Content Creation Help

Quote Originally Posted by johnwhelan View Post
You can simply incorporate items from the DLS in your route, you may not win friends doing it but according to N3V the DLS content is available for payware routes etc.





Your understanding is what I also understood until WindWalkr's post. If you have a dig in the forums you'll find a post by WindWalkr that says the DLS content is available to all content creators and that includes payware. Possibly a year or so ago. It's not something I'm happy about but it was posted as N3V's position. That's the reason I'm having difficulties with textures at the moment, according to N3V it is my responsibility to ensure any textures are licensed in accordance with the above. I did request my content be removed from the DLS because of this but apparently this cannot be done unless the copyright holder of the textures requests the removal directly from N3V.

Cheerio John

To be precise, a payware route may reference items from the DLS, but items may not be distributed with the route unless the creator permits it. In this case, the customer would buy the route, install it, and then have to separately obtain the missing dependencies from the DLS. This is what WindWalkr was explaining is permissible.

On the original question, most of the smart money (or no money in fact) these days seems to be on Blender, as it can do a lot more than GMax. Bear in mind that few 3D programs are truly easy, and Sketchup is really bad for making efficient Trainz models unless you really know what you are doing with it.

Paul
 
I hope we haven't all put you off. This game needs more good creators to be able to produce good stuff. There is a thread on here somewhere asking people to praise their favourite creators. Go take a look at some of the stuff they make and you will see what we mean. But go into this know that it wont be an easy challenge - but it will be a most rewarding one.
I've said earlier I use 3d max. Ive been fortunate in that as a parent of a college student I was able to obtain a student version free. But it has a limited licence. However I've had no formal training in using it and although Ive been using it a while now I would not consider releasing even a house model at the moment as I have a lot to learn about texturing (as folk above have mentioned - this is often the hardest part). I will say though its been great fun (but hard work) learning it. I hope one day to be able to release a small item that might be useful to someone. But I have no illusions of being able to produce a masterpieces - as some of them are - for quite a long time. But chin up - its not all bad. There is some great folk on here who are more than willing to help out if asked in the right way.
 
I'm surprised this thread is so biased against Blender. It's free, easier to learn than the Maxes, is constantly updated, and has a great support system. Quite honestly I don't know why you would go for anything else.

Mick Berg.
 
I'm surprised this thread is so biased against Blender. It's free, easier to learn than the Maxes, is constantly updated, and has a great support system. Quite honestly I don't know why you would go for anything else.

Mick Berg.

Whilst I agree with you there is an element of expectation here on the thread originator's part that any one can create good quality models very easily and very quickly which is probably unrealistic. Very few people make more than minimum wage if that out of payware for Trainz, the standard of the free routes and models is very high. There is a niche in identifying and bringing together good well performing items in a layout. These days there is so much available it is difficult to pick out the better items. Performance is an issue, people wanting to use lap tops and many different Sketchup created assets will probably be disappointed by the performance so what sort of machine do you aim the layout for. Too low and there is no detail, too high and no one can run it.

I think that the originator would be well advised to try a little content creation first starting in Blender to get a feel for how complex it is. These days many content creators work in teams or at least pass components back and forth. This is more difficult on the paymare side. Scripting and engine specs are a bit specialised and very few content creators do their own. Paul Hobbs tutorials are worth reading through before you even start to get an idea of the complexity involved.

I think we see many people attempt content creation and unfortunately most? give up.

Cheerio John
 
AlanBradbury is way off on how long it takes to make a loco, your first one would be more like 6 mouthes as the 3D modeling is the simple part.

You should read my post more carefully. I never at any point said how long it would take to create a loco, all I mentioned in relation to time, was how long it would take to get reasonably comfortable with 3DSMax itself to a fairly competent level, which is about two weeks or so of intensive practice for the average person who is prepared to put in the hours. Believe me, I work for the number one software training company in Europe as a certified expert trainer in a vast number of creative software packages, and I train fairly serious clientele such as the BBC, British Aerospace etc in everything from After Effects to Maya, so I do know what I'm talking about when it comes to being familiar with how long it takes a novice to learn software to a reasonably competent level.

Al
 
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My cynical side is thinking that some people want to use 3DsMax just so they can think of themselves as one of the Big Boys............

But you can play a Stradivarius and still sound like a strangled cat. Or use Blender and make superb creations.

Mick Berg.
 
That's probably true. I train people on it, and I don't even have a copy of it at home myself, I use the ones at work if I have to do anything with it. 60 quid for 3DCrafter is a much more palatable price tag LOL

Al.
 
