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Maddox61
May 6th, 2011, 06:41 PM
Hey all,

I am new to trainz and have a lot to learn.

1. Am I doing something wrong, or do the tutorials in http://www.worldoftrainz.com/Pages/Tutorials.htm (http://www.worldoftrainz.com/Pages/Tutorials.htm)
work with 2009 world builder?

2. If not, how can I create content for 2009 in Blender or Gmax, without using 3Ds?
I can buy my engines and stock. I only need to create buildings and such, since I am going to be creating early 1900s steam era, and there will be no need for script.

3. Also, can models created in Truespace7.6 ( that I have used for years ) be exported to Blender or Gmax and then to trainz?

Told ya I had a lot to learn.:D

Thanks
Merle Maddox

johnwhelan
May 6th, 2011, 08:36 PM
Blender

http://en.wikibooks.org/wiki/Trainz/Tutorial_for_Blender#Newcomers_start_here

Stop doing the tutorials when you've made the first house. For the moment stick with Blender 2.49.

Cheerio John

bchester
May 6th, 2011, 10:23 PM
John is right, blender is the 3d creation tool to consider! As John recommended start with blender 2.49 as it is stable. 2.5x versions have a different user interface which most users prefer over the on in 2.49 but these versions are not yet stable and while an exporter is in the process for them, they too are not yet stable.

In addition to blender (or gmax if you ultimately decide to go that route) you will also need a graphics editor such as Paint Shop Pro, Photo Shop, Gimp, Paint.net.......... The list goes on!

What I consider important in a graphics editor is:
- the program must save TGA files in an uncompressed format
- should use layers as this makes the image modification a lot easier
- can create and save an alpha channel.

Regardless of 3d application you select, follow the tutorials on Paul Hobbs site at: http://www.44090digitalmodels.co.uk/

Hope this gets you started.

Bricey

Maddox61
May 7th, 2011, 12:02 AM
Hey Bricey,

OK, so if I am getting this right, I can export models from Blender to 2009 World Builder.

I already have Blender loaded, I will use it and see what happens. As for the graphics editors, I have all three, Photoshop, Paintshop Pro and Gimp.
All I need to do now is learn how to make them all work together :hehe:

I will check out the sites that you and John advised on.

I am an old HO scale buildrer, retired and have nothing but time. If all works, this shuold be lots of fun.

Thanks for your help :)

Maybe when I get things under control, and some knowledge under my belt,
I can return the favor.

Also if anyone else knows of any sites with tutorials, as I have been searching for days, please let me know. Or if there is just a simple way of loading content. It would be greatly appreciated.

Thanks again

Merle

wiggy1
May 7th, 2011, 04:01 AM
I would recommend google sketchup for creating content. Once you've learnt how to use it (only took me a couple of tutorials), it's much easier than blender, especially for making buildings. If you want to put the model into blender, just export it as a collada (dae.) file and scale it down.

paulzmay
May 7th, 2011, 07:03 AM
I would recommend google sketchup for creating content. Once you've learnt how to use it (only took me a couple of tutorials), it's much easier than blender, especially for making buildings. If you want to put the model into blender, just export it as a collada (dae.) file and scale it down.

Sketchup tends to create very inefficient models that have far more polys and materials than necessary. I really wouldn't recommend it.

Paul

bchester
May 7th, 2011, 08:31 AM
Sketchup tends to create very inefficient models that have far more polys and materials than necessary. I really wouldn't recommend it.

Paul

So true,

I spend almost 3 weeks fixing a model that a young creator was trying to get into trainz. He had created it in sketchup and it was a very lovely model but in game was over 1.5 million polys.

Not a good product for trainz at all.

Bricey

Maddox61
May 7th, 2011, 10:13 AM
Wow,

From what I am finding in Trainz, most of the detail is dependant on textures. I noticed a quite a few models in Trainz, that appeared to have less than 100 polys.
I read some place that the poly count should be around 3,500 and max at 5,000.

