Goodbye to My fellow Trainz Creators and Friends thanks for helpng me learn from 2002

Update to TS12 Sp1 HF4 (version 61388). This will give you Build 3.7 which will still work.

John

John I have version 61388 also with that last hotfix 4, but when I make a new item cmp shows build 3.4. Can I change it???????????

Damon:o
 
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I suspect 95% of what Gmax can do doesn't ever get used or is relevant to Trainz either. By all means encourage new users to choose Blender but Gmax old as it is its still a sophisticated 3D graphics program and is capable of making nice things for Trainz. It should not be abandoned by N3V.

Ben
 
John I have version 61388 also with that last hotfix 4, but when I make a new item cmp shows build 3.4. Can I change it???????????

Damon:o

Hi Damon,

If you edit the config.txt file, that should work unless you are doing something that's totally not valid in Build 3.7.

I don't know why you are seeing Build 3.4 on export unless this has to do with the exporter you are using for your 3d models out of GMax.

The experts on this should chime in and answer as they'll have a better handle on this. That last time I made any real model, outside of those blasted Sketchup mistakes I did, was back in TRS2004. :)

John
 
... it should be possible to produce a version of Blender that only has the features that matter for Trainz asset creation, this would make it much easier to learn. One forum member (who shall remain nameless) did toy with this idea and was going to give it a go but I've not seen or heard any more - (so if you read this let us know if you got anywhere :)).
...

Chris M

That may have been me and I certainly did think about it a lot. I still do. There was a discussion a while back regarding a truck simulator that was considering doing exactly that but I haven't followed up on it. Another example is the Sensei format version. That I tried but it was too weird for me. I do use Sensei's paint system though.

I agree there isn't much value in N3V pursuing such an idea since we can produce very good models with the standard interface. We could, however, make some addons that might help Trainz Blender starters.

The real problem for new starters, or those wanting to convert, is coming to grips with 3D modelling and learning the Blender interface.

Getting back to the original topic: I understand that creators get a little jaded, either with life in general, or N3V making content creation more difficult, or any number of reasons. You can always take a break and come back when you feel more inspired.

In any case, SeniorChief, as an ex Chief Petty Officer myself, I wish you the best. Trainz will always be a safe port to return to, even though some of the natives may be restless. :hehe:
 
Thank you Paul for pointing out that we can, indeed, and should upgrade our creations to a relevant version. Some folks, it seems, don't understand how simple it really is.
A few changes in the .config file generally is all it takes.
Eventually it's going to be a tougher go, but's that's not until folks understand what the program really demands,
We're already at the point that most understand what a normal map is, and surely LOD should be an intrinsic process, rather than an afterthought. Content creation is more complicated, and time demanding, but it is totally unfair to blame TaNE. We as Trainzer's (at least some of us) demanded these changes because we have seen what those 1's and 0's can really do.
For some strange reason, there will always be those that insist the program bends to them. Truth is, we have to bend to the program, as it's written and within the parameters it presents us.
Remember, guys, it's a game. Software!
Trash in; trash out!
 
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...That may have been me and I certainly did think about it a lot. I still do...

I did remember Paul but as we would say round here "did not want to drop you in it".

You don't need much imagination to know what the 'it' refers to :D !

Cheers

Chris M
 
Hi Itareus:

What I meant was for N3V not to make a requirement for items uploaded to the DLS that is beyond the capabilities of Gmax. Folks should be able to upload as sophisticated an item as they can make but the opposite should also be allowed. Not everything needs to be fancied up to the nth degree.

Ben
 
There is no requirement that items cannot be made in GMax and uploaded to the DLS. The problem is, the advanced materials that people think are "great looking" are somewhat beyond the capabilities of GMax*. I do believe that some folks (maybe Dino?) have experimented with getting GMax to export the more-advanced materials, but I'm not sure where that left off. There are some threads in the Content Creation forum regarding this that were active in the last month or two.

*GMax can still be used to make good-looking items, but recognize that there are limits on what it can do, and those limits will probably become more apparent as more material types are introduced.
 
Sorry to hear of you officially leaving, though I had already known previously of your intentions. Thanks for everything you have created for me the past few years, and everything you have done behind the scenes for various users, which may have gone unnoticed if it didn't make it to the DLS. I am glad you will continue on in some form.
 
To stay a bit off topic and reiterate some of what steamboateng mentioned, we can't lay all the blame on N3V if the creation process has become more complicated. Each and everyone who has demanded more realistic looking objects, more sophisticated interaction, better performance, etc., has had a hand in this. Back then, a simple cube could represent a building and our imaginations would fill-in the missing details. Now we want it all presented to us with all the bells and whistles built-in.
 
