copy2 to the end, this is a backup copy you will be using.</span></div>
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-27477400865169066932020-02-22T07:41:00.001-08:002020-02-22T07:41:50.489-08:00<h2 align="center">
How to start</h2>
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You need to know Trainz and CM before you can do anything. Learn how your paint program works and do some re-skins. Then learn what ever 3D program you have, do all the tutorials, you may never use most of it but you need to learn the interface.<br />
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You should set the red underline like shown in TRS19, this turns on parallax witch you should check for, I did not and had to fix some things and re-upload to DLS.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJcO3gyuv9dPnxwN82RWd8PzqBQE4z79nB9oBk6R4_j3VdCnryM_1DYvX0pXULigVUn7sv8jM9s7ZNzh2X-H6xpRGcQdGCDhVvv5gP3WAQrw-fE0SqHeLFxpJ8E_CUZl2swfhlxJW_w8Jn/s1600/blog1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="792" data-original-width="517" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJcO3gyuv9dPnxwN82RWd8PzqBQE4z79nB9oBk6R4_j3VdCnryM_1DYvX0pXULigVUn7sv8jM9s7ZNzh2X-H6xpRGcQdGCDhVvv5gP3WAQrw-fE0SqHeLFxpJ8E_CUZl2swfhlxJW_w8Jn/s320/blog1.jpg" width="208" /></a></div>
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For your first export into Trainz just make a box and get it to show in game, that can be a lot harder than it sounds.</div>
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Animation is the hardest thing to do so put that off for two or three things made first.</div>
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How I start new content:</div>
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This can be hard some times, What to make.</div>
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Next thing is to do research what you plan to make. I have lots of books and magazines plus Google and long list of web sites. You are after plans and good photos.<br />
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Photos: before 1861 there are only 5 known railroad photos. Early Photos only recorded blue light so red looks just like black, some thing to look out for, color came in around 1930's but did not become common tile med 1950's. There are a lot of off color photos on line.<br />
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Plains: a lot of old plans are just gone and a lot have thing that do not match the photos. You may need a flat bead scanner.</div>
Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-48163633443542075882020-02-20T16:53:00.001-08:002020-02-20T16:53:35.086-08:00<h2 align="center">
Making content for TRS19 and up</h2>
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With FBX and PBR</div>
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About me: I'm 74 and have been making Trainz content for about 20 years, started in Trainz 1.0, been a Beta tester for UTC,TRS2004, TS10, TS12, TANE and TRS19. I was part of the group that made content for TRS2004.</div>
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About Trainz: N3V posted that they had 70 build out there. How thinks work and look very some with each build so you need to change with them. LOD first came out in TRS2004 and most did not use it so now N3V has made it required so some time they are going to make PBR required to.</div>
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What you need to make content:</div>
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A mesh</div>
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A texture</div>
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A UVmap of the mesh</div>
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A config.txt</div>
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A thumbnail jpg</div>
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Programs you need:<br />
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A 3D program that can export FBX<br />
A paint program that has channels and layers<br />
A text editor <br />
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What I use:<br />
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Blender 2.79<br />
Photoshop CM6<br />
Substance Painter<br />
Windows Note Pad<br />
TEE (no longer available)<br />
Windows Calculator<br />
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-51142151182724828322019-07-30T10:10:00.003-07:002019-07-30T10:10:56.429-07:00More on ARN and PBR<h2 style="text-align: center;">
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More on ARN and PBR</h2>
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Some more things on ARN, now in TRS19 you can use PBR on your ARN. All you need to add is a normal.tga and a pbr.tga.</div>
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The normal needs just a flat color RGB of 135,135,255 will work just not a uniform color and NO ALPHA, the normal.texture.txt should look like this:</div>
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Primary=normdigit6b.tga</div>
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Tile=</div>
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You only need one, you can use it for all digits(if you are going for 3D numbers this will not work).</div>
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The PBR texture can also be used for all digits, looks like this:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjr_kHmo72K0-JCuOxrkpOtVYJeLe4pFXxnQeR7H3RmEJxKYgTSdmoMFfl5SExOFocU3TUfPOp0x9pyNP7iVzXRNAAqgTsgOftffn1z4auODD1fiMCsJj7nvSZIcESsIF5cb49a2fH6Mw1z/s1600/Untitled-1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="307" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjr_kHmo72K0-JCuOxrkpOtVYJeLe4pFXxnQeR7H3RmEJxKYgTSdmoMFfl5SExOFocU3TUfPOp0x9pyNP7iVzXRNAAqgTsgOftffn1z4auODD1fiMCsJj7nvSZIcESsIF5cb49a2fH6Mw1z/s1600/Untitled-1.jpg" /></a></div>
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Also not uniform color but dose have this in name.texture.txt:<br />
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Primary=pbrdigit6a.tga<br />
Alpha=pbrdigit6a.tga<br />
