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ScaleRail track system

Passenger Car SDK
Popular 3D modeling forums:
· 3DTrains.com
· Train-Sim.com
· UKTrainsim.com
Download passenger car sdk.
Overview Creating Details Credits
Before editing a new set, you would be wise to prepare a new folder for the new set.
Folder naming
The folder containing your finished passenger car set should be named using either your initials or your virtual railroad association's name, followed by an underscore character ("_"), the words Passenger, another underscore, and finally the railroad name initials. At a glance, this makes it very easy to:

·  Identify the author
·  Identify the basic contents
·  Identify the railroad depicted

Examples:

·  3DTrains_Passenger_ATSF
·  MyInitials_Passenger_UP
·  MyName_Passenger_SP

You're free to name the S, WAG and any additional ACE files as you wish, so long as the names of the original ACE files remain intact.

Warning: It is strongly recommended that the Wag files in the new set be renamed to avoid conflicting with other distributed sets!
Adding parts
Adding parts is fairly straight forward. However, because of the way the hierarchy is set in relation to alpha sorting, it's recommended that new parts be attached (not linked) as follows:

·  Interior Details - Including partition walls, seats, tables, blinds, etc. should be attached to the INTERIOR object.
·  Exterior Details - Including vents, hand grabs, signage, undercarriage details, etc. should be attached to the MAIN object.
·  Windows - All windows should be attached to the GLASS object (including porthole glass).

Note: Window and signage X-axis vertex coordinates: 1.544m / -1.544m.

Texture mapping
You should have plenty of textures to play with in the image sets provided. You can however, add more or alter the ones included to your liking. The following are the available textures and their material properties from within Gmax.

Other images not used are noted and can be replaced with other images or disregarded for modeling purposes.

·  Car.ace - Contains images for the bogies, wheels and signage used on the cars. ACE image was converted using the one-bit transparency mask option. Available maps: a) Parts Shine; b) Parts Normal.
·  Glass.ace - Image used for the car windows. ACE was converted using grey scale alpha channel. Available maps: a) Glass Shine.
·  Glass2.ace - Image used for the car window portholes. Available maps: a) Porthole Glass Shine.
·  Interior.ace - Contains maps for the interior walls, dining car images, and other misc. parts. ACE image was converted using grey scale alpha channel. Available maps: a) Inside Normal; b) Inside Bright; c) Misc Trans Bright.
·  Main.ace - Contains images for the cars sides, roof, door, and interior furnishing details. ACE image was converted without transparency to avoid banding. Available maps: a) Exterior Shine; b) Interior Bright; c) Interior Normal
Editing *.wag files
To keep things simple, it's recommended that FreightAnim entries be placed below the WagonShape tag in the Wag file. Please refer to the examples included with this SDK.

Note: It is assumed you're familiar with the opening and basic editing of Wag files. If you have questions, please check with the available online message boards, as it is beyond the scope of this guide for a Wag editing tutorial.
Distribution
Permission is granted for free distribution of any new sets created with the 3DTrains Passenger Car SDK provided that the original 3DTrains License.txt and Readme.txt files remain intact and are distributed with the new sets. *

* The Gmax file examples included with this SDK are not authorized for distribution anywhere except from the 3DTrains website.
Note: The concepts and terminology used in these documents are advanced in nature, and although written with Gmax in mind, the basic principles should apply to users of 3DS Max and 3D Canvas.

TSM users however, will have an almost impossible task duplicating these procedures, as TSM lacks the basic functions to sort alphas - a vital element required for this SDK to function.

This guide is not designed to teach you how to model, but instead how to model and assemble a set of passenger cars using the sdk as a base.

For basic questions and help regarding 3D modeling, you can visit one of the 3D modeling forums from the links provided. There are plenty of folks willing help - provided you ask nice and polite manner.

Updates to this guide will be posted on a regular basis as time allows.
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