How do I create a spline?

Nicholas018

Grand Trunk WesternRR Fan
I would like to create a spline such as a type of road. I can't seem to find what I am looking for on DLS so how would I go about creating it?
 
First off you need to have a software to create it like Gmax, Blender (both freeware) or 3D Max (payware). If you choose Gmax you also need trainz asset creation studio. Once you have this then you need to make the spline. (for splines, it only needs to be on one side of the Y axis, for scenery it should be central) Once you've done that you need to make it into something trainz can read. in CMP, click file > new asset and go through that to make the spline. (Be sure to click on track rather than spline. This takes time and practice as i found out:hehe: .

Heres a links that hopefully will help you more:

http://forums.auran.com/trainz/showthread.php?p=871347#post871347

please ask for any further help!

Privite
 
Welcome to the creation side of Trainz, where your ideas become virtual reality.

Creation is a whole different world from driving . Not only the mesh but the textures need to be created and properly applied. Then there is the config file and any other support files you might be using. Not impossible, lots of people do it but you really need to start slowly, simple and small. Too many people try to jump in and create their favorite locomotive as a first effort, fail and never try again.

Open and study the config files of existing splines to see how it is done. Be aware that different Trainz versions had different features so the files will not be the same.

The Trainz wiki also contains lots of information, not always easy to find or understand but it's in there.
 
why is it that a spline has to be a track ,when spine is in the listing in the content creator? why have spline in there if it has to be a track,it works fine with track ,but showing in the track section of surveyor.makes no seance at all .
 
why is it that a spline has to be a track ,when spine is in the listing in the content creator? why have spline in there if it has to be a track,it works fine with track ,but showing in the track section of surveyor.makes no seance at all .

There was a specification change. Today all splines work as tracks even if they don't have track in it. I suggest reading the Wiki regarding this information as there is more there than I can explain. I just remember this happening around the time of TS12 SP1.

John
 
Makes me reluctant to try the New Era :Dprogram ugh........!!! lol

The New Era will use the same content as TS12, so if you create once you can move forward.

Having used TANE, I have mixed feelings myself.

John
 
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i have a question about repeats, When creating a bride or power poll,how do space out the polls or supports,mine seem to repeat way to close and to many.
 
why is it that a spline has to be a track ,when spine is in the listing in the content creator? why have spline in there if it has to be a track,it works fine with track ,but showing in the track section of surveyor.makes no seance at all .

Thats because you are using an incorrect config entry should be using

kind "track"
istrack 0
Which tells Trainz it's not a rail track but an ordinary spline so it will appear in the scenery spline tab.






The New Spline format has been with us since TS2010, the old spline is listed so old pre 2010 versions will still work, you can edit old stuff in CCP without upgrading to current version.
 
i have a question about repeats, When creating a bride or power poll,how do space out the polls or supports,mine seem to repeat way to close and to many.
That is a function of the length of the mesh you create, something that is done at the design stage.
 
Thats because you are using an incorrect config entry should be using

kind "track"
istrack 0
Which tells Trainz it's not a rail track but an ordinary spline so it will appear in the scenery spline tab.






The New Spline format has been with us since TS2010, the old spline is listed so old pre 2010 versions will still work, you can edit old stuff in CCP without upgrading to current version.
No not really >



config





kuid <kuid:723069:101401>
username "cliff Spline"
trainz-build 3.4
category-class "SS"
kind "track"
istrack 0
author "Jim Abbey"
contact-email "jimabbey@live.com"


thumbnails
{
0
{
image "$screenshot$.jpg"
width 240
height 240
}
}


mesh-table
{
default
{
mesh "cliff1.im"
auto-create 1
}
}


track
{
mesh-length 2

track-lod-tree
{
lod-distance 250

high-detail
{
lod-distance 80
mesh "default"
}

low-detail
{
mesh "default"
lod-distance 160
}
}
}
so im seeing the repeats not spaced far enough apart,you would have been correct but not in this case,everything mentioned by you is correct in my config file. Though I found its in the config Mesh length number needed to be higher or lower depending.
 
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Hello all. T:ANE can use older content(Hopefully!). I do not have anything newer than Trainz 2006, but right now I have no idea what to make. Is there any tutorials that anyone is aware of for creating locomotives? The WOT website that had a wealth of tutorials is unfortunately gone.:'( It is a shame. That website was excellent, even if you do not get any payware.
 
Have you made many models for Trainz? I would urge caution and start bit smaller than a locomotive. You will appreciate the experiences and lessons you'll learn along the way so that by the time you're ready for your first locomotive, you will know how to make one.
 
...





kuid <kuid:723069:101401>
username "cliff Spline"
trainz-build 3.4
category-class "SS"
kind "track"
istrack 0
...


mesh-table
{
default
{
mesh "cliff1.im"
auto-create 1
}
}


track
{
mesh-length 2

track-lod-tree
{
lod-distance 250

high-detail
{
lod-distance 80
mesh "default"
}

low-detail
{
mesh "default"
lod-distance 160
}
}
}
....
Two things. Using the same mesh for both high and low detail kind of defeats the purpose. May as well only call a high mesh and set the lod distance far enough away to render a low detail mesh moot.

Consider adding a subdivisions tag in the track table. Then each mesh will be repeated as many times as necessary. The total mesh length will then be the multiplication of the actual mesh length times the number of subdivisions in each lod level.
 
I have made some objects. Since I switched to TRS2006 I can now make objects easier. I tend to use programs like Sketchup instead of GMax. I have never made any splines or rolling stock(obviously!). I do want to find a tutorial for making splines, though.
Edit: I have no idea what to make for an object.
 
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Unless you know how to reduce the poly count drastically, I would stay away from Sketchup for creating objects for Trainz. You also need to really reduce the number of textures used in the object. You want the maximum effect using the minimum polys.

As for splines, they are just ordinary objects that are automatically repeated. Most of the work is in the config file. There are some slight differences in the way the mesh is placed but that is trivial.
 
Sketchup is A LOT easier to use than Gmax, and I have used sketchup for longer. There is two ways I can convert it, through GMax or through RubyTMIX. As for polys, I am not too horribly worried. Sketchup is very similar to GMax in the way that planes for objects are not solid. Why would polys be much of a problem?
 
Sketchup is A LOT easier to use than Gmax, and I have used sketchup for longer. There is two ways I can convert it, through GMax or through RubyTMIX. As for polys, I am not too horribly worried. Sketchup is very similar to GMax in the way that planes for objects are not solid. Why would polys be much of a problem?
Easier is in the hands of the creator, it's all in what you're used to. Of course both programs create 3d objects from a series of planes but it is how the planes are made that is the big difference. A simple cube can be made using six planes, five if the bottom will never be seen or from dozens to hundreds. You could use one single texture and map different parts to each plane or have a separate texture for each plane. As for polys, you should be worried. Every poly has to be rendered by your GPU, The more unnecessary polys you have the harder your GPU has to work for no gain. The more different textures you use, the more that has to be stored in memory and used.
 
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