I am workng with Blender now. The only problem I am having, using the tutorials on a house, after rescaling and welding vertices in the roof, the system starts crawling. I don't know if it is Blender or the exporters that I had to load for trainz. I am running Blender 2.49 but I know they have newer versions.
It also required me to load Python 2.5.2 when I know there are newer version of that as well.

Should I be using the newer versions of these programs?

Maddox61
May 7th, 2011, 10:15 AM
............

whitepass
May 7th, 2011, 10:27 AM
You have to use Python 2.5.2 and as for Truespace I could not find a format that would export from Truespace and import into Blender. You should find a copy of the TC CCG it's a little out of date but good to have.


I read some place that the poly count should be around 3,500 and max at 5,000.
Very old, for TS09 you can go much bigger, the sample station in TS09 is over 20,000.

Maddox61
May 7th, 2011, 10:56 AM
Glad to know that.

I do like detail and to me. That is the best part of graphic modeling, finding out just how realistic you can make something look.
Especialy when you have built HO and N scale trains all your life.

This is the first I have heard about anything like this. ( train sims )
Modern technology, Boy do I feel old.:D

Well, I'm going to try and locate the TC CCG you mentioned.

Thanks again for all your help.

johnwhelan
May 7th, 2011, 01:27 PM
Wow,

From what I am finding in Trainz, most of the detail is dependant on textures. I noticed a quite a few models in Trainz, that appeared to have less than 100 polys.
I read some place that the poly count should be around 3,500 and max at 5,000.

I am workng with Blender now. The only problem I am having, using the tutorials on a house, after rescaling and welding vertices in the roof, the system starts crawling. I don't know if it is Blender or the exporters that I had to load for trainz. I am running Blender 2.49 but I know they have newer versions.
It also required me to load Python 2.5.2 when I know there are newer version of that as well.

Should I be using the newer versions of these programs?

Trainz renders in real time so the fewer the polys the better. There is an overhead of roughly 300 poly equivalents per mesh and 200 per texture file.

Using TS2010 it dumps much of the work down to the gpu so poly counts aren't quite so important. Generally speaking use textures rather than polys, normal mapping works well when appropriate.

Have a look at KUID2: 184151:94004:1 Vinnybarb has some other examples floating round showing this technique.

Cheerio John

Maddox61
May 7th, 2011, 05:51 PM
I would have a look at that kuid But for some reason "?" I can't get logged into the site.

I can't even get into my Content Manager.

It keeps telling me that my user name is not valid, and to retry.

This is not a good sign. If I can't access the content manager or the download station, how can I create models, when I do learn the process.

I hope I haven't wasted my time and money!! :confused:

However, I do appreciate everyones help. If not for this forum, there would be no Auran.

Retro00064
May 7th, 2011, 05:58 PM
I would have a look at that kuid But for some reason "?" I can't get logged into the site.

I can't even get into my Content Manager.

It keeps telling me that my user name is not valid, and to retry.

This is not a good sign. If I can't access the content manager or the download station, how can I create models, when I do learn the process.

I hope I haven't wasted my time and money!! :confused:

However, I do appreciate everyones help. If not for this forum, there would be no Auran.

It appears that the servers are down right now. See the following link to a thread just down the list from this thread: http://forums.auran.com/trainz/showthread.php?t=72758. ;)

Trainz is a complex software, and can have a learning curve for newcomers who have to learn how to deal with its quirks, but if your are patient and persist through the learning curve, you will likely find that it is well worth the effort of learning how to work it. ;)

Regards.

paulzmay
May 7th, 2011, 07:28 PM
You have to use Python 2.5.2 and as for Truespace I could not find a format that would export from Truespace and import into Blender. You should find a copy of the TC CCG it's a little out of date but good to have.


Very old, for TS09 you can go much bigger, the sample station in TS09 is over 20,000.

A building with 20000 polys should really use LOD for distant views. I tend to use it if the detail mesh is much over 1000 polys.