Tile=<br />
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Your digits in the "car" folder may or may not look good. You do not need to change anything but the PBR can look wrong in game. I find white numbers look way to white at 255,255,255 more like 185,185,185, this depends on color, size, and fount used.</div>
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You can now make the digits light up at night by making the red channel in the pbr.tga white, say 200,200,200. This is all you have to do, it will "glow" in the dark.</div>
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I had some with a alpha in the normal and it makes the numbers move inward, for me it was inward past the body side so it did not show up.<br />
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Size, I find I use 16x16 or 32x32 for digits, 8x8 is to small and 64x64 only for very large ones, like BN black and green.<br />
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ARN code uses file names not numbers so you can do limited other things like passenger car names but you can only do 9 names.<br />
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On the DT&I caboose I did, DT&I only had 6 cars, numbers 140-145 but the numbers show up in 2 fonts each in 4 places so that would be 24 mesh's and 20 numbers. I could not do anything about the numbers but could cut the mesh's down to 8. What I did was make the "number" be all three digits.<br />
came out like this:<br />
digit text<br />
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0 0<br />
1 140<br />
2 141<br />
3 142<br />
4 143<br />
5 144<br />
6 145<br />
7 7<br />
8 8<br />
9 9<br />
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The texture size was 64x32. You can not have a ARN start with "0" so in the config.txt I had 1-7 for the ARN.</div>
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-6249207069336535362019-07-28T07:51:00.000-07:002019-07-28T07:51:18.190-07:00<h2 style="text-align: center;">
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Part 3</h2>
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What the final UV map looks like, on top of the ID map:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEih_QV-IuSWLQtOxbP-FTwnWk-ad-aPbsLOSDikSxvFnn4jSXkx_7ieWOtx0jAaBsPQ4Qy1T0ljBDBX-7B5G-YngPOaUfLaL9g6L5mEvhlhe_0KVtTlOeJdf3STk1Q0qE5m08X6YjLnyrCs/s1600/new+skin.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1600" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEih_QV-IuSWLQtOxbP-FTwnWk-ad-aPbsLOSDikSxvFnn4jSXkx_7ieWOtx0jAaBsPQ4Qy1T0ljBDBX-7B5G-YngPOaUfLaL9g6L5mEvhlhe_0KVtTlOeJdf3STk1Q0qE5m08X6YjLnyrCs/s320/new+skin.jpg" width="320" /></a></div>
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Just the ID map:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIzM9QBd8VvbVTq-j-vmNVNSAdUkoUiLNdBUQI8VrDcQXpT_ZrVwjVC9Ad_ptVYez1ttf9o4No4o9kcLGgRCkAIcQDjnT7RKB0X6nCglG2kmXma7bJI_8Qf4m7rR1U-iNUGEOJ-jywzi0X/s1600/ID+new+skin.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1600" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIzM9QBd8VvbVTq-j-vmNVNSAdUkoUiLNdBUQI8VrDcQXpT_ZrVwjVC9Ad_ptVYez1ttf9o4No4o9kcLGgRCkAIcQDjnT7RKB0X6nCglG2kmXma7bJI_8Qf4m7rR1U-iNUGEOJ-jywzi0X/s320/ID+new+skin.jpg" width="320" /></a></div>
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And in Blender:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrs6u2s8263M-EGeCi_N9FB_2mYWKfOGbWvO1cadE3ao2sVx0RROoqWXqr2XpqyeubbEPwIO1uTaj9AuZ0cW6MO5OJMcnG_y4bbjwSiX2Q9HNl0GCFNEY0606TGd3wJjYozgCY9Z6kCcZ3/s1600/top.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="570" data-original-width="1185" height="153" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrs6u2s8263M-EGeCi_N9FB_2mYWKfOGbWvO1cadE3ao2sVx0RROoqWXqr2XpqyeubbEPwIO1uTaj9AuZ0cW6MO5OJMcnG_y4bbjwSiX2Q9HNl0GCFNEY0606TGd3wJjYozgCY9Z6kCcZ3/s320/top.jpg" width="320" /></a></div>
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The frame UV map over it's ID map:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF1pZEfnlBQvIMmXxLD_LEe_xWzz2elizRDSHMIV9tnOnguXQqXpCbqGwtJfrv-_N7OVyBciOW-tuUFoZ2V7DGceDohzlfhQfftiwBpbqj3VOh-He7T_TiseNtqNGxnK5YclQLt4zliZum/s1600/frame+skin.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1600" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF1pZEfnlBQvIMmXxLD_LEe_xWzz2elizRDSHMIV9tnOnguXQqXpCbqGwtJfrv-_N7OVyBciOW-tuUFoZ2V7DGceDohzlfhQfftiwBpbqj3VOh-He7T_TiseNtqNGxnK5YclQLt4zliZum/s320/frame+skin.jpg" width="320" /></a></div>
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In Blender:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEfzHUM5ICp-wFGJmpVYJc0-RNOzhVWxVVVypqpedh8ZZdyfolpGrF9XXt4k8k8gPg_WXjnSxjLdXkbrLms8_9hOwWqNvAIHRYmoXr0ZJfLlFjupMfLUoowaO6QSsiMD71IgDmuOr-XcV_/s1600/frame.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="675" data-original-width="1041" height="207" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEfzHUM5ICp-wFGJmpVYJc0-RNOzhVWxVVVypqpedh8ZZdyfolpGrF9XXt4k8k8gPg_WXjnSxjLdXkbrLms8_9hOwWqNvAIHRYmoXr0ZJfLlFjupMfLUoowaO6QSsiMD71IgDmuOr-XcV_/s320/frame.jpg" width="320" /></a></div>
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In TRS19 with first test, body done with SP, frame just ID map:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8RjyvBXzfpq4GjjeRshPZgLT-HVsHBiQMkpXUDmPqossw-8y9RHzsQ8Vxw16oIcLzmxJ3ez7KkaT1DqpYZvVmV9suhwwR8BKnmob_sutKDRhITiYVHa2VDQT2DYyEcGqkA14cBBiFfmVU/s1600/2019-07-27+214822.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="565" data-original-width="1048" height="172" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8RjyvBXzfpq4GjjeRshPZgLT-HVsHBiQMkpXUDmPqossw-8y9RHzsQ8Vxw16oIcLzmxJ3ez7KkaT1DqpYZvVmV9suhwwR8BKnmob_sutKDRhITiYVHa2VDQT2DYyEcGqkA14cBBiFfmVU/s320/2019-07-27+214822.jpg" width="320" /></a></div>
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-56049495954329137052019-07-25T10:47:00.000-07:002019-07-25T10:47:44.931-07:00<h2 style="text-align: center;">
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Part 2</h2>
