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This
is part 2 of 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 texture-mapping and assigning materials to our own
simple locomotive. We'll also add transparent surfaces, hook up
hierarchical bogies and wheels, and make 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 continuing
on with our NEW LOCO!
Our last
tutorial left off with us completing the modeling of the loco. Now
we need to texture it.
Texturing!!!
Just like in Tutorial#2!
First,
let's download the texture for the engine here..
Unzip
this and put the texture in the myloco directory.
Open
the Material Editor. Click on the first shader ball on the
second row. Click on the Standard button to the right of
the shader name. Double-click on Multi/Sub-Object
in the Material/Map Browser lister box. A dialog will pop-up
asking if you want to Keep old Material as sub-material.
Hit OK this time.
Click
on the Set Number button and set the number of sub-materials
to 3 Click on the button for the first Sub-Material slot.
In the Material Name Text field, type SolidNorm1.
This is our regular texture.
Under
Blinn Basic Parameters, click on the square button to the
right of Diffuse: In the Material/Map Browser lister
box, double-click on Bitmap. In the File selector
pop-up, select myloco.tga and hit Open.
In the
Material Editor, under Bitmap Parameters, under Alpha
Source, make sure that None (Opaque) is selected and
Premultiplied Alpha is not selected.
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Click
on the Show Map in Viewport icon.
Click
on the Go to Parent icon. Click on it one more time
to get to the main shader.
Let's
make the next sub-material by making a copy. This time click
on the first material slot button, hold and
drag down to the second material slot button.
The
Instance (Copy) Material dialog will appear. Make sure
that Copy is selected and hit OK.
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Now,
click on the second Material slot button and in the
sub-material name field, type in TransNorm1.
This
will be our transparent or punch through material for the
glass frame. Let's copy another Sub-Material. Click on
the first Sub-Material Slot button, hold and drag to the third
slot button.
Make
sure Copy is selected in the pop-up dialog box and
hit OK.
Click
on the third Material slot button and in the Sub-Material
Name field, type in AlphNorm1. This
material will allow us to have tinted windows.
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Make
sure that Select Object icon is active at the top of the
screen. Now click on the loco body to highlight it.
Go ahead
and assign this new shader to our engine. Make sure that our new
shader is selected in the Material Editor, then click on
the Assign Material to Selection icon in the Material
Editor.
Let's
turn off the See-through property on the engine geometry
so we can see the textures. Right click over the Engine
geometry. Choose Properties in the bottom right-hand
menu. In the Object Properties dialog box, under Display
Properties, click on See-Through to deactivate it and
hit OK.
Let's
start setting the texture coordinates. Click on the Polygon
icon. Make sure that the Select Object icon is activated
at the top of the screen. Also, make sure that Ignore Backfacing
is off in the Modify panel, and in the Left viewport,
drag-select a rubber-band box around the whole engine to select
all of the faces
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Go
to the Modifier List rollout.
Under
UV Coordinate Modifiers, select UVW Map.
Since
we are mapping the side view, in the Modifier Panel,
under Alignment, choose X.
You
should see the mapping gizmo in the Left viewport.
RIght
now, the texture is rotated the 90 degrees the wrong way,
so we need to rotate it back. In the Window below the Modifier
List, find the UVW Mapping modifier and click on
the plus sign to the left. Click on Gizmo.
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Now we
can manipulate the mapping.
Click
on the Rotate Icon at the top, middle of the screen
to the right of the Move icon.
In the
Left viewport, move the mouse over the blue dot with the
yellow Z. Click and drag the mouse up until the gizmo is
90m degrees vertical.
You can
see the degrees by looking at the read-outs just under the Perspective
viewport. Watch the Z: degree
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Under
Alignment, hit the Fit button.
Now,
we need to edit those UV coordinates. Go to the Modifier
List Rollout and under UV Coordinate Modifiers,
select Unwrap UVW.
In
the Modifier panel, hit the Edit button. Use
the same techniques introduced in Tutorial#2 to align the
UV coordinates to the texture map.