Paul

bchester
May 7th, 2011, 08:19 PM
From what I am finding in Trainz, most of the detail is dependant on textures. I noticed a quite a few models in Trainz, that appeared to have less than 100 polys.


To me textures truely are the most important aspect of creating "realistic" models. I have a series of box cars the look absolutely incredible but only consist of 16 polys yet are using normal maps in 2010. Admittedly, if you get really close you can tell they are low poly but the use of a photo with normal map makes a huge difference.

I have a bunch of steamers that only have 8000 or fewer polys and look amazing at a reasonable viewing distance. I judge this distance as if I was back on my HO and N scale layouts of years gone!

Bricey

Maddox61
May 9th, 2011, 09:32 PM
Reading through this CCG and it has explained a lot about creating assets and uploading to trainz.

Can I create and load models directly to my system, or must everything go through the upload station??

I do intend on sharing my creations. However, I would like to get used to creating models for trains prior to allowing others to download something I created that may cause problems for them due to my lack of knowledge and experience.

If it hurts me or my sytem, oh well, that's all a part of learning.

Retro00064
May 9th, 2011, 09:34 PM
It is not a requirement or automatic process (as far as I know) that your asset be uploaded to the Download Station. In fact, there are plenty of users who put their stuff on third-party websites instead.

Regards.

Maddox61
May 9th, 2011, 11:52 PM
Thanks,

That's good to know. Now all I need to do is find out how it's done :D
Like I said, I just finished reading the entire 451 page CCG (took 2 days) lol.
And I still don't know how to get my assets in there.:hehe: .....those bad little assets!
Oh well, I taught myself HTML, CSS, XML Javascript etc. I will learn this if it kills me, and it just might do that :'(

Hell, it's fun and we know it. And If it wasn't hard, it wouldn't be worth learning anyway. Right... Right:o

Mick_Berg
May 9th, 2011, 11:54 PM
John is right, blender is the 3d creation tool to consider! As John recommended start with blender 2.49 as it is stable. 2.5x versions have a different user interface which most users prefer over the on in 2.49 but these versions are not yet stable and while an exporter is in the process for them, they too are not yet stable.........
Bricey
Blender 2.57 is claimed to be stable. And the exporter seems to work OK.
I'm just pointing this out because the 2.5x interface is sooooooo much nicer.
Mick Berg.

Maddox61
May 10th, 2011, 12:13 AM
Thanks Mike,

I will look into that. I was told 2.45 but it seems logical to use the newer versions if at all posible.
And with Blender, a little learning curve, but nothing big. I'm just more used to using the mouse, less key board.

you wouldn't know of a tutorial for dummies that would help me get a simple block loaded into assents, would ya?:(

Once I get something, no matter what, loaded. I will understand, and be able to load anything from that point on, and the rest is simply writing the config. files.

RRSignal
May 10th, 2011, 12:24 AM
Thanks Mike,

I will look into that. I was told 2.45 but it seems logical to use the newer versions if at all posible.
And with Blender, a little learning curve, but nothing big. I'm just more used to using the mouse, less key board.

you wouldn't know of a tutorial for dummies that would help me get a simple block loaded into assents, would ya?:(

Once I get something, no matter what, loaded. I will understand, and be able to load anything from that point on, and the rest is simply writing the config. files.

The easiest thing to do is open a scenery asset in CCP, save it, then copy that config.txt file. Change the kuid, username/object name, and add a mesh-table if there isn't one, but the important part is pointing it to your exported mesh. You obviously would want to change any description, licensing, author name and contact info, etc. and add a thumbnail line, but you don't have to do that now. Just use CMP's Import Content function to import the folder containing the config.txt, your mesh and textures, and that's it.

Maddox61
May 10th, 2011, 01:56 AM
Now it's just ticking me off. CCP. COG. CG. CTX. XYZ.
I attempted to open a senery asset in CCP (Content Creator Plus)
According to the help menu, I am supposed to have a Menu Bar, and right below that a Tool Bar. IN my window, there is no tool bar. There is no discription as to how to open an asset and save it. 90% of everything I did get opened stated that it it would need to be downloaded from the Download Station, while the others stated that they could not be used due to they are a fixed item or such.

Frustrated. I have now read the entire Help section, The entire CCG, and tried to use tutorial from one site that said to create a simple brick wall and I came up with 5 error codes. I have tried tutorials from World of Trainz and had no luck, went from GMAX, to Blender, back to GMAX, Back to blender 2.45, now Blender 2.57.

I have created and opperated 2 ecommerce websites using flash, animation, wav. files, wrote all my own HTML coding and Javascript,
and now I have been 1 week trying to get this program figured out.
I found that this program is not designed for anyone with any less experience than a graphics designer or computor programer.

And you can't get help outside of this forum.
Hell, I'm using CCG literature designed for 2004 on 2009. Trainz simply assumes that everyone knows how to use the software.

Not A Happy Camper. :'(

johnwhelan
May 10th, 2011, 05:57 AM
Blender 2.57 is claimed to be stable. And the exporter seems to work OK.
I'm just pointing this out because the 2.5x interface is sooooooo much nicer.
Mick Berg.

Want to do a 2.57 based tutorial in the wiki?

Thanks John

clam1952
May 10th, 2011, 08:11 AM
Now it's just ticking me off. CCP. COG. CG. CTX. XYZ.
I attempted to open a senery asset in CCP (Content Creator Plus)
According to the help menu, I am supposed to have a Menu Bar, and right below that a Tool Bar. IN my window, there is no tool bar. There is no discription as to how to open an asset and save it. 90% of everything I did get opened stated that it it would need to be downloaded from the Download Station, while the others stated that they could not be used due to they are a fixed item or such.

Frustrated. I have now read the entire Help section, The entire CCG, and tried to use tutorial from one site that said to create a simple brick wall and I came up with 5 error codes. I have tried tutorials from World of Trainz and had no luck, went from GMAX, to Blender, back to GMAX, Back to blender 2.45, now Blender 2.57.

I have created and opperated 2 ecommerce websites using flash, animation, wav. files, wrote all my own HTML coding and Javascript,
and now I have been 1 week trying to get this program figured out.
I found that this program is not designed for anyone with any less experience than a graphics designer or computor programer.

And you can't get help outside of this forum.
Hell, I'm using CCG literature designed for 2004 on 2009. Trainz simply assumes that everyone knows how to use the software.

Not A Happy Camper. :'(

There is a 2006 CCG here http://www.auran.com/TRS2006/global/files/CCG2006.zip

plus stuff is gradually appearing in the Wiki.

More Gmax tutorials below:
http://www.ianztrainz.com.au/tutorial.htm
http://www.tafweb-trainz.co.uk/tutorials.html
http://publish.uwo.ca/~gerard/trainz/tutorials/

Blender and Gmax here:
http://www.44090digitalmodels.co.uk/tutorials/index.html

To open an asset in CCP or better explorer it needs to be installed in content manager, that may be where you are going wrong?

Can't get on with Blender myself, it's totally incomprehensible to me compared to 3ds. I use Gmax or 3ds depending on what PC I am using, not a lot of difference in them really, if you use the 3ds 4 I think it was plugins in gmax instead of the originals.

Mick_Berg
May 10th, 2011, 01:15 PM
Want to do a 2.57 based tutorial in the wiki?

Thanks John
I'll look into it. It's about time I contributed something other than inane questions;)!
Would it have to be in the Wiki? Wouldn't I have to spend hours learning Wiki-ese? I have a website, I could put it up there.
(at least I think I do, better go check if it's still there.................:hehe: )
Mick Berg.

Maddox61
May 10th, 2011, 01:39 PM
Here is an example Mick,

Chapter 3 Line 1. in the 2006 CCG

It reads "When existing config.txt file is loaded, the program will "parse" the text file and gather 2 different sorts of information".