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Here is the top mesh:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqxQyW8gU17FH85FT9hIjN3xHp9hNfrbI5Ncyf9i_np8ol0FPo9ESVjTh_meP6Dq5GBnZybdiEgOBt4q8i_2hVCT1MBJafLjyNvhA4EN-ZrrDODXYQ4rBSTKzBRnPj16jpxtoorSliY5io/s1600/mesh.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="516" data-original-width="1119" height="147" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqxQyW8gU17FH85FT9hIjN3xHp9hNfrbI5Ncyf9i_np8ol0FPo9ESVjTh_meP6Dq5GBnZybdiEgOBt4q8i_2hVCT1MBJafLjyNvhA4EN-ZrrDODXYQ4rBSTKzBRnPj16jpxtoorSliY5io/s320/mesh.jpg" width="320" /></a></div>
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I have also added the pbr.tga so that I have skin.m.pbrmetal and am replacing the old skin.m.tbumtex.<br />
I made a temporary mesh by joining all the parts and then doing a smart UV Project to get the right size. Do not save this mesh!<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjU1Klk-EVMEAawHpBgFKql0jwhPDW85LKUSeoR46UVOaIIsB7NpENW_Hyz3HT9eTahJKIP2vQqmYX970Rz5EKT-xDJb5c6-4LJHXYIFxtFXPEiOG_PJuihUeZEN2Jy9OWvgEB8yM5zXbpU/s1600/stsrt.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1600" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjU1Klk-EVMEAawHpBgFKql0jwhPDW85LKUSeoR46UVOaIIsB7NpENW_Hyz3HT9eTahJKIP2vQqmYX970Rz5EKT-xDJb5c6-4LJHXYIFxtFXPEiOG_PJuihUeZEN2Jy9OWvgEB8yM5zXbpU/s320/stsrt.jpg" width="320" /></a></div>
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I used this to size the layout plans I used in Photoshop.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNg7skpHcfxLq8zLsM9MrEi8bodh6M0LATlHffvuebzWT7MCmkIVv57k4F4d9z7CVnQsTIHeGCeT5F1eAEJ1-ltQS5r1H2PU1OzTDTB5q9cnuEFXspYhyYdjB_t6n8nLLNZxk3W34kMXaK/s1600/fix.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1600" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNg7skpHcfxLq8zLsM9MrEi8bodh6M0LATlHffvuebzWT7MCmkIVv57k4F4d9z7CVnQsTIHeGCeT5F1eAEJ1-ltQS5r1H2PU1OzTDTB5q9cnuEFXspYhyYdjB_t6n8nLLNZxk3W34kMXaK/s320/fix.jpg" width="320" /></a></div>
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This I save as the new skin.tga . It goes make UVmap, export UVmap, add it to skin.tga, save, re-open Blender(so it will see the new texture) and then do the next part of the mesh.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaIAzRbO3vs-kLNZdJBbktbMkPF_iUQzuLa8I2IerT1RYFu-xPwjtVk5jMYN1k3RjlIKZlNbXwXhUgT4GvlvwaqgRNUt01FmBT2nIWuG8nVbXMjI3HjC1IGtfv3a3Ia18C_VugEeK46wkK/s1600/ID.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1600" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaIAzRbO3vs-kLNZdJBbktbMkPF_iUQzuLa8I2IerT1RYFu-xPwjtVk5jMYN1k3RjlIKZlNbXwXhUgT4GvlvwaqgRNUt01FmBT2nIWuG8nVbXMjI3HjC1IGtfv3a3Ia18C_VugEeK46wkK/s320/ID.jpg" width="320" /></a></div>
This is with only two mesh done(white background not showing here).<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1Gf8f4akZn9WOGl7Y9_-vCpa-sGiP5BZH8p-HIre7aU5TPS4Gjf-uVVnP-AyhQZ3f1JsrEIQEWfQ1FNMrfh6jtvWURW-JbdB1kosz1KsInuoKqR_lBp3MSPZ3JJNrtsJUaNuKpY3GTs24/s1600/last.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="669" data-original-width="1065" height="201" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1Gf8f4akZn9WOGl7Y9_-vCpa-sGiP5BZH8p-HIre7aU5TPS4Gjf-uVVnP-AyhQZ3f1JsrEIQEWfQ1FNMrfh6jtvWURW-JbdB1kosz1KsInuoKqR_lBp3MSPZ3JJNrtsJUaNuKpY3GTs24/s320/last.jpg" width="320" /></a></div>
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This is where I am as I post this.<br />
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-35566355057151600902019-07-23T11:06:00.000-07:002019-07-23T11:06:56.382-07:00Updating the car body<h2 style="text-align: center;">
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Updating the car body</h2>
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My first try at updating a car body to PBR/FBX did not work and I have had to re-think how to do it.</div>
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What went wrong was the number of pixels I had to work with. In the old textures if you had overlapping UVmaps it was ok, it is not good for PBR most of the time, it works ok for like the inside of a car body that has windows but is only one color (black).</div>
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Trainz textures must be a power of two, that's: 2,4,8,16,32,64,128,256,512,1024,2048.</div>
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4096 will not give an error in TRS19 but will not be used, it gets re-sized down to 2048.</div>
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Now take a 80 passenger car and you come up with one pixel is 2"x2" on a 2048x2048. Add to this a lot of detail and you run out of pixels, this is what I ran into, to fit all the UVmaps on one 2048x2048 for PBR the overall size would be about 40% smaller. So my fix is going to be use two 2048x2048 giving me about a 5% smaller, I can live with that.</div>
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So here is the car texture that was used with the UVmap shown on top.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrcOuTcAy4hZoud-3GUtxE8_N2HqSDQh-iDR5NvhL5NlQxfADREwm8XvuoLUt0BQEb8XTdinYbpW8kLjnlSdMdZ2Pkinunz7WoyXeQFv-4m8Un2rLxmuThJGiq9u3YRc5N5WfZ6WaWfovz/s1600/oldUV.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="857" data-original-width="862" height="318" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrcOuTcAy4hZoud-3GUtxE8_N2HqSDQh-iDR5NvhL5NlQxfADREwm8XvuoLUt0BQEb8XTdinYbpW8kLjnlSdMdZ2Pkinunz7WoyXeQFv-4m8Un2rLxmuThJGiq9u3YRc5N5WfZ6WaWfovz/s320/oldUV.jpg" width="320" /></a></div>
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What dose not work is the "X" like things on the roof and a lot of things on the black under body, makes the Bake of AO look bad as well as the PBR.<br />
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How to fix: I made the car body one mesh and did a new Smart UV project form it to see how much area it would take then quit Blender with out saving. Repeated the above but with just the car body top like an HO model and did this until I got a size that look good and save the UVmap.Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-67350893499097964152019-06-14T08:39:00.001-07:002019-06-14T08:39:08.317-07:00<h2 style="text-align: center;">
<span style="font-size: x-large;">Two Things to Look Out for.</span></h2>
