GMax creation questions

No there is no easier way. Gmax is easy once you learn the proper creating

Some may suggest sketchup, but sketchup is a dud modelling program
 
It's not any easier, but the cost is the same, and I don't mean to in any way diminish the effots of those who use GMAX very successfully to still create Trainz content. That said, for someone just starting out in Content creation, I would not recommend investing the time and energy to learn GMAX, and would suggest Blender instead. The reasons for I recommend this are that GMAX is an obsolete software package which has not been supported for several years, while Blender is a "live" product undergoing further development. If you find a bug in GMAX, there is no one to fix it; if you find a bug in Blender, there is a bug reporting process, and it will eventually get fixed. Second, the range of available resources for Blender far outstrips the number of resources for GMAX. There are two courses--one at the high school level (through Central Dauphin High School in Harrisburg, PA), and one at the college level (through Tufts university) available on line which one can take for free, there are downloaded reference materials available, and a wealth of 3rd party sites providing tutorials, tips and tricks (cf. www.blenderguru.conm, www.blendernation.com, blendercookie.com); if similar sites are still available for GMAX, I'm not familiar with them.

This is not to say that there are not disadvantages to using Blender. The N3V establishment is hung up on 3DS Max, and in many ways, the trainz rendering and game engines are optimized for 3DS max; blender is not officially supported, and some parts of the content creation process using blender still need research and refinement.

But for making content for trainz, it is best, whatever platform you choose, to consider this in two steps. First, learn your tool. Both Blender and GMAX are powerful tools, and have lots of tips, tricks, and pitfalls that you need to know how to deal with. Mastering your tools will go a long way to mastering the process of content creation. Next, when you start content creation, start simple. A small scenery item, then a larger scenery item with more parts, and more complexity, then a more complex scenery item, than that, perhaps a parked vehicle; then a simple railcar , then perhaps a passenger car, then a locomotive.

Like learning to build tangible railroad models, there aren't many shortcuts to get a good result.

ns
 
For goodness sake don't make the mistake of trying to build a loco or any rolling stock as your first project, they are quite complex in themselves and even moreso in the configuration (config) file that has to go with the model.
My best advice, and I say this to everybody no matter what utility tool they choose be it Gmax or Blender, is to start with a house or even simpler, make a die (dice to most people). This, what seems a simple exercise will do several things; 1. get you conversant with the tools within your chosen utility and 2, get you used to texturing because you will need to make a texture map of the 6 sides of the die and place 6 numbers, 1-6, on each section and then get each section of you map onto the die in the correct order. Most people have a set of dice in their homes so find or buy one to see how they are set up.
Surprsingly doing this will get you well started in content creation.

Good luck.

Angela
 
I'm in total agreement with all that the last two posters have said.

Like every other learning process, be it walking, talking, another language, an instrument, or driving (to take some pretty universal examples), content creation is an extended process which starts off with a steep learning curve where each step needs to be assimilated before proceeding to the next. If you start off with too ambitious an aim, you're far more likely to become frustrated that you're not getting where you want to be - you'll be constantly looking up instructions or seeking help here for every new move, and very likely grind to a halt in the process.

Angela's die/dice suggestion is solid good sense, as is Mjolnir's pointing you in the direction of Blender (and I say this even though I'm a Gmax user myself: had I been aware of Blender when I started, I would certainly have chosen it, and probably still ought to make the change, but I've become so used to Gmax now that my elderly brain would rather not be put through the process of learning another programme from scratch).

The point about N3V's preference for 3DS Max is well made: it's a fabulous programme, but with a hefty price which relatively few Trainzers will ever be able to afford: one would have thought that full support for a free programme would encourage a greater variety of high-quality content which would surely help to increase the game's appeal - and sales - still further.

Whatever your decision, good luck!

m
 
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