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This
is the third tutorial in our on-going series to teach you how to
build a locomotive for MSTS from scratch. This will be the last
of the beginners tutorials before we start the intermediate tutorials.
We'll
concentrate on building our own simple locomotive, texture mapping
it, adding transparent surfaces, hooking up hierarchical bogies
and wheels, and making a working directory for your creation, including
editing all the neccessary support files, that will allow you to
run your loco and add it to a consist.
The locomotive
we will build is a simple design and has some resemblance to a GP9.
Please realize that this is only a beginner's tutorial, so the engine
that you will build isn't nessessarily prototypical. We'll build
prototypical locomotives in the intermediate tutorials later.
Now on
with our NEW LOCO!
What
we need to do is create a new directory for our new loco. Find your
Microsoft TrainSimulator directory. Now go into the TRAINS
directory. Now go into the TRAINSET directory. Create a new
folder called myloco.
We need
to grab some files from our old mydash directory and copy
them to this new myloco directory. From the mydash
directory, copy Conv3ds.exe , Makeace.exe , Txt2uni.exe
and convertmydash.bat to the myloco directory.
In the
myloco directory, rename the convertmydash.bat to convertmyloco.bat.
Go ahead
and start 3DSMAX4. We are going to set-up a new project by using
some of the parts from mydashsource.max. Open mydashsource.max
into MAX.
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are now going to create a blueprint reference box. We'll
use this as a guide to build our loco from. Let's create a box.
Goto the Create panel, make sure that the Geometry
Icon is selected (it's the icon on the left hand side of
the panel that looks like a sphere). Under Object Type,
click on Box and under Creation Method, click
on Cube. Also under Parameters, click on Generate
Mapping Coordinates. |
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| Now
click and drag a box at the center of the Dash9
in the Top viewport. Drag the box out until it is just
big enough to fit over the Dash9. |
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| In
the Create Panel under Name and Color, double-click
in the text field and type in blueprint and hit
ENTER. We want to modify some of the faces of this cube,
so go and click on the Modify tab. Right click in the
modify window and select, CONVERT TO EDITABLE MESH. |
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To
complete our blueprint reference cube, we need to texture
it with some drawings. Download this
.zip file that contains these texture
maps. top_trainartisan.gif, left_trainartisan gif,and
front_trainartisan.gif.
Unzip
the file and put them into your myloco directory Open
the Material Editor and choose a blank grey shader
ball on the top row to the far right. In the Material Editor,
click on the STANDARD button next to the text field
showing the name of the shader.
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MATERIAL/MAP BROWSER window will pop-up. Double-click
on MULTI/SUB-OBJECT. |
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| A
pop-up dialog box will show - choose DISCARD OLD MATERIAL?
and click on OK. In the MATERIAL EDITOR, click
on the button labeled SET NUMBER, type in 3 and
hit OK. Now, let's add the blueprint textures to our
cube like in tutorial #2. Click on the first button just under
Sub-Material button. |
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| Let's
name this sub-material. Click in the material name text field
and type in left and hit ENTER. Under Blinn
Basic Parameters, look on the left hand side for Diffuse:
Click on the square button to the right. |
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| The
Material/Map Browser window pops-up. Double click
on Bitmap. |
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| A
File Selector box will pop-up. In the File Selector,
go to your myloco directory and select the left_trainartisan.gif
and click on Open. We want to make this texture map visible
in the 3DSMAX viewports like in Tutorial #2. Click on the Show
Map in Viewport icon - (it looks like a blue and white checkered
cube). |
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| To
get out of the texture map parameters and back into the main
shader, click on the Go to Parent icon in the Material
Editor - it looks like a black arrow pointing up. |
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We are
now in Material slot number one. Hit the Go To Parent
icon one more time to get us to the main shader.
Now we
need to get the texture for the top - we'll basically follow the
same steps as before except we'll load the top_trainartisan.gif.
Click on the second Material Button under Sub-Material.
Click in the material name text field and type in top and
hit ENTER. Under Blinn Basic Parameters, look on the
left hand side for Diffuse: Click on the square button
to the right. The Material/Map Browser window pops-up.
Double click on Bitmap. A File Selector box will pop-up.
In the File Selector, go to your myloco directory
and select the top_trainartisan.gif and click on Open.
