GMax and 3DSMax (And any other modeling program) screenies/renders

so she went from third-driver couple to second-driver couple? or, in other words C-17 to C-16?

Hey, at least you can make a steam engine in the thing! :o damn my lack of technology skills...
 
so she went from third-driver couple to second-driver couple? or, in other words C-17 to C-16?

Hey, at least you can make a steam engine in the thing! :o damn my lack of technology skills...
Well, most of the NG 2-8-0s had the main rod connected to the second axle.
I might make a third axle coupled version though. But I dont know. I have alot on my plate right now.
 
rirtrender.png
 
These are all brilliant! I like Skarloey123's model. I also like David's model NG116 (I think that's the name). Will it be 30inch or 24inch? And Skarloey123, will your model be available for TRS2006 or TS2009?
 
Just a ? what Gmax should i get for building Subway Station or Stations in general and a link would be good and how would i put it into trainz like rumour3 did help would be appreciated. Oh and trains i would like to start making my own and re-skin some if there is a way to get the actually train into the system to re-skin it.

Thank You.:wave:
 
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Great job, Isaac. Just let me know if you need any textures on the interior, because I ride fron NYP to Trenton all the time.(Trenton is my new home town)
 
A 2010 version (all new model) of my Cravens unit, and some hi-res grass...

cravens2010-1.jpg


Experimenting with 09/10 materials, and the new m.tbumpenv in particular, which seems to respond very well to Trainz lighting, and allows shiny and matt finishes (using the alpha channel) within the same material, which is nice. It also seems quite performance friendly. Mind you, with a single 2048x2048 material, with alpha channels in both the diffuse and normal tga textures, the image files currently weigh in at around 32 MB for one asset:eek: . not a problem in game because of the DXT compression but quite a hefty dls upload, if it ever gets that far...

R3
 
Interesting pointer on the new material there, will have to have a play with it myself. Never bothered with the old env materials as they just seemed to come out naff in the older versions. Also do any assets that have this material applied still glow in the dark as they would have done on the old versions?

Rob
 
Rob

From my limited experiments so far the 'glow in the dark' problem appears to be fixed with m.tbumpenv- I think the effect at night looks quite convincing. In Blender, all it needed was a rename of m.tbumptex, the addition of a black (for matt areas) and dark grey (for shiny) alpha channel to the diffuse texture and an alpha reference adding to the texture.txt file, so it's fairly easy to try if you've got a bump-mapped model handy.

Without the alpha channel you get quite a striking silver surfer effect...:)

Cheers

R3
 
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