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After three days of looking I found out that a bogey config.txt set up that would work with the old XML/im will not work with FBX, this is in the mesh table setup.</div>
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Old way:</div>
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mesh-table<br />{<br /> <span style="color: red;">mesh1</span><br /> {<br /> mesh "6wheel_bogey.lm"<br /> auto-create 1<br /> }<br /> <br /> <span style="color: red;">mesh2</span><br /> {<br /> mesh "6wheel_bogeyg.lm"<br /> auto-create 1<br /> }<br /> <br /> <span style="color: red;">shadow</span><br /> {<br /> mesh "6wheel_bogey_shadow/6wheel_bogey_shadow.im"<br /> }<br />}</div>
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This is what I edit it to:</div>
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mesh-table<br />{</div>
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<span style="color: red;">wheels</span><br /> {<br /> mesh "wheels.lm"<br /> auto-create 1<br /> }</div>
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<span style="color: lime;"> </span><span style="color: red;">mesh1</span><br /> {<br /> mesh "frame1.lm"<br /> auto-create 1<br /> }<br />}</div>
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IT WILL NOT WORK the mesh's will show but NO animation.</div>
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The fix:</div>
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mesh-table<br />{</div>
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<span style="color: lime;">default</span><br /> {<br /> mesh "wheels.lm"<br /> auto-create 1<br /> }</div>
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<span style="color: lime;"> mesh1</span><br /> {<br /> mesh "frame1.lm"<br /> auto-create 1<br /> }<br />}</div>
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For FBX you have to have a "default" but it dose not have to be the mesh that has the animation.</div>
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The other thing I have found out the hard way is name.m.pbrmetal with a normal texture that has an Alpha channel for parallax will NOT work unless you have Shader Quality set to Ultra and that it only goes down or into, it can not go up or out.</div>
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-77271164420587117342019-06-07T18:17:00.003-07:002019-06-07T18:17:46.403-07:00<h2 style="text-align: center;">
<span style="font-size: x-large;">Up-dating a Bogey to FBX Animation</span></h2>
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You should know how to use Snap in Blender (right shift +S).</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzTkEI3WeH8_MjPRrqvshgaXW6zrwrjroM5QuQ8IETngGT36_ymAbXFb8jpc-jnP4WM3-e7X0aikdmQlFb27bf1yWqTP8O3cDd3hHse455d2hXge4NhSphlebncm5QV4YEeVJTHgqyd0Fw/s1600/a1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="456" data-original-width="1225" height="119" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzTkEI3WeH8_MjPRrqvshgaXW6zrwrjroM5QuQ8IETngGT36_ymAbXFb8jpc-jnP4WM3-e7X0aikdmQlFb27bf1yWqTP8O3cDd3hHse455d2hXge4NhSphlebncm5QV4YEeVJTHgqyd0Fw/s320/a1.jpg" width="320" /></a></div>
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The old name.im animation used Lattice, FBX has to use Empty, THAY LOOK THE SAME but Trainz knows witch is witch.<br />
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I start with the old Lattice on there own Layer, do not un-link them.<br />
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Select b.r.base (the one that dose not move when animation runs) and Snap the Cursor to it, then Add a new Empty, I make it bigger, it will be at the same place as the old one, give it a b.r.name.<br />
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Do the same with the other Lattices. It should look this.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtQGfgcddJnYxEHiFIK8fWmilGfIozxAeAKLfzG0TIqR6CMRuzOr-_5bNYEtDNb1mzn8w-z4nO0kuFnEY3q7fvqw4bctpEdMEfQgQD9wKK9WgY3_AeWF1_o-Y860eludtjU7Ke93SItiFj/s1600/a2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="516" data-original-width="945" height="174" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtQGfgcddJnYxEHiFIK8fWmilGfIozxAeAKLfzG0TIqR6CMRuzOr-_5bNYEtDNb1mzn8w-z4nO0kuFnEY3q7fvqw4bctpEdMEfQgQD9wKK9WgY3_AeWF1_o-Y860eludtjU7Ke93SItiFj/s320/a2.jpg" width="320" /></a></div>
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You can now delete the old ones.<br />
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Next add new wheels, select one of the wheel Empty and Snap the Cursor to it then select the new wheel mesh and us Snap Selected to Cursor.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPwxFBjYqpidWrZxhCCbWqRum3j-4zbBWR-02X0aubmHpzJsvcTOs8Pph6ZCM45qVPPPfmh1WsXIFoK3eUfmQ71zQ6NV-A5BK1fojBEyDW6oQD7NTVXOEiLylEK2HCh50y43c99zINC3u9/s1600/a3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="611" data-original-width="978" height="199" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPwxFBjYqpidWrZxhCCbWqRum3j-4zbBWR-02X0aubmHpzJsvcTOs8Pph6ZCM45qVPPPfmh1WsXIFoK3eUfmQ71zQ6NV-A5BK1fojBEyDW6oQD7NTVXOEiLylEK2HCh50y43c99zINC3u9/s320/a3.jpg" width="320" /></a></div>
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Now duplicate the wheel mesh and do the same to the other wheel, note the second mesh will have the same UVmap and textures as the first.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4hsdFjlhv9jmX_bDMul9pbrN31FtboXO5CJiucLh0tGW-XsJ0PrNHwpNhAMvoRby3U8iZ8WjRd0rfVQy0yBLsuFHPvYWaBV85IkW-UTzkhKmFuZy46lnMKOPiEu5gsSEuhh8gBCEO3JP8/s1600/a4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="515" data-original-width="893" height="184" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4hsdFjlhv9jmX_bDMul9pbrN31FtboXO5CJiucLh0tGW-XsJ0PrNHwpNhAMvoRby3U8iZ8WjRd0rfVQy0yBLsuFHPvYWaBV85IkW-UTzkhKmFuZy46lnMKOPiEu5gsSEuhh8gBCEO3JP8/s320/a4.jpg" width="320" /></a></div>
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Do the linking same as before and animate as before.<br />