Click on the Show Map in Viewport icon. To get out of the
texture map parameters and back into the main shader, click on the
Go to Parent icon in the Material Editor. We are now
in Material slot number two. Hit the Go To Parent icon one more
time to get us to the main shader.
And finally,
we'll get the front texture map - again following the same steps
except loading the front_trainartisan.gif. Click on the third
Material Button under Sub-Material. Click in the material
name text field and type in front and hit ENTER. Under
Blinn Basic Parameters, look on the left hand side for
Diffuse: Click on the square button to the right. The
Material/Map Browser window pops-up. Double click on Bitmap.
A File Selector box will pop-up. In the File Selector,
go to your myloco directory and select the front_trainartisan.gif
and click on Open. Click on the Show Map in Viewport
icon. To get out of the texture map parameters and back into the
main shader, click on the Go to Parent icon in the Material
Editor. We are now in Material slot number three. Hit the Go
To Parent icon one more time to get us to the main shader.
| Now
we are ready to apply our new shader and assign the sub materials
to individual sides of the blueprint cube. To do this, click
on the Assign Materials icon. |
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Since
the cube is so big, we probably can't see it all, so hit the Zoom
Extents All Icon (See tutorial #1 if you don't know where it
is.)
What
we want to do now is assign the right sub-material slot number to
the right faces on the Blueprint cube. - it's the same procedure
from tutorial#2 when we textured that modification.
First,
in the Modify Panel, click on the Polygon icon. Also,
make sure that the Select Object icon at the top-left of
the screen is activated - looks like a big arrow.
Next,
in the Top viewport, click and drag a small rubber band box
inside the blueprint cube. You'll notice that both the top and bottom
faces are now selected and are red.
Now slide
down the Modify panel and look under the Surface Properties
section. Under Material, in the text box next to ID:
type in 2. - this assigns sub-material slot 2 to the top
and bottom faces. Now in the Left or Right viewport,
click and drag a small rubber band box inside the blueprint cube.
You'll
notice that both the left and right faces are now selected and are
red. In the Modify panel and, under the Surface Properties
section. Under Material, in the text box next to ID:
type in 1.
Now in
the Front viewport, click and drag a small rubber band box
inside the blueprint cube. You'll notice that both the front and
back faces are now selected and are red. In the Modify panel
and, under the Surface Properties section. Under Material,
in the text box next to ID: type in 3.
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last step, and our BluePrint cube is complete. In any viewport,
click and drag a rubber-band selection box around the whole
cube to select all of the faces. In the Modify panel,
under Surface Properties, click on the Button labeled
Flip. The Cube will look like it turned inside-out. And
we can, now see the Dash9. |
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In the
Modify panel, slide up until you can see the Polygon
icon and click on it to unhighlight it.
Now we
need to align and scale the Blueprint cube. Let's position the BluePrint
cube at 0,0,0.
First,
click on the Blueprint cube to select it. Click on the Move
icon to activate it, then right-click on the Move icon. The
Transform Type-In dialog box pops-up. Under Absolute World,
type the number 0.0 for X: Y: and Z: and hit
ENTER after each entry. Then close that dialog box.
Next,
we need to scale the Blueprint cube.
Click
to activate the Scale icon. Make sure that it's set to Select
and Uniform Scale (If it isn't, click on the icon and drag down
- highlight the first icon - it looks like a white square inside
of a grey square).
In the
Top viewport, move the mouse over the Blueprint cube until the
mouse pointer turns into the scale icon.
Click
and drag the mouse to scale the cube. Scale the cube so that the
left and right black lines of the drawing just barely dissappear
under the Dash9. You'll notice that the Dash9 now
pokes outside the cube alittle in the front and back. That's
OK.
Now your
Blueprint cube is aligned and ready to work with!
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Go
ahead and choose Save As from the File on the
menu bar. Save the file as myloco.max and save it in
your myloco directory.
We
don't need all of the Dash9 now. Let's keep the bogies
and wheels though.
Let's
try another method of selecting objects. Hit the H
key. A Select Objects dialog box should pop-up with
a list of objects in the current scene. Select Freight
and hit the Select button.
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| Now
hit the DELETE key on the keyboard. You should only see
the Blueprint cube, two bogies, and six pairs of wheels.
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