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This
is part 3of 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 this time on transparency and build an interior for
the cab to get away from the "X-ray" look.
We'll
also build out our own bogies and wheels from scratch instead of
using the Dash 9's.
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 to
finishing-up our NEW LOCO!
Our last
tutorial left off with us importing and driving around our first
loco. However, when we look at it, we can notice some peculiar phenomenon.
One of these is the "X-ray" windows on the cab. When you
look through a cab window, you can see right through parts of the
train onto the ground.
We see
this effect because we have not built any polygons on the inside
of our loco. Every polygon that we build, has only one side that
is visible in MSTS. So, we'll need to build those inside facing
polygons in our cab.
Start-up
3DSMAX and load in your myloco.max file. Click on the main
body geometry to select it, then go to the Modify panel and
click on the Polygon icon. Make sure that Ignore Backfacing
is off.
In the
Left viewport, drag-select a rubber-band box over the cab.
We just
want the polygons associated with the cab, so we need to unselect
those extra polygons - here's how: Hold down the ALT key
on the keyboard, then drag-select a rubber-band box around the back
of the loco.
Now,
drag-select a rubber-band box around the front of the loco.
We should
now have just the polygons for the cab selected.
Now,
we want to make a copy of only these selected polygons. Here's a
trick to do this - click on the Move icon at the top of the
screen. Now hold down the SHIFT key on the keyboard and in
the Left viewport, position the mouse pointer over the
red selected polygons. Keep the mouse pointer still(you
don't want the copy to move...) and click. A Clone Part of Mesh
dialog box will pop-up. Click on Clone To Object: and in
the text field to the right, type inside. Hit OK.
We now
have an exact copy of the cab polygons. Let's just work with these
- Click on the Display tab on the upper right side of the
screen. Then under Hide, click on Hide Selected. We should
now see the cab.
In the
Left viewport, click on the cab geometry to select it. Then
select the Modify tab in the upper right of the screen to
open the Modify panel. Click on the Polygon icon and
make sure that the Ignore Backfacing is off. In the
Left viewport, drag-select a rubber-band box around the whole
cab geometry to select all of the polygons in the cab.
We need
to make these polygons face the inside of the cab. In the Modify
panel, under Surface Properties, under Normals, click
on the Flip button. The cab should look flipped inside-out
now.
We still
have some major holes in our cab. Let's fill them in by building
new polygons. Click in the Perspective viewport to activate
it. Also, rotate the Perspective view to look something like
this.
Hit the
W key on the keyboard to maximize the Perspective
viewport. In the Modify panel, click on the Face icon
(it's to the left of the Polygon icon). Make sure that Ignore
Backfacing is on and under Edit Geometry, click
on the Create button..
To help
us out, let's also turn on 3D vertex snapping. Right-click
on the 3D Snap Toggle icon at the bottom of the screen just
under the Perspective window.
The Grid
and Snap Settings dialog box will appear. Make sure that the
only item checked is Vertex, then close that dialog box.
Now, Left-click on the 3D Snap Toggle icon to activate
it.
We're
going to make a face by clicking at the corners of where we want
the polygon to be created. It is very important to click on the
corners in a certain order. We need to always create polygons in
a counter-clock wise order if we want a polygon to be visible when
it faces us.
You'll
notice that when you move the mouse pointer over the corner, the
mouse pointer will change to look like a Bold - white cross-hair.
When the mouse pointer looks like this, then click. (You'll also
notice a light blue cross hair - this will show you where exactly
the corner vertex is - just move the mouse towards the light blue
crosshair)
Follow
the picture below.
If you
created the face correctly, you should see a new triangle face.
Don't
worry if the texture mapping isn't the same on your newly created
face. Let's do this again for the remaining face. Follow the picture
below.
If you
did everything correctly, you should see this (again, don't worry
if your texture mapping is different then the picture)
Let's
do the other side. Rotate the Perspective viewport so it
looks something like this.
Make
sure that the Face icon is activated and the Create
button is highlighted in the Modify panel and that the Select
Object icon at the top of the screen is activated. Do the same
thing that you did before to build the face and follow the picure
below.
Again,
let's build that second triangle face. Follow the picture below.
If you
did everything correctly, you should see the picture below (texture
mapping maybe different than on yours...)
Now,
rotate and zoom the Perspective view to look something like this.
Just
to make things easier, let's hide the everything except for the
cab inside. Click on the Display tab and under Hide, click
on the Hide Unselected button. Go ahead and click back on
the Modify tab to open up the Modify panel. Click
on the Face icon, make sure that Ignore Backfacing
is still on, then under Edit Geometry, Click on the
Create button.