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New for Blender FBX is Select all and do an Apply Scale and Ration.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRxvsD5dxYkxgTDZE0LPf0jvHg0iaeU03l2RuF75KksQxOovgczBwcKnMMwsXaTxGOno5b294o1dEToRZEtxhyphenhyphenc-XBKIMQzq1l-ohL7l_ky-TTP_Tt8Og3x7Le6CgIpDKVtKdzmTocmhhd/s1600/a5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="822" data-original-width="1052" height="249" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRxvsD5dxYkxgTDZE0LPf0jvHg0iaeU03l2RuF75KksQxOovgczBwcKnMMwsXaTxGOno5b294o1dEToRZEtxhyphenhyphenc-XBKIMQzq1l-ohL7l_ky-TTP_Tt8Og3x7Le6CgIpDKVtKdzmTocmhhd/s320/a5.jpg" width="320" /></a></div>
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On a 4 wheel bogey you may not need to do the last step but for 6 wheeler you must, found that out after a lot of testing of bogey with 6 wheels not working in game, some wheel sets wrong size and wheels rotating around the wrong point.<br />
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Export next, then put into CM and Submit. Now Open for Edit as you must change the name of the kin file to anim.kin, it will be your mesh <em>name</em>.kin.<br />
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Re-submit and do a test run. The one I was doing did not work, if this happens go back and un-link every thing, make new Empty's, give new names, re-link, re-do animation, and so on, this worked for me.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhX0oSUT374DyQ7QT1_aKEDGsBacrDkGEGUMJ1eVExMIkkPvb3fwZrydStgcSKRoWS6RzQ6zHARhzRgKgqH9VoZ5NnTJI_FyQrk7wy3s0t7QP7cl7IOprBS8m9mDCmxJ2JxXlJpKwqcwiE5/s1600/2019-06-07+140000.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="897" data-original-width="1536" height="186" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhX0oSUT374DyQ7QT1_aKEDGsBacrDkGEGUMJ1eVExMIkkPvb3fwZrydStgcSKRoWS6RzQ6zHARhzRgKgqH9VoZ5NnTJI_FyQrk7wy3s0t7QP7cl7IOprBS8m9mDCmxJ2JxXlJpKwqcwiE5/s320/2019-06-07+140000.jpg" width="320" /></a></div>
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<br />Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-33547731600728901902019-06-05T12:06:00.003-07:002019-06-05T12:06:47.376-07:00<br />
Updating wheels is harder as you have to do animation with FBX. So do the edits for the wheels same as the frame. I make a new material with a new name (wheels.m.pbrmetal) and only pick the color texture for now, normal and PBR will be from Substance Painter (SP). Note that the wheels do not need much of a normal or AO but you have to have them. <br />
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Clear all animation links.<br />
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Re do UVmap.<br />
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Make an ID map.<br />
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Export only one set of wheels, that is 2 wheels and axle.<br />
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Open in SP.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKqgFsx4IoDqVl0OvTKEE7GTcP38uLr3fGL8RTBqAGcgvIJsOOeh2ZctZXLeEOYkOpo0U5X2w3U501ZMUSRkqxfPNt9RjCYW4jcLD_2t09Iti6xYUma3Dk6iNNGDnFiO8rg7TNyMsh-MoS/s1600/w1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="589" data-original-width="1001" height="188" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKqgFsx4IoDqVl0OvTKEE7GTcP38uLr3fGL8RTBqAGcgvIJsOOeh2ZctZXLeEOYkOpo0U5X2w3U501ZMUSRkqxfPNt9RjCYW4jcLD_2t09Iti6xYUma3Dk6iNNGDnFiO8rg7TNyMsh-MoS/s320/w1.jpg" width="320" /></a></div>
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This is after backing.</div>
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In SP add Steel Rough with a color selection.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiE-QUtSXB2KGadVb08f4uY1fwWr6sNfDoP9fzDurWnnQSwG-mZ83-LQVXKpdWWwqCdjdrbiQ1YZrxQA4004HFWuRfBaz6o5HRlBFBBtzjzzm1DRzqajCJuM6DAXk8tC_qPnsLCz5-SG33A/s1600/w3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1000" data-original-width="1600" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiE-QUtSXB2KGadVb08f4uY1fwWr6sNfDoP9fzDurWnnQSwG-mZ83-LQVXKpdWWwqCdjdrbiQ1YZrxQA4004HFWuRfBaz6o5HRlBFBBtzjzzm1DRzqajCJuM6DAXk8tC_qPnsLCz5-SG33A/s320/w3.jpg" width="320" /></a></div>
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Note that line in the red circle is do to UV projection change to tri-planer.<br />
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Add in painted steel.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVoZ4fgaV1NWkLfXRkukWM0TmTVMdjZnF7FG0S3LRBCnnfPEWjBsgJKMyaQZBJu0rrbIYZ5_TcWDcij0RH2rpLiAH06shzOkRNZtwqMIDMl9CqCQHRibqsY-AWlEanzBxrKfsF_jW7LJwd/s1600/w5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1000" data-original-width="1600" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVoZ4fgaV1NWkLfXRkukWM0TmTVMdjZnF7FG0S3LRBCnnfPEWjBsgJKMyaQZBJu0rrbIYZ5_TcWDcij0RH2rpLiAH06shzOkRNZtwqMIDMl9CqCQHRibqsY-AWlEanzBxrKfsF_jW7LJwd/s320/w5.jpg" width="320" /></a></div>
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Note the white rim do to ID map being off one pixel, fixed in Photoshop.<br />
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In game color check.<br />
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After making the green channel litter for the panted steel.</div>
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Next up animation.<br />
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-61491178185939210842019-06-02T07:44:00.001-07:002019-06-02T07:44:15.034-07:00<br />
Next I make the LOD's, the old ones could have a deferent UVmap and export all as FBX.<br />
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I use Substance Painter to "bake" and make new PBR textures and Photoshop to fine tune them, what looks good in SP may not look good in Trainz.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikTWRgvVcni0FX14wYWRG2VAiuWAxgO1cVv07-AySNt5I2uPPuU5eXxfiwO_1hqewkqvjTO2WqWq21N3SKbNoH_gAax2RfqmZuEd8VqfCCL9PGr_lLPEnSxxUo0KuW29DWWqSYzJpcyt7D/s1600/t1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="476" data-original-width="739" height="206" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikTWRgvVcni0FX14wYWRG2VAiuWAxgO1cVv07-AySNt5I2uPPuU5eXxfiwO_1hqewkqvjTO2WqWq21N3SKbNoH_gAax2RfqmZuEd8VqfCCL9PGr_lLPEnSxxUo0KuW29DWWqSYzJpcyt7D/s320/t1.jpg" width="320" /></a></div>
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in game</div>