For one I am nor trying to put anybody off trying to learb 3D creation, what I am trying to pint out is not to go into it wearing rose tinted glasses, it is hard but very rewarding when you get the hang of things in whichever program you finally choose. I was lucky in that I got a free voluntary Mentor who stuck with it and helped me enormously, so a BIG thanks to him (who shall remain nameless).

And I am not biased against Blender, I bought it but found the book I paid £30 for didn't do the same things as the program on my screen when I did what the book told me to and the instructions/help files weren't, or at least did not seem to be, keeping up with the version and that made it even more confusing for me that it should have been, and it doesn't take much to confuse me at my age..!!
In short it's a toss-up between the 2 progs and what works for you as in individual. Having made so many static objects and splines with Gmax I will stick with it because it is old and does not upgrade, so what I have will remain the same. It does what I want so I have no need to change anyway and I won't be making assets for 2012.
But many are Blender addicts and produce excellent models so it works just as well.

Just personal choices.

Angela
 
What I tend to find, is that people generally like what they use the most where creative software is concerned, and that can be pretty much any software so long as they stick with it and get over the initial dislike which often happens when one tries a new program that does not behave like others one is used to. Almost every GUI of every bit of software looks confusing and awkward when you first get to grips with it. It is difficult to recall that is the case sometimes when you're used to some software's GUI, methodology and menu structure etc, but when I work as a trainer, it is something I always have to be mindful of. What I always tell people when they are apprehensive about learning some new program, is that they will recall that something such as MS Word or Internet Explorer probably looked confusing to them when they first saw it, but now they probably use it swiftly without even thinking, and the same will be true of the software they are currently learning after a few days of perseverance.

Notwithstanding the fact that most people's ability to learn new things becomes somewhat diminished the older they get, it isn't always the age, as you say Angela, it was far more likely to be the book you got hold of being poorly laid out rather than your ability to take in info, because technical books frequently are badly laid out and poorly written. Frankly, most of them are bloody awful to be honest which certainly does not help, even when you are young. This is invariably because they are generally written by techies and not writers, even though technical writing is a trade, so authors could have such a person edit what they create to make it read and flow better, which sadly, does not often happen. Even the official Adobe Classroom in a Book tutorial manuals which Adobe hand out as part of authorised courses, and which are effectively the curriculum guide for Adobe Certified Expert Trainers, are attrocious as learning aids.

But some people are good at learning no matter what their age is - for example, when I was learning to fly an aeroplane at the age of 32 back in the 1990s, I was told that for every year over the age of about 25 that a student pilot is, I could expect to add about two hours extra dual flight instruction time to the average (roughly 20 hours) amount of initial instruction before I would get sent solo. Being slightly pissed off by that ageist generalisation, and the expense of it apparently meaning I was looking at over 30 hours before going solo, I determined to beat that time. And I did, in fact I trounced it, getting sent for my first solo after a mere 7.5 hours of dual instruction, which just goes to show that pissing someone off is occasionally a good motivator LOL

Given that I was a writer for the Guardian for ten years before I worked in my present job as a software trainer, I am actually currently considering writing a few tutorial books myself for things such as Photoshop and Dreamweaver, basing them on how I train people rather than how most tutorial books approach it, because I at least know my methods work well.

Al
 
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Given that I was a writer for the Guardian for ten years before I worked in my present job as a software trainer, I am actually currently considering writing a few tutorial books myself for things such as Photoshop and Dreamweaver, basing them on how I train people rather than how most tutorial books approach it, because I at least know my methods work well.

Al

I for one would have been happier if your last paragraph had read:
"I am actually currently considering writing a few tutorial books myself for things such as Trainz and Blender.....":hehe:

You seem very keen for us all to know what an expert instructor you are. How's about putting some of your skills our way?..........Trainz, especially, desperately needs more up-to-date documentation.;)

Mick Berg.
 
It's not about blowing my own trumpet, it's about pointing out in relation to the original topic that I know from a good deal of teaching experience that one cannot be an instant expert on most things, it takes a bit of practice. And in relation to putting skills other people's way, I will freely admit that I'm not an expert on Blender, because I don't use it and nor do I train it, since it doesn't hold much sway in the professional industry, if it did do, I would probably be asked to learn it in greater detail so that I could train people on it, but since that has not happened, nor is it likely to, unfortunately I have enough on my plate with all the other programs I have to keep up to date with and train to take the time to do so with something I do not actually use.

With regard to Trainz tutorials, really that is the developer's job to provide such documentation, and they in fact do if people take the trouble to read it, and unlike most documentation, it is actually pretty good, even if it could admittedly be a bit more in depth. Nevertheless, I might stick something together on the subject at some point in relation to using 3DCrafter, since that is the software I use to make Trainz stuff. Next time I'm modeling something suitable for a beginner tutorial to be based around, I'll see about giving that a go.

Al
 
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