Let's
build these floor faces using the same steps as before. Make Sure
that the Face icon is selected in the Modify panel
and the Create button is still highlighted and that the Select
Object icon at the top of the screen is also active. Create
the new faces by following the pictures below.
Now we
have a fully enclosed cab. Let's texture map it so it is visibly
different from the outside. Download
this .zip
Unzip
it to your myloco directory. And open the Material
Editor. If you are not at the root shader, hit the Go To Parent
icon a couple of times until you are at the root of the shader.
Let's
make a new shader for the inside of the cab. In the Material
Editor, click on the Set Number button and set the number
to 4.
Go ahead
and click on the new fourth Sub-Material slot and name this material
TransNorm2
Like
before, let's add a texture map to this new material. Under Blinn
Basic Parameters, click on the square empty button to
the right of Diffuse:
The Material/Map
Browser window will show-up. Double -click on Bitmap
in the lister window and a file dialog will show-up. Find the file,
myinside.tga in the myloco directory. Select it, then
click on Open.
Again,
in the Material Editor, under Bitmap Parameters, under
Alpha Source, make sure that None(Opaque) is selected
and that the the Premultiplied Alpha is not checked.
Also,
click on the Show Map in Viewport icon so we can see the
texture later on. Go ahead and close the Material Editor.
Now,
in the Modify panel, click on the Create button to
turn it off and make sure that Ignore Backfacing is off.
Also, make sure that the Select Object icon at the top of
the screen is activated. In the Left viewport, select all
of the cab polygons except for the roof.
In the
Modify panel, under Surface Properties, under Material:,
next to ID: type in 4 and hit ENTER. The textures
on the cab faces accept for the roof should change to this new material.
Now we
need to edit the texture coodinates so that the textures will look
right. Click on the Modifier List rollout and under UV
Coordinate Modifiers, select the Unwrap UVW modifier.
Click on Edit. Go ahead and move the UV coordinates around
until it looks something like this.
Now close
the Edit UVWs window, right-click in the modifiers
lister window and choose Collapse. Hit Yes to the
warning dialog.
Let's
link our new cab inside with the rest of the loco. UnHide everything
by clicking on the Display tab and click on the Unhide
All button.
Click
on the Select and Link icon at the top left of the screen. In the
Left viewport, click over the cab and drag the mouse pointer over
the main body of the loco and let go of the mouse button. This should
link the insdie of the cab with the main body.
Save
your work now.
Before
we can export, we need to delete the BluePrint Box just like before.
So, select the Blue print box and hit the DELETE key on the
keyboard. Now go ahead and export the loco. Export it as myloco2000.3ds
and save it in the myloco directory.
Quit
out of 3DSMAX. A dialog box will pop-up asking, "Do
you want to save your changes - hit NO. (Remember,
we saved the file before when we still had the blueprint cube...)
Because
we added a new texture to our loco, we need to add a new line to
our convertmyloco.bat file. In windows, right-click on the
convertmyloco.bat file and choose Edit. Add this line
to the end :
makeace
myinside.tga myinside.ace -trans
Save
the .bat file and close Notepad. Go ahead and Double-click on the
convertmyloco.bat file and convert your modified loco. Go
ahead and start up MSTS and take a look.....no more X-ray vision
anymore!
One more
thing, before we move onto bogies, let's make one of the windows
tinted. Start-up 3DSMAX and load the myloco.max file. Open the Material
Editor - make sure that you are at the root level of the shader,
if you are not, hit the Go To Parent icon a couple of times
until you are.
Click
on the TransNorm1 sub-material button. Rename this
material to AlphNorm+
Get back
to the root shader again. Now click on the TransNorm2 sub-material
button and rename this material to AlphNorm-
Just
like before, save your work. Now, select the Blue Print Cube and
hit the DELETE key on the keyboard. Go ahead and export it as myloco2000.3ds
and save it in the myloco directory.
Quit
out of 3DSMAX. A dialog box will pop-up asking, "Do
you want to save your changes - hit NO. (Remember,
we saved the file before when we still had the blueprint cube...)
Before
we can run the new loco with tinted windows, you need to download
this updated
texture file. Unzip it into your myloco directory
and let it copy over the old myloco.tga
We also
need to make some changes to the convertmyloco.bat file.
Again, right-click on it in Windows and select Edit.
Look at the two lines at the end. remove the -trans
after each of the two lines. Save the convertmyloco.bat file
and close Notepad.
Go ahead
and double-click on convertmyloco.bat, then run MSTS and
take a look at your new tinted windows!
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