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PBR</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEishmJnw6GEGvTBZEcsH5loug4phWv8uyyA2SfWiALe37ZqRDhE8dfrwHPicMnrsbxlIbymcIeS_zx-6yersd7jV0mK5teP99phe8WpiW6DyiRF6p47zcInDgxlpdLua9eFaiJcu3xdkIZQ/s1600/t3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="525" data-original-width="306" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEishmJnw6GEGvTBZEcsH5loug4phWv8uyyA2SfWiALe37ZqRDhE8dfrwHPicMnrsbxlIbymcIeS_zx-6yersd7jV0mK5teP99phe8WpiW6DyiRF6p47zcInDgxlpdLua9eFaiJcu3xdkIZQ/s320/t3.jpg" width="186" /></a></div>
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-74076709620276286332019-05-31T07:47:00.003-07:002019-05-31T07:47:34.066-07:00<br />
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Next is delete old material name and add new <em>name</em>.m.pbrmetal and add in the three textures, color, normal, and pbr.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUgms3-skuzeAklmxhQTjMfpuTnJdc6KuFmy6nRlKL48eJllH5Pn2dkzBJLgsSgJmP46vd6ODUyyyd73SD3cP2sQrTDsflpvOOEcIiOlZ8klmTBy21WL59lPCehH2WuHyobPSdQNbhLFz0/s1600/s2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="600" data-original-width="960" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUgms3-skuzeAklmxhQTjMfpuTnJdc6KuFmy6nRlKL48eJllH5Pn2dkzBJLgsSgJmP46vd6ODUyyyd73SD3cP2sQrTDsflpvOOEcIiOlZ8klmTBy21WL59lPCehH2WuHyobPSdQNbhLFz0/s320/s2.jpg" width="320" /></a></div>
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The order is important and the only settings you need color set to color, normal to normal, and pbr to hardness.<br />
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I duplicate all the mesh parts to a new layer and join them into one mesh.<br />
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Delete old m.onetext it will come back due to joining.<br />
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Now you make the UVmap, type "U" and use second option.</div>
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then</div>
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Set as above.</div>
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Go to UVimage/editer and there is your UVmap, you may have to edit the name as Blinder likes to add a .001 at the end, Trainz will see that as a missing texture.</div>
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-26134909235552669672019-05-30T11:37:00.005-07:002019-05-30T11:37:49.914-07:00<h2 style="text-align: center;">
<span style="font-size: x-large;">How to Update from old Materials to new PBR/FBX</span></h2>
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Using Photoshop CX6, Blender 2.79, and Substances Painter.</div>
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You must have the mesh file as you need to re-export it as a FBX and change the material(s) names.</div>
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The first thing to do is make a new version in CM, edit the config to trainz-build 4.6 and add this line:</div>
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mesh-table-lod-transition-distances</div>
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Not having that line will give an Error.</div>
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Submit edit and fix any Errors now then make a working copy.<br />
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Next edit the <em>name</em>.lm.txt and make all .im into .trainzmesh.<br />
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Here's the old one:<br />
<span style="color: red;">version 1.0<br />offset=0.01;<br />calcPoint=center;<br />multiplier=1.0;<br />animationCutOff=0.05;<br />renderCutOff=0.00;<br />attachmentCutOff=0.05;</span><br />
<br /><span style="color: red;">mesh("0.05")<br />{<br />name="5004wheel_bogey.im";<br />}</span><br />
<span style="color: red;">mesh("0.4")<br />{<br />name="4wheel_bogey_low.im";<br />}<br />mesh("0.8")<br />{<br />name="4wheel_bogey_med.im";<br />}</span><br />
<br /><span style="color: red;">mesh("1.0")<br />{<br />name="4wheel_bogey.im";<br />}</span><br />
<span style="color: black;"></span><br />
and here the new:<br />
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version 1.0<br />offset=0.01;<br />calcPoint=center;<br />multiplier=1.0;<br />animationCutOff=0.05;<br />renderCutOff=0.00;<br />attachmentCutOff=0.05;<br />
<br />mesh("0.05")<br />{<br />name="5004wheel_bogey.trainzmesh";<br />}<br />
mesh("0.4")<br />{<br />name="4wheel_bogey_low.trainzmesh";<br />}<br />mesh("0.8")<br />{<br />name="4wheel_bogey_med.trainzmesh";<br />}<br />
<br />mesh("1.0")<br />{<br />name="4wheel_bogey.trainzmesh";<br />}<br />
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Now do the same to the files but go from <em>name</em>.im to <em>name</em>.fbx Windows will give a warning about file type.<br />
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Last thing is add in the PBR textures but you have not made them yet so copy in a placeholder set, ether use one from a down load or the samples from N3V on the Wiki, only need the right size.<br />
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My sample I am do as I type this needs a <em>name</em>.m.pbrmetal 1024x1024, I have a sidemain.tga, removed the Alpha and made it all red, deleted sidemain-aidemain.texture.txt, due not need, keep sidemain.texture.txt.<br />
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Copy over a normal and a pbr.<br />
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Make a copy of the Blender file and save as new name.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyDvsd4j0Qo-medQT62xB2Zm92NXeiHXZ6nyjK7KvcCuVecrTBIx3YulkaXBms81-D7p3yTbavVltCvQhw8jKurc_1dWB46KcyuTQC-IeKIJA5oGO2LSwEvJZGFygiPrY_ayDCl9nKHrUW/s1600/s1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="600" data-original-width="960" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyDvsd4j0Qo-medQT62xB2Zm92NXeiHXZ6nyjK7KvcCuVecrTBIx3YulkaXBms81-D7p3yTbavVltCvQhw8jKurc_1dWB46KcyuTQC-IeKIJA5oGO2LSwEvJZGFygiPrY_ayDCl9nKHrUW/s320/s1.jpg" width="320" /></a></div>
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To be continued.<br />