If you take note, the word "parse" has quotations around it so that the reader will see the big $2.00 collage word that the editor used.

The word simply means: to examine.

We, the newbies, don't want to know how intelligent you are, we need to know how to opperate the program!

And it even seems, in the forum, that some of the Trainz elders are even having trouble trying to understand the new 2012 version.

I wonder why?

johnwhelan
May 10th, 2011, 01:53 PM
Here is an example Mick,

Chapter 3 Line 1. in the 2006 CCG

It reads "When existing config.txt file is loaded, the program will "parse" the text file and gather 2 different sorts of information".

If you take note, the word "parse" has quotations around it so that the reader will see the big $2.00 collage word that the editor used.

The word simply means: to examine.

We, the newbies, don't want to know how intelligent you are, we need to know how to opperate the program!

And it even seems, in the forum, that some of the Trainz elders are even having trouble trying to understand the new 2012 version.

I wonder why?

Not quite parse in this sense is a programming jargon which means look for certain strings within the line in an automated manner using a computer program.

Generally speaking the traditional way to make content is find something that works that is similar, now drop in your .im and texture files then edit the config.txt file to the new names. In programing you very rarely start from scratch its too easy to make mistakes and the config.txt file is basically control statements to a program or very close to programming.

Cheerio John

Maddox61
May 10th, 2011, 01:53 PM
Another thing,

I have been assisted by many, real nice folks, here on this forum. And I greatly appreciate it. And I am not naive to what is going on in the wolrd of PCs.

I simply feel that things could be just a bit more user friendly.
I also don't like having people waste time helping me, and still have trouble with the program.

I said it before, and I will say it again "If not for the people in this forum helping others out, Trainz would only be a memory".

And I'm sure you simply jumped right in when you started.

Maddox61
May 10th, 2011, 02:09 PM
Hey John,

Just been getting frustered.

All you guys have tried to help me out, and I do appriciate it. but, I tried using a tutorial (forgot whos), and created a brick wall. It used that same method of taking an existing config.txt file and re-writing it and adding your own id in the kuid. when I tried to load it, it came back showing an error on each file I loaded. So, I tried to redo tutorial and got the same error.

I don't know if I am dealing with bugs in the game, or if the tutorial only works on 2006, or if I am not doing something right.

I was told to load up an existing asset, copy the file, open that config.txt and use it. I tried this and I can't even get an existing asset to open.

I am not going to give up.

I just get frustrated at times. Mainly when a game is advertized as being user friendly, and requires a PHD to opperated it. ;)

johnwhelan
May 10th, 2011, 02:25 PM
Hey John,

Just been getting frustered.

All you guys have tried to help me out, and I do appriciate it. but, I tried using a tutorial (forgot whos), and created a brick wall. It used that same method of taking an existing config.txt file and re-writing it and adding your own id in the kuid. when I tried to load it, it came back showing an error on each file I loaded. So, I tried to redo tutorial and got the same error.

I don't know if I am dealing with bugs in the game, or if the tutorial only works on 2006, or if I am not doing something right.

I was told to load up an existing asset, copy the file, open that config.txt and use it. I tried this and I can't even get an existing asset to open.

I am not going to give up.

I just get frustrated at times. Mainly when a game is advertized as being user friendly, and requires a PHD to opperated it. ;)

Content is made differently these days. I assume you are using Blender then I suggest you download and clone (right click in cmp) KUID2: 86627:1481:1 then use edit, edit in explorer, copy in your .im file and the textures and edit the config.txt file.

Cheerio John

Maddox61
May 11th, 2011, 12:48 AM
Hey John,

Finaly, an easy way to find and copy config.txt files.

All I had to do was right click on the asset in the Content Manager, click on edit, right click again, and click edit in explorer, copy and save files I need (config.txt) in explorer, right click again and revert asset.
Use that config.txt to creat what I need for my assets, and Wah Lah.

Does that sound about right?

