How to design and create train vehicles (EMU, trams)?

lrt505

Light Rail Trainz
The situation is that there are only few online tutorials of building train vehicles for Trainz and they are all for locomotives. I don't know how to build a train (EMU, trams) myself. After making the parts of the train in Sketchup, how can I build it to a playable train? I know that there must be configurations needed such as defining the max speed and length of trains. Thank you.
 
The situation is that there are only few online tutorials of building train vehicles for Trainz and they are all for locomotives. I don't know how to build a train (EMU, trams) myself. After making the parts of the train in Sketchup, how can I build it to a playable train? I know that there must be configurations needed such as defining the max speed and length of trains. Thank you.

If you need a template, Auran's M7A and M7B EMUs are built-in. You can use the config.txt and enginespec asset as templates to configure your EMU. Be sure to fashion bogeys that work for your EMU. Third rail shoes, if included, are often found on the bogeys, or you can additionally specify a pantograph asset if the EMU gets power from a catenary. For further instructions, click here for Auran's online Content Creation Guide.
 
Last edited:
Hi,

In which way do EMU's and trams differ from locomotives if it comes to creating a train vehicle? Maybe in looks, but technically they dont (or not in a way that I understand): Both are train vehicles. Especially for the configuration part you could just use those tutorials.
 
Hi,

In which way do EMU's and trams differ from locomotives if it comes to creating a train vehicle? Maybe in looks, but technically they dont (or not in a way that I understand): Both are train vehicles. Especially for the configuration part you could just use those tutorials.

Yes, but you also want to set up passenger queues for the EMU.
 
Meh; ofcourse. Didnt think of that.

I agree with Scott; just copy that part from an already existing emu.
 
Well, if you're looking to "build"...basically, there are 3 well-supported tools you can use: Blender, GMax, or 3ds (3DStudioMax). 3DS is a commercial product and is expensive, but N3V makes official exporters for Trainz. I prefer Blender myself, while some prefer GMax, which is a free, old, stripped-down, unsupported version of 3DS. However, many say that's easier to learn.

See here for Blender tutorials:
http://forums.auran.com/trainz/showthread.php?87755-Help-Getting-started-3d-modelling-for-TS12

Paul Hobbs has some GMax tutorials here:
http://www.44090digitalmodels.co.uk/index.html

I think World of Trainz has some too.

Look at the wiki or CCG if you want to modify existing performance parameters.
 
Last edited:
I agree with Scott; just copy that part from an already existing emu.

It may not be so simple. You'll need to make sure that the passenger attachment points in the mesh match up with the references in the queues. If the config references a non-existent attachment point, the EMU will register as faulty.
 
It seems that I have to build the items separately.
  • Train body
  • Bogie
  • Wheel
  • Pantograph
  • Doors
  • Seats (repeated items)
For the driving compartment, it is more complicated.
 
It seems that I have to build the items separately.
  • Train body
  • Bogie
  • Wheel
  • Pantograph
  • Doors
  • Seats (repeated items)
For the driving compartment, it is more complicated.

Indeed. I hope you know which mesh objects go where.

* Train body, doors, and seats go in the locomotive asset.
* Bogie and wheel go in the bogie asset.
* Pantograph goes in its own asset.

You may need to differentiate between the front and rear bogies.
 
It seems that I have to build the items separately.
  • Train body
  • Bogie
  • Wheel
  • Pantograph
  • Doors
  • Seats (repeated items)
For the driving compartment, it is more complicated.


No, not true at all. You can build everything as one item to begin with, it makes everything a hell of a lot easier if you build everything in one file at once, because you can see whre bits fit.
The only time when you need to seperate each component is when you export the item from Sketchup/Max/Blender/Whatever, as then the program references these items and puts the reference where there are points, which are termed "attachment points." If you feel really clever and want to reduce the poly counts, you can break everything down into components, basically, a small section like part of a body, then use attachment points to "repeat" the object so you get a carriage or as you say, seats, doors and the like.

Most vehicles will only need to be exported as:
  • Body
  • Bogies (including wheels)
  • Pantograph
  • Cab (not driving compartment by the way, the proper term as far as I know of, is a "drivers cab") and other interiors you may wish to export, like a passenger view if you so wish to do so.
  • Any meshes that are removed and repeated to increase performance or have animation.
Does this help?


As for exporting, there is good news, you DO NOT need a texture to export an object, but it DOES need mapping coordiates, so you may have to add some sort of UVW modifier, you also need to name/use a texture with (name_of_material).m.notex for anything to export properly.
 
Back
Top