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-9088455727492146742019-05-29T18:21:00.004-07:002019-05-29T18:21:37.425-07:00<h2 style="text-align: center;">
Converting from old textures to new PBR</h2>
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The new PBR textures look much better than the old ones but you can only use them in TRS2019 as it has to be a FBX mesh and Trains Build 4.6 to work.</div>
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You can not just replace the old textures you need the mesh file as you have to change the Material name and export it as FBX.<br />
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You may need to re-do the UVmap(s), PBR dose not like overlapping UV's, you have to bake an AO, you could get away with that in the old textures. Also your RBG numbers must be between 50 and 240, not the full 0 to 255.<br />
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PBR has 3 textures vs. old 2. Your old color texture needs the Alpha channel removed and all lighting info, that is remove any AO or shadows.<br />
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The Normal textures are the same, do not use an Alpha unless you need parallax. You should set Shader Quality to Ultra to turn on parallax.<br />
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The config.txt needs a few changes for FBX, namely Trainz Build 4.6 and your mesh name from <em>name</em>.im to <em>name</em>.trainzmesh and add this "mesh-table-lod-transition-distances".<br />
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I will be posting a three part how to.<br />
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-35186918738117917302018-10-20T06:54:00.000-07:002018-10-20T06:54:32.967-07:00<h2 align="center">
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Some notes on PBR</h2>
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Things that can go wrong (I have done all of these):</div>
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Setting the trainz build at 4.5, no error, mesh will show but PBR is off, set to 4.6.</div>
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Typos: name.trainmesh should be name.trainzmesh also name.m.pbrmetalmask should be name.m.pbrmetalmasked.</div>
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Having PBR ARN with old windows glass (nonPBR) and the numbers showed up on the glass, replacing with PBR m.glass fixed, this was in first Dev. build.</div>
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Getting the PBR channels in the wrong place can give all kinds of odd things, had one where as you zoomed in or paned part of the mesh would disappear, like it was cut by a knife.</div>
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Adding PBR to ARN is simple, you only need to add two new textures, a normal and the pbr, bouth need no data, just plane. You do have to redo the material for all the digit plans in the mesh but can use the same normal and pbr texture for all digits. The folder with the numbers is the same as before.</div>
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I have found that must of my content needs to have new UVmaps before up dateing to PBR. This is due to overlapping UVs. Also I find I am using lighter colors. </div>
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-47759158144008435552018-06-22T09:06:00.003-07:002018-06-22T09:06:41.053-07:00<h2 style="text-align: center;">
How to turn off ARN</h2>
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This is how to turn off texture based ARN, that is the new TANE built in kind. This uses texture replacement and part of that is in the mesh so you can not edit or move it. You can make it not show up in game.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhj3VMpnt7obKMLHNrtzUb2BKLrcTZM8a5PTGmVB5iAJrgi-wIcg_VjC-pbnldW7DzZdsC2kLOgmXdEWR0m31dI6t_YiS0H-1t2Q3LkGdskDdtRO75YN53tTkipJZlDxgrBRabS9ZQmQXMv/s1600/arn.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="519" data-original-width="645" height="257" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhj3VMpnt7obKMLHNrtzUb2BKLrcTZM8a5PTGmVB5iAJrgi-wIcg_VjC-pbnldW7DzZdsC2kLOgmXdEWR0m31dI6t_YiS0H-1t2Q3LkGdskDdtRO75YN53tTkipJZlDxgrBRabS9ZQmQXMv/s320/arn.jpg" width="320" /></a></div>
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Above is what is in the mesh and if you do the wrong thing it can show up like this in game. So the best way is to make all the numbers be blank, this is done in the digits textures alpha channel.<br />
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You do not need to edit the config.txt. <br />
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You should find a folder with the number textures in it, default is "car_alpha_numbers" but it could be named something else. In the config.txt you will find two lines like this:<br />
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fonts 2<br />fonts-path "car"<br />
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The number after "fonts" is the number of fonts used, most I have ever used was 5.<br />
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The path part "car" is the first three letters of the folder you need to edit.<br />
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In the folder you will find a lot of files DO NOT RENAME them. <br />
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Sample:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuKKAKRKphTE4Ua6EhtGD1yWXxaLeI1JqlvDUMNBMJyY99LVRm5rEwY2ZwjszDH2EB8byuiiROJL-MumNu29cw4A7OfvLWA9XVHVmUW2c158TQRK7o8WeO2BwfmqiqZKiFCHGCkULBmKRr/s1600/numbers.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="607" data-original-width="737" height="263" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuKKAKRKphTE4Ua6EhtGD1yWXxaLeI1JqlvDUMNBMJyY99LVRm5rEwY2ZwjszDH2EB8byuiiROJL-MumNu29cw4A7OfvLWA9XVHVmUW2c158TQRK7o8WeO2BwfmqiqZKiFCHGCkULBmKRr/s320/numbers.jpg" width="320" /></a></div>
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What you have normally is 10 digits (0-9) and the .texture.txt to go with it. for each font, so 2 fonts 20 textures, 5 fonts 50 textures and so on. The names used if only one font have no end letter and you have 10 textures but if you have two or more there will be an end letter for each font type and will be lower case "a" for first and then "b", "c", "d" and so on.<br />
