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Welcome
to the second in our on-going series of tutorials to teach you how
to build a locomotive and get it to run in MSTS. This tutorial will
cover some more basic modeling concepts as well as texture map coordinate
and material set-up. We'll also create a special texture map and
deal with transparency and texture quality.
To
start, we need to get the textures that the Dash9 uses. In the root
directory of Train Simulator, look for and go into the Samples
directory. Copy the two files, us2dash9.tga and us2dash92.bmp,
into your mydash directory that you created in the last tutorial.
Now,
go into your mydash directory and rename us2dash9.tga
to us2dsh9.tga Also rename us2dash92.bmp to us2dsh92.bmp.
Notice in each case that the change in the name is that we eliminated
the "a" - just like in the first tutorial. Why do we do this
- because Kuju had the wrong names and all textures that you use
for MSTS must have no more than 8 characters in their name -
not including the extension.
Now,
load up your .MAX file from the last tutorial - mydashsource.max
To do
this, go to File on the menu bar, then click on open.
Go ahead and find mydashsource.max, select it, then click
on Open.
We're
going to create a new piece of geometry to put on our Dash9.
To do
this, Go to the Create tab (it's on the right side of the
screen near the top - the icon looks like an arrow pointing to a
star)
Click
on the ball icon below the Create icon to highlight
it. This is the geometry icon. Below that under Object
Type, select the button labeled Box.

Now,
hold down the left mouse button and drag out
a box in the right window view. Release the left mouse button.
Look
at the Top view and push the mouse forward a little. You
should see the box grow in width as you do this. When you get to
a certain width, click the Left mouse button to finish creating
the box.
Now in
the Create panel, under the section labelled Name and
Color, click in the text box and name our object - myobject
Now go
and click on the Modify tab to the right of the Create
tab. Look down under Parameters. Let's change the size of
our box to
Length
= 2.3
Width
= 4.7
Height
= 3.065
To do
this, either click in the text field or click in the up or down
arrow next to the text field.
Now we
want to center our box over the Dash9 To do this, click on the move
icon at the top - middle of the screen.
Click
in the Top view to make this the active view. Click on the
box, and move it left or right to center it on the Dash9.
| Let's
make this shape a little more interesting. First we need
to get access to the vertices of the box. We need to convert
this to an Editable Mesh. To do this, click the
right mouse button over the word Box. Slide down
and select Editable Mesh and left click on it.
We now have access to vertices, polygons, edges, etc... |
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| We're
going to extrude some polygons to make our shape more interesting.
Click on the Polygon icon under Selection. . |
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Now,
click to select the back polygon on the box.
Look
at the panel on the right again and click on the Extrude
button under the Edit Geometry section. Now, put your mouse
over the red highlighted polygon. You should see a new mouse
pointer that looks like a square. Now, right click and drag
the mouse forward just a little bit to extrude a new face.
Now click
on the Scale icon located up at the top, two icons to the left of
the move icon. It looks like a square inside of a square.
Now put
the mouse pointer over the red highlighted polygon in the
Perspective view. The mouse pointer will change to look like
the Scale icon. Left click on the polygon and pull
the mouse back a little bit to scale the polygon smaller.
Let's
do a modified extrude called a Bevel. Go to the Panel
to the Right. Click on the button labeled Bevel. Now move
the mouse over the red highlighted polygon in the Perspective
view. You should see the mouse pointer change to the Bevel
icon. Left click and drag the mouse alittle bit forward then release.
Now move the mouse forward a little bit more to scale the polygon
bigger, then Left click to finish.
Nice
interesting shape, huh.....
On to
Material Assignment
and Texture Mapping...
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