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gary6204

Union Pacific Fan
i have been wondering how to transfer the gmax files to trains's cdp files.
please help or is it possible for ts09. still, please help.
 
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Hello Gary6204,

Firstly, welcome to the wonderful world of content creation!

To get something you have created with GMax, you must have the Trainz Content Creation Studio installed. Get the files from here:
http://www.auran.com/trainz/contentcreation.htm

Then go to http://www.44090digitalmodels.co.uk/ to get the GMax tutorials which will show you how to configure GMax to export to the .IM format.

Once you have the .IM format you will need a copy of the CCG to help create a config.txt file so that Trainz will be able to use the mesh and textures (.im file(s)). Get the TC CCG here: http://www.auran.com/TRS2006/uploads/Image/files/CCGTC.pdf

Once you have successfully created the config.txt file and have the item working in Trainz then you can go into "manage content" (cm2 in 2009 - cmp in TC or 2006). Go to the my content tab, find your item, right click and select "save to cdp".

Have Fun

Bricey
 
just one question, how do you change it from misc to traincar?

Hello and good evening,

I would take it by this question that you now have the files showing in cm2 (cmp - in older versions) and you have either copied a config.txt from somewhere or used ccp to create the configuration for you.

You can change the asset type from Misc to Traincar by editing the config.txt file. This can be done by selecting the asset in content manager then right click and select open for edit, open for edit in explorer or open for edit in content creator plus (CCP). If you open in ccp, you will be shown a hierarchical representation of the configuration file which you can then modify any of the items. If you open in explorer, you will then have to locate and open the config.txt file for edit and then manually make the change, close and save the filie.

However, simply saying that a mesh is now a traincar is not all there is to it. You will have to specify bogeys which require attachment points in the mesh, you will need an espec which corresponds to the type of traincar you want (diesel locomotive, electric loco, steam loco, std traincar (none powered), etc....

The CCG is the prime source for this information. Also look at the configuration of other assets that are similar to yours and view the config.txt in CM to compare and establish the best fit for your purpose.

Hope this gets you on the right track!

Bricey
 
help

one other thing, when ever i commit the asset, it shows the asset, but its faulty and says
Error: Unable to load mesh file: 'content 2f76o36d8\..\..\..\..\..\gmax\gamepacks\Trainz\flatcar.im'
:eek: or what ever i try to export, please help.
 
one other thing, when ever i commit the asset, it shows the asset, but its faulty and says
Error: Unable to load mesh file: 'content 2f76o36d8\..\..\..\..\..\gmax\gamepacks\Trainz\flatcar.im'
:eek: or what ever i try to export, please help.

I use a multi-step process to get content into trainz:

1) Create a folder where you will create the mesh and store all related texture files
2) Create the mesh and texture it
3) export the creation to the same working folder
4) test the mesh with "Graphical Mesh Viewer" or "TOE"
5) create an export folder to hold the exported mesh (.IM file) and associated textures and *.texture.txt files
6) Create the config.txt file in this export folder
7) open CMP or CM2 and "import content" from the export folder
8) test in Trainz.

Once imported you will normally have subfolders only for LOD, shadow and night folders if applicable to your content and thus your config.txt will contain a mesh-table entry that does not have subdirectory listing to reach your main mesh but will for the other levels of detail.

as and example, my folders look like this:

folder:
- mainmesh.im
- texture1.texture.txt
- texture2.texture.txt
- config.txt
- texture1.tga
- texture2.tga
- lodmesh1 folder
- - lodmesh1.im
- - lod1texture.txt
- - lod1texture.tga
- lodmesh2 folder
- - lodmesh2.im
- - lod2texture.txt
- - lod2texture.tga
- lodmesh3 folder
- - lodmesh3.im
- - lod3texture.txt
- - lod3texture.tga
- shadow folder
- - shadowmesh.im
- - shadow.texture.txt
- - shadow.tga

Hope this give more insight. Let me know if you need more detail

Bricey
 
thanks

thank you, this will probaly be what i need. ok not realy, i use ccp to the config for me, and i noticed that the textures don't load in graphical mesh viewer but thanks for the help.
 
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