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What you need to do is edit the alpha channel of all the texture files to all black.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh13JePsHKRTNOtVSMv3o-K5B13tLi7T19wzpQrqFOySGV_00GiKZUIf5hjJ4naB_n-aC5FtBpkMcmobxZPsRSN234rv_joWqG3DV5oN8FVFpr2ccr0z_uTuS41Wy-SmilYUBeY0LfFT2c5/s1600/alpha.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="481" data-original-width="327" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh13JePsHKRTNOtVSMv3o-K5B13tLi7T19wzpQrqFOySGV_00GiKZUIf5hjJ4naB_n-aC5FtBpkMcmobxZPsRSN234rv_joWqG3DV5oN8FVFpr2ccr0z_uTuS41Wy-SmilYUBeY0LfFT2c5/s320/alpha.jpg" width="217" /></a></div>
This is what it should look like before you edit it, make the "4" all black.<br />
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This will make the ARN transparent.<br />
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-29446291422492595702018-04-26T13:02:00.000-07:002018-04-26T13:02:01.786-07:00<h2 style="text-align: center;">
ID maps</h2>
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ID maps are used by Substance Painter and Quixel Suite to identify deferent materials on a mesh. Note that you can end up with some new meshes if you make the ID map wrong.</div>
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All an ID map is: your UVmap with parts color coded to what kind of material it should, like wood, steel, or plastic.</div>
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What I am doing is making the UVmap after each mesh part and group them. After that I just fill the aria with some color.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg41bw4YXIvf9YE5rpWlW4NBIkTezme8OBvA3UFUD7x2lzb4YxcAfEf6RqGKcPJH8nMIJKOwi2cjGXR7Jila9BV2Trheg0qWXciihyphenhyphenKHNiI5pLzY09bi5JaX4MSxlFfGJDDC5DOf0IY23PQ/s1600/up+flat.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="768" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg41bw4YXIvf9YE5rpWlW4NBIkTezme8OBvA3UFUD7x2lzb4YxcAfEf6RqGKcPJH8nMIJKOwi2cjGXR7Jila9BV2Trheg0qWXciihyphenhyphenKHNiI5pLzY09bi5JaX4MSxlFfGJDDC5DOf0IY23PQ/s320/up+flat.jpg" width="320" /></a></div>
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This is my UVmap.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigSapQqsuMeDPk0J4mCSPjQfANUjBj6LFUG5ZG2-irnwhHZaQiAT1680itWJwzzPz6JEiBBf7TuzBOvedKxhokMdg-S7R96Q0Y4MU6bAgHE-bi4XmdOtj8RU-qcyLZLvpQyOO3RJE3bgi9/s1600/id.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="768" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigSapQqsuMeDPk0J4mCSPjQfANUjBj6LFUG5ZG2-irnwhHZaQiAT1680itWJwzzPz6JEiBBf7TuzBOvedKxhokMdg-S7R96Q0Y4MU6bAgHE-bi4XmdOtj8RU-qcyLZLvpQyOO3RJE3bgi9/s320/id.jpg" width="320" /></a></div>
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This is the ID map, it has 5 materials.</div>
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Note: I am using "material" as what it is made of NOT name.m.pbrmetal witch is the name of the material used in game. You normally do not want 5 in game materials, just one if you can.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHSl9oo6v_gkJ6BLgb_oZjqYUmMyvvxiazNiWc9J87WHm5WcrmZTW1NmWu7lz9OQ8xPXEPP_HmiJ5mzpR19-U9tcRwcOr_O5zGbYTL2ViWiUHk0RwFviyFkDU7PSE7-K4FfSApV1g0p_N_/s1600/id2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="654" data-original-width="648" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHSl9oo6v_gkJ6BLgb_oZjqYUmMyvvxiazNiWc9J87WHm5WcrmZTW1NmWu7lz9OQ8xPXEPP_HmiJ5mzpR19-U9tcRwcOr_O5zGbYTL2ViWiUHk0RwFviyFkDU7PSE7-K4FfSApV1g0p_N_/s320/id2.jpg" width="317" /></a></div>
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Here you see the two together.</div>
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In Substance Painter you can add a new layer for each material all on one PBRmaterial.</div>
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You can also make an ID map by giving each mesh part that is one kind of material a soled color material, UVmap it and the Bake the UVmap. Do this for all parts. This will give you a good IDmap but you then have to give each mesh a new single PBR material name or each color material will show as a mesh. I did this on my first try.</div>
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Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0tag:blogger.com,1999:blog-3310702165762952946.post-87326413720491150572018-04-18T08:17:00.002-07:002018-04-18T08:17:56.179-07:00<h2 style="text-align: center;">
Warning for Blender FBX/PBR Exporting.</h2>
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After three days of pulling my hear out I found and odd thing Blender was doing when exporting FBX with PBR(never had this with old .im), I was getting what looked like flipped normal but was not. This was on a bogey so I tried exporting a few parts at a time, each one worked so I was using join witch was working up to a point then it would not show in game. Got it down to two mesh's one would work the other a no show.</div>
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What was wrong was the UVmap. Here's what I found:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeQzTsTcF5HOqAo24B2_mH4bn_VHdVLV-SFfdk23q5bwjlPZU3FS0QKovnhkIFGAFH9Daf6-NkUO43UJcLhC1QwGroCvcS6ZF9rftpE1XLCArxry62WyYAiyuTQVhF90efgPOSypGJYgTo/s1600/uvtextbug.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1059" data-original-width="432" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeQzTsTcF5HOqAo24B2_mH4bn_VHdVLV-SFfdk23q5bwjlPZU3FS0QKovnhkIFGAFH9Daf6-NkUO43UJcLhC1QwGroCvcS6ZF9rftpE1XLCArxry62WyYAiyuTQVhF90efgPOSypGJYgTo/s320/uvtextbug.jpg" width="130" /></a></div>
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Never use this so did not see the odd thing, two UV's one UVmap and one UVtex this was the only thing I could find deferent in the two mesh's. Deleting the UVtex fixed all. Going to look up what that is for and or how it got made.Whitepasshttp://www.blogger.com/profile/00072376611093443508noreply@blogger.com0