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Once
you have it aligned, let's collapse the stack, just right-click
in the window below the Modifier List and select Collapse
All.
A warning
dialog will pop-up, just hit Yes.
Now we
need to do the top. Be very careful here and only select those
polygons that face the top. Select the Polygon icon.
In the
Left viewport hold the ALT key down and select drag through
the middle of the engine body to deselect those faces.
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the same from the bottom ,up and don't include the top of the
floorboard geometry. |
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should now have just the top and bottom faces selected.
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As as
before, go to the Modifier List Rollout and select the UVW
Map modifier.
Again,
we need to get to the mapping gizmo, so click on the plus sign
to the left of UVW Mapping in the window under the Modifier
List. Click on Gizmo.
Make
sure the Rotate icon is activated, and rotate the gizmo -90.0
degress in the Front viewport.
Make
sure that the mouse pointer is over the blue dot with the yellow
Z before you click and drag up.
Hit the
Fit button in the Modify panel.
Let's
go to the Modifier list rollover and select the UV Unwrap
modifier. Click on the Edit button and align the UV coordinates
with the bitmap.
Collapse
the modifier afterwards by right-clicking in the modifier
list window and selecting Collapse All.
Now we
need to do the front and back. Select the Polygon icon. In
that same section in the Modify panel, you should see a Hide
button. Hit that now - this will hide the faces that we already
mapped so it will be easier to get the to remaining faces.
We're
going to have to pick the front facing polygons manually so make
sure Ignore Backfacng is on. Ctrl select each
face until you have them all. Use the Perspective viewport
to pick all of the faces - you can rotate around and select the
faces.
Again,
get the UVW Map modifier, under Alignment, choose
Y and hit the Fit button.
The Gizmo
is already in the right orientation so we can select the UVW
Unwrap modifier. Hit Edit and align the UV Coordinates
to the texture map.
After
you finish editing, collapse the modifier, then select the
Polygon icon. Hit the Hide button again to hide the
faces that we just mapped.
Now let's
get those remaining rear facing polygons.
Go ahead
and map those faces using the above steps.
After
that, select the Polygon icon and hit the UnHide All button
to get all of the faces back.
The last
step in texturing the loco is assigning the sub-materials to the
polygons of the engine. Let's first apply sub-material #1 to all
of the faces of the loco. Make sure Ignore Backfacng is
OFF in the Modify panel. Drag-select a rubber-band box around
the whole engine geometry to select all of the polygons. In the
Modify panel, under Surface Properties, you'll see Material
and under that you'll see ID: In the text box right next
to it, type in 1.
We need
to apply the transparency sub-material to the cab so the windows
will be transparent. In the Left viewport, drag-select inside
the cab just under the window.
In the
Modify panel, under Surface Properties, you'll see Material
and under that you'll see ID: In the text box right next
to it, type in 2.
We still
have a couple of windows left to the front and rear of the cab,
select those and assign sub-material 2 to them also.
Let's
get the Dash9 Bogies and wheels hooked to our engine temporarily
so we can take the engine out for a quick spin. Click on the Display
tab and hit the Unhide All button.
We need
to move the bogies a bit to fit them better with our engine. Make
sure that the Move icon is activated and In the Left viewport,
click and select the bogie on the left. Move it to the right alittle.
Do the
same thing with the bogie on the right - move it to the left a little
bit.
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Let's
connect the Bogies to our engine!
At
the top-left of the screen is the Link icon.
Click on it to activate it then go to the Left viewport
and move the mouse over the currently selected bogie.
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mouse pointer should turn into the Link icon. Click and
drag the mouse from the bogie to the middle of the engine geometry. |
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The engine
geometry will highlight briefly to show that it is now the parent
of the bogie.
Now click
on top of the other bogie on the left and drag the mouse up to the
middle of the engine geometry. This bogie is now a child of the
engine geometry.
Click
on the Select Object icon to get out of Link mode.
Go ahead
and save your .max file now, before we go on to the next
section.
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