The improved tube track, with the latest conductor rails, is coming soon, but I need to know first which type of material I need to use for a normal bump in 3ds Max 2012:
Bitmap or Normal Bump?
I mean, when this Material/Map Browser pops up, there is plenty of types of material, but I am not sure which of the two would work in Trainz.
Hallo,
you already created a very nice looking track!
Although you may should better ask such questions in content creation not in screenshots, I will try to provide some help.
At first, you need to use tga format for all of your textures. I use GIMP to create my textures. There you also can add a tool for normal map generation.
Here you can find a helpful tutorial to create normal maps for your textures:
http://en.wikibooks.org/wiki/Trainz/Tutorial_for_Normal_mapping_(TRS2009)
There you also will find the required download links to get GIMP and the needed normal map tool running at your PC. The tutorial includes a description how to work out a nice normal map from your textures. But in case of your track textures you don’t need to do all the described steps.
Just make a copy of each of your textures and remove the color making it black and white. After that you open the filter menu looking for normal maps. Open the filter window and play around with the values. The tutorials includes a screen of the normal map creation window – it’s the third screen from the bottom up.
GIMP provides powerful texture creation. But just for your track textures you also could use a short cut to get normal maps from your textures.
Just download the PEV texture_viewer from (called “Images2TGA”):
http://www.members.optusnet.com.au/villaump/pevsoft.htm
Open one of your textures using Images2TGA. You should find a tool named “create normal map” just click onto the button and you will get a normal map indicated at the Images2TGA window. Save it as “name_normal.tga” e.g. “gravel_normal.tga”: You don’t need to attach the _normal, its just for you to find the file later on more easy.
The Images2TGA does not create high end normal maps as you would get with Gimp. Mostly you will have to change the textures like described at the “Tutorial_for_Normal_mapping_(TRS2009)” to get nice results. But just for track the quality should be fit in.
Hope this will help to get the normal maps as needed.
Now the gmax or 3ds part.
Just download the content creation guide from:
http://rapidlibrary.com/files/content-creators-guide-tc-pdf_ul8tzrqrzti89on.html
Get to page 350 and start to read. There you also find something about normal map creation using some tools from Nvidia. But you don’t need that as you have got the bump maps using another way.
The most important page for you is page 354. There you find the material settings. For your track you don’t need a gloss effect and you also don’t need an alpha or opacity effect. Best you go for the straight bump map material using the name syntax: name.m.tbumptex
Don’t misspell the “.m.tbumptex” behind the name or trainz will not be able to deal with it!
Click into the Ambient and Diffuse setting to adjust it. The tutorial says “White” which means a number of 255. I have got best experiences using 231 for it. Set the Specular to 0 for the gravel texture so there will be no reflection at it. Set the Specular to 30 for the track textures and you will get a little reflection onto it – only visible in trainz. Best you play around with it to learn how to use these settings and which results it brings up.
Save often and eventually you need to export the mesh like usual.
I hope this will help you out.
Keep on working at your nice creations.
Your’s TUME :wave: