Does Google Sketchup and Ruby Tmix still work with T:ANE?

chrispearce

New member
That, kind forum members, is my question. All was fine with TS12 but only some of my creations seem to have been uploaded to T:ANE when I installed it. I don't seem to be able to upload the ones that didn't make it. A shame because I spent some time and effort on a 1930s rendition of Penzance Terminus. I was proud of that one. I would like to create some content for my latest route but don't know if they will load up. I have tried and failed to get to grips with the content creation version of Gmax. To those of you who build things with it I doff my cap!

Any help and/or advice would be gratefully received.

Chris.
 
Sketch-up models work for the most part, but they are not recommended due to the models being too high poly, individual textures, and no LOD. This has always been the case with these models imported into T:ANE and even TS12 for that matter. The models used in moderation work fine, as I've created and still use them myself, but I wouldn't populate a whole town or city with them due to their construction.

There are other programs available for modeling including Blender, which are even better because of their direct export into the FBX format. FBX is a cross-platform, multi-program file format, which will export a Blender, or some other program's files, into the Trainz mesh format. With FBX the user can use Blender, 3ds Max, or some other program as long as that program supports the FBX plug-in.

I agree that there is a bit of a learning curve associated with these programs, but that's the nature of the beat with them. I admit too that I am way out of practice considering I haven't modeled anything since maybe the mid-1990s when I used 3ds R4 for DOS, and early Max versions so hats off many, many times to those that produce those wonderful assets which I am too so grateful for.

Anyway, what is wrong with your models that aren't working, but worked in previous versions? There's a number of reasons why, but if you show us the error messages, perhaps we can help you fix the problem. The no-go issues with assets are usually related to scripts and LOD targets and the increased requirements surrounding LOD due to the push for better performance.
 
The output is .im and .im files are usable in TANE.

The overhead with sketchup is very high. The more complex the model the worse it gets. Blender works quite nicely. It's free and for scenery its not hard to create in. There are video tutorials around to show you what to do. If you've done the research that's more than half the work done.

Cheerio John
 
Thanks to you both. I have googled this and people advise finalising models in Blender to lower the plygon ccount. That may be my problem. I will experiment!
 
Thanks to you both. I have googled this and people advise finalising models in Blender to lower the plygon ccount. That may be my problem. I will experiment!


The other problem is the number of textures created. There is an overhead with each texture roughly 200 poly equivalents so you really want a single texture. Sketchup tends to create one per face.

When you create in sketchup and cross two beams Sketchup creates a center cube and four arms each of which is 12 polys for a total of 60 polys. In Blender you'd have two long whatevers of 12 polys each for a total of 24 polys. The more crossovers you have the worse it gets.

Reducing them down in Blender is probably more work than creating them in the first place.

The moving house tutorial here https://en.wikibooks.org/wiki/Trainz/Tutorial_for_Blender should get you going. You want the 2.65 version. Just do the house.

Cheerio John
 
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