It is 1:30 am, our time and been on here all day. :sleep:

I may get frustrated, But I don't give up. Thanks for all the help!!:D

Now it is all about practice, practice, practice.

johnwhelan
May 11th, 2011, 07:32 AM
Hey John,

Finaly, an easy way to find and copy config.txt files.

All I had to do was right click on the asset in the Content Manager, click on edit, right click again, and click edit in explorer, copy and save files I need (config.txt) in explorer, right click again and revert asset.
Use that config.txt to creat what I need for my assets, and Wah Lah.

Does that sound about right?

It is 1:30 am, our time and been on here all day. :sleep:

I may get frustrated, But I don't give up. Thanks for all the help!!:D

Now it is all about practice, practice, practice.

Glad to be of assistance.

Cheerio John

Mick_Berg
May 11th, 2011, 04:23 PM
Want to do a 2.57 based tutorial in the wiki?

Thanks John
Well, I took up the challenge and am writing a short tutorial to explain how to export a simple Blender 2.57 model into TS2010. It seems that the problem is that information is spread out all over the place, and I have tried to consolidate it all into one place. I am writing it for my web site, as the Wiki looks like it needs a learning period that I don't want to undertake right now.
I hope to have it finished soon.
Thanks,
Mick Berg.

Maddox61
May 11th, 2011, 09:37 PM
No Rush Mick

Mick_Berg
May 12th, 2011, 09:27 PM
No Rush Mick
I have finished the tutorial on exporting to Trainz from Blender 2.57, and it can be viewed on my web site at www.mickberg.com (http://www.mickberg.com). No frills or pretty pictures, but I hope it gets the job done. Please check it out and let me know if there are any mistakes or legal violations, or if any thing is unclear or missing.
Thanks,
Mick Berg.

handlaidtrack
May 31st, 2011, 04:04 PM
Instead of creating a new thread, I'm going to use this one, even though it's been dormant for a few days.
More than likely, others would have referred me here anyway, and this does at least show that I've already read it.

I installed Blender last night, and have been working at it ever since. The biggest problem I'm having is that the actual software doesn't look much like the tutorial screenshots, or even the manual that came with it.
I've gone through all the tutorials referenced in this thread, although the interface is so different as to make them almost worthless.
I read about 70 pages of the manual, just to get started, and then attempted to look up specific topics but with very limited success. In most cases, I find links that result in error messages.
I've spent hours pressing different buttons to see what they do (but in most cases the result is not immediately obvious).

So far, I've figured out how to add and edit polys, and to change the camera angle. I've built a simple house with a carport, porch, foundation and steps, and I've managed to get a preview of a texture file to appear in the bottom right corner of the window (but I have yet to figure out how to paint the model with it).

Various posts on this thread and elsewhere are contradictory as far as which version to use. As I don't want to have to learn two versions, I went with the latest (2.57).

Right now, I could ask 100 specific questions and still not scratch the surface, so instead I'll just ask if anyone knows of a beginners tutorial for the latest version.

Mick_Berg
May 31st, 2011, 04:17 PM
I would suggest the tutorials at gryllus.net/Blender/3D.html Not geared towards Trainz, but good for Blender, and is written for 2.56, which is the same interface as 2.57. Included in that is John Blain's tutorial, also very good.

To export from 2.57 to TS2010, I have written a tutorial, it's at www.mickberg.com (http://www.mickberg.com)

As yet, I don't think there is a tutorial for Blender 2.5x which directly relates to Trainz. Paul Hobbs' Y7 tutorial at www.44090digitalmodels.co.uk/tutorials/index.html (http://www.44090digitalmodels.co.uk/tutorials/index.html) is good but is written for 2.49, but I guess you've already seen that.

Good luck,
Mick Berg.

Maddox61
May 31st, 2011, 07:42 PM
Instead of creating a new thread, I'm going to use this one, even though it's been dormant for a few days.
More than likely, others would have referred me here anyway, and this does at least show that I've already read it.