Ben, some of us take a rather hard core look at TaNE.
We play other games, or at a minimum, we're aware of what can be done in computer space. N3V would put itself out of the market if it listened to old geezers like us.
TaNE needs a whole new approach by content creators to verify its conception. For the most part, many of the relevant issues have been presented and actively encouraged since 2009.
TaNE not only asks, it demands, and will demand more, a close correspondence with the parameters defined for content creation, to realize any sort of consistent results.
There's no need to read between the lines.........................................it's a DUH!
TaNE goes forward, with all its complexities, or it sinks in yesterdays mud.

With all due respect to us befudlled elderly,
Carry on!
Mike
 
Ben, some of us take a rather hard core look at TaNE.
We play other games, or at a minimum, we're aware of what can be done in computer space. N3V would put itself out of the market if it listened to old geezers like us.
TaNE needs a whole new approach by content creators to verify its conception. For the most part, many of the relevant issues have been presented and actively encouraged since 2009.
TaNE not only asks, it demands, and will demand more, a close correspondence with the parameters defined for content creation, to realize any sort of consistent results.
There's no need to read between the lines.........................................it's a DUH!
TaNE goes forward, with all its complexities, or it sinks in yesterdays mud.

With all due respect to us befudlled elderly,
Carry on!
Mike
 
I'm used to befuddlement - tis my usual condition, lol.

Let me see if I can clarify my position (or should I say worries). I'm too old to learn Blender and won't spend $3000 on a program that can only do one thing. I've always tried to make and upload my items to the lowest common denominator. By that I mean the oldest version allowed at the time so as many folks as possibly could download and use them. When the lowest version rises above 3.7 I will start uploading to whatever the new version is. Along those lines I was planning on buying a new computer (around $10,000 worth) specifically to work with T:ANE and its demanding requirements. In fact if my move from Florida to Tennessee hadn't cost about 3 times what I thought I might be typing on it right now. I'm not about to layout that much coin of the realm if the Sword of Damocles is hanging over my head in the form of N3V cutting me off at the knees by making anything made using Gmax absolutely incompatible with the games requirements. Bottom line = I'm looking for some serious assurance N3V will not do that.

That make any sense?

Ben
 
Listen to me ... LISTEN TO ME ... Nobody gets out alive ... if you retire ... we will come and find you !

You are BORG ... We are ONE ... You will be assimilated !

If you try to leave ... We will assimilate you ... and bring you back into our fold !

You are Trainz forever !

WereTF is: Euphod, Zatovisualworks, and Mezzoprezzo ?
 
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.. N3V cutting me off at the knees by making anything made using Gmax absolutely incompatible with the games requirements. Bottom line = I'm looking for some serious assurance N3V will not do that.

Unfortunately, Gmax is not our product and we have no control over it, so we can't guarantee compatibility. Due to licensing issues, we are unable to provide updated exporters for that product even if we wanted to.

We're not going to deliberately sabotage Gmax users, obviously that doesn't make any sense, but we aren't able to help you if your workflow stops working for some reason. That includes, but is not limited to, the possibility that you simply won't be able to make modern content due to weaknesses in the Gmax creation pipeline. For instance, did the Auran-provided Gmax exporter even support normal mapping? By memory it did not, meaning that you can't create to the recommended level for TRS2004 upward. Now if you have a third-party exporter which works around this limitation, then you'll have to talk to that third party about ongoing support rather than asking N3V.

chris
 
By using the the old Auran 3dsMax4 exporters in Gmax, I have no problem making objects with bump mapping. Is it a kluge? Sure, but it works and that's all I need to continue to use Gmax.
 
There is no requirement that items cannot be made in GMax and uploaded to the DLS. The problem is, the advanced materials that people think are "great looking" are somewhat beyond the capabilities of GMax*. I do believe that some folks (maybe Dino?) have experimented with getting GMax to export the more-advanced materials, but I'm not sure where that left off. There are some threads in the Content Creation forum regarding this that were active in the last month or two.

*GMax can still be used to make good-looking items, but recognize that there are limits on what it can do, and those limits will probably become more apparent as more material types are introduced.

As far as I can tell, gmax with the right exporters correctly produces all material types that we currently have available to us. Any deficiencies I've noticed are down to crappy underlying design of the material. I see the same things in 3DS Max as in gmax.

Anyway, none of this has anything to do with why Seniorchief is leaving. And I'm still none the wiser after the 'clarification'. Something just doesn't add up.
 
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