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Barry
Of course there will be a need for our type of content. Not all the details in a scene need to be hi-tech and anyway, if you or I make something that people want, the build standard will not be important. On the other hand as more people work to the new standards, their skills will rub off on us and we will get better. Gmax has not been pushed to one side, despite the various comments to the contrary, Gmax can make some of the new stuff.
I look forward to TS2009 as a challenge, TRS2004, old faithful, was beginning to become stale for me and this new version has come at just the right time.
Peter
Sure, everybody has their own skills at this creating thing. That's the beauty of it all. YOU have a choice. I build old, beat up, rusty items that work in '04, '06, and '09. That's my skill. I like it old a rugged BUT, not everybody wants my stuff.
Matter of fact, there are very few who do like my stuff but I don't give a darn whether you like it or not, I'm building all this stuff for ME. That's the other beauty about it. I'm not trying to please you, I'm pleasing ME when I build and release it.
This gives you the choice of whether you want my stuff or somebody's else's.
You can choose new or old or payware or all of it if you choose too.
There's a place for everybody with Trainz. Trainz will be around at all skill levels in all versions for a long long time.
Have fun,
Rick
Trainz started years ago with people with varying skills in content creation.
Free content made for others of varying quality, with no financial rewards.
So do ordinary content makers of varying skills, and content quality, say without bump mapping, LOD, High definition textures, etc have a place in uploading to DS for 2009 onwards. Many newcomers will only have 2009 and cm2.
Reading the various posts over time I am beginning to think, this type of content no longer appreciated and possibly no longer required by many for 2009 onwards.
I am not referring to myself as unlikely to upload further content to DS anyway as I am one of the "rubbishy" content makers as takes me all my time to try and work out the changing configurations for my own simple content. However any content I make is usable in different simulators.
B
You didn't have to make this seperate thread to further the discussion that was taking place in the other thread you commented in then deleted to now act like an outcast content creator. Give me a break !!!!
No it's more than that. I may have made a similar thread and post, it's more to do with the changing nature of trainz and difficulties in content creation. Your post perhaps was the catalyst, but thats all. Far from outcast as few years since I made content for DS. Outcast trainz mariner maybe. B
As one of the ordinary creators, I feel there will always be a place for every skill level in Trainz.Trainz started years ago with people with varying skills in content creation.
...
B
I don't know the first thing about creating content for this game, so people like me are counting on people like you. And since the only way it seems to get cool looking content for this game is from people like you, we need more of you now than ever before.
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To all those that have provided the thousands of content items for free for Trainz, I salute you. It will be a sad day I think if you no longer make the effort. And a loss to those who've enjoyed your content.
dh
At least you recognise that Trainz needs content creators. Please don't annoy them there aren't enough as it is.
If you read up on Trainzdev currently the content creation software of choice is either 3DS or Blender. GMAX with additional software for bump mapping is also viable.
Have a look in the wikibook for Trainz.
http://en.wikibooks.org/wiki/Trainz/Tutorial_for_Blender
Do the tutorial under texture. If you find some thing could be better explained its a wiki so change it.
That will get you a scenery object into Trainz. Barry was an early adopter of Blender, Torsten wrote the Blender XML exporter, Auran wrote the XML importer. I'm one of the people testing the Blender side at the moment.
Your first attempts will probably not be perfect.
Not all models have all features but they can be "upgraded". Have a look at the config.txt file this is where the engine specs and other items are defined. Want to correct one for your own use go ahead. Want to sort out one of mine and make it more realistic great, mind you I'll run it by my beta testers first before uploading it to the DLS.
Think of the models as a starting point. Locos with fixed numbers, three methods to change these, the first is a straight reskin, clone the item, open up the texture file with a texture editor and change the number. Second make a second mesh with a plane that is a tenth of an inch over the loco number, then set up the mesh to accept running numbers. The third my favourite at the moment involves using a script to change the numbers. Have a look at my TC3 UK vans they use a script that changes the texture file by means of a texture group. Only six different numbers but it could be more but each different numbered skin is slightly different in lightness etc.
Using running number by the way adds six texture files or roughly the same impact as 200 extra polys per texture file say 1,200 polys.
Blender, paint.net GIMP are all free, its not expensive to get started with a few reskins or tweaking a config.txt file.
Cheerio John
I play this game as if I'm a real engineer driving a real train traveling from industry to industry picking up and delivering goods. That's a main part of what this game is about and why it's called a 'simulator'. When content creaters make content, that should be a main focus in what they create. For people who just wanna play, and play with content that gives that simulation experience.