I installed Blender last night, and have been working at it ever since. The biggest problem I'm having is that the actual software doesn't look much like the tutorial screenshots, or even the manual that came with it.
I've gone through all the tutorials referenced in this thread, although the interface is so different as to make them almost worthless.
I read about 70 pages of the manual, just to get started, and then attempted to look up specific topics but with very limited success. In most cases, I find links that result in error messages.
I've spent hours pressing different buttons to see what they do (but in most cases the result is not immediately obvious).

So far, I've figured out how to add and edit polys, and to change the camera angle. I've built a simple house with a carport, porch, foundation and steps, and I've managed to get a preview of a texture file to appear in the bottom right corner of the window (but I have yet to figure out how to paint the model with it).

Various posts on this thread and elsewhere are contradictory as far as which version to use. As I don't want to have to learn two versions, I went with the latest (2.57).

Right now, I could ask 100 specific questions and still not scratch the surface, so instead I'll just ask if anyone knows of a beginners tutorial for the latest version.

Hey friend,

I am new as well to blender, though I have completed all the tutorials.
The best ones I have found are one that Mick mentioned:
http://gryllus.net/Blender/3D.html (http://gryllus.net/Blender/3D.html)
In this tutorial, you will want to download the Hot Keys file for refference.
You also need to try and complete all the unit video tutorials. They are very helpful, as well as easy to use.

Another page in the same site is:
http://www.blender.org/education-help/tutorials/
This gives a list of different courses that you can take. Makes for good practice.

As for the conflicked of interest on what version to use:
I found that most people on here that use Blender, use 2.49. It has been out for a while and people are familiar with it. 2.57 is very new, not to mention that one of the Trainz members had to create an exporter for 2.57 that would work in trainz and that has not been too long ago either.
One thing I found in 2.57 that is not good, you can not bevel a single edge, rather you must bevel the entire object. Or atleast I haven't found a way yet. 2.49 allows this to be done. I do know that there are people here that are working on trying create a tool that can be added to do this. Not sure if they have one yet or not.

The trick I found when searching for tutorials is, make sure to add 2.5 to your search, as 2.5 changed the entire format and trying to use 2.49 or older tutorials will only confuse you.

Also Youtube has a ton of tutorials, by simply searching Blender 2.5 under videos.


Well this should get you going. Have fun, and good luck.;)

Mick_Berg
June 1st, 2011, 01:15 AM
Hey friend.......................

One thing I found in 2.57 that is not good, you can not bevel a single edge, rather you must bevel the entire object. Or atleast I haven't found a way yet. 2.49 allows this to be done. I do know that there are people here that are working on trying create a tool that can be added to do this. Not sure if they have one yet or not................
;)

If you add this script you can bevel single edges in 2.57.

http://www.blendpolis.de/download/file.php?id=66150
Thanks go to Paul Hobbs. I've tried it and it works fine.

Mick Berg.

Maddox61
June 2nd, 2011, 12:30 AM
If you add this script you can bevel single edges in 2.57.

http://www.blendpolis.de/download/file.php?id=66150
Thanks go to Paul Hobbs. I've tried it and it works fine.

Mick Berg.


Hey Mick.

I thought I read that someone was working on this.

So I guess, I just toss it into the add-ons files?....
I will give this a go asap.

Been gone for a bit, had some PC bugs to work out.;)


Thanks Mick & Paul

Mick_Berg
June 2nd, 2011, 01:26 PM
Hey Mick.

I thought I read that someone was working on this.

So I guess, I just toss it into the add-ons files?....
I will give this a go asap.

Been gone for a bit, had some PC bugs to work out.;)


Thanks Mick & Paul

Don't toss it into that folder. Toss it onto your desktop or somewhere. Let the User Preferences/Install Addons process decide where to put it. Once it's installed you will find it in Addons/Mesh/Mesh Edge Tools, where you will need to enable it.It then appears as "Bevel" under the Specials menu, keystroke "W" (I think that must stand for "Why??")
Mick Berg.

Maddox61
June 3rd, 2011, 02:53 AM
Don't toss it into that folder. Toss it onto your desktop or somewhere. Let the User Preferences/Install Addons process decide where to put it. Once it's installed you will find it in Addons/Mesh/Mesh Edge Tools, where you will need to enable it.It then appears as "Bevel" under the Specials menu, keystroke "W" (I think that must stand for "Why??")
Mick Berg.


Figure of speach.

Yah, I intsalled the addon and it works greate.

As for the "W" key ? Got me. They used "B" as a selection tool. I guess it stands for "Whatever". LOL

Thanks

RiscaStation
June 3rd, 2011, 03:09 AM
Hi,

The "B" key stands for box select, be it faces or vertices's.

Mike

Maddox61
June 4th, 2011, 03:39 AM
Hi,

The "B" key stands for box select, be it faces or vertices's.

Mike


In other words, Selection tool, be it faces or verticie's.;)

RiscaStation
June 4th, 2011, 04:19 AM
In other words, Selection tool, be it faces or verticie's.;)

Hi,

I am using Blender 2.57b, I also use 2.49b so there are differences.

That is what I use for faces, Verts etc. You have to make sure when using Blender 2.57b "B" key ( box select ) that you do box select all the sides or faces in that object to ensure you get an even result.
Try out this "B" key to see what happens if you have not selected all of that object that you wish to alter.

I don't know if you have used the Boolean operation to create holes yet, if you do, don't use difference, you have to use intersect and remove unwanted remaining faces.

Mike

Mick_Berg
June 4th, 2011, 12:20 PM
Hi,

I am using Blender 2.57b, I also use 2.49b so there are differences.

That is what I use for faces, Verts etc. You have to make sure when using Blender 2.57b "B" key ( box select ) that you do box select all the sides or faces in that object to ensure you get an even result.
Try out this "B" key to see what happens if you have not selected all of that object that you wish to alter.

I don't know if you have used the Boolean operation to create holes yet, if you do, don't use difference, you have to use intersect and remove unwanted remaining faces.

Mike
I'd like to add that when selecting vertices with the Box selector you must be in Wireframe view, (not Solid) or any vertices you can't see will not be selected, or worse, you will get random vertices selected.
Mick Berg.

Len12
June 5th, 2011, 10:51 PM
I have finished the tutorial on exporting to Trainz from Blender 2.57, and it can be viewed on my web site at www.mickberg.com (http://www.mickberg.com). No frills or pretty pictures, but I hope it gets the job done. Please check it out and let me know if there are any mistakes or legal violations, or if any thing is unclear or missing.
Thanks,
Mick Berg.


Great job. Thanks Mick. I was hoping this new version would stop the appearance of black objects once animation is applied to them. The object shows up perfectly in the preview window but black when placed in Trainz. This only effects animated objects created as scenery objects. I've created and animated boats, cranes, dump trucks, people, when I create animation for them they show up black in Trainz. This happened in 2010 and now 2012 Trainz.

Maddox61
June 6th, 2011, 12:47 AM
I'd like to add that when selecting vertices with the Box selector you must be in Wireframe view, (not Solid) or any vertices you can't see will not be selected, or worse, you will get random vertices selected.
Mick Berg.


Just a note,

In solid view, while in edit mode, there is a box to the right of the Vertex, Edge and Face selection tool below your display window ( Limit Selection to visible ).
If activated, while in solid view, this will make the object semi transparent allowing you to select hidden Vertex, Edge and Faces. ;)

Mick_Berg
June 6th, 2011, 01:58 PM
Just a note,

In solid view, while in edit mode, there is a box to the right of the Vertex, Edge and Face selection tool below your display window ( Limit Selection to visible ).
If activated, while in solid view, this will make the object semi transparent allowing you to select hidden Vertex, Edge and Faces. ;)

I never worked out what that one did. Thanks for explaining. We learn something new every day!
Mick Berg.