TheKman wrote:.
EDIT: I am curious...... Did all these groups come from something I did within 3DC or how the model was made in Sketchup??? If within SU, then the next step would be to rethink the design of the model.
mrennie wrote:TheKman wrote:.
If I were you, I'd forget about SU and model everything in 3DC only. There used to be some tutorials of mine over at the old Engine Driver site, but they lost all the images when DTG moved them to their new http://www.train-simulator-site, and now that I search for them there, I discover that they've all been deleted (they probably did that because they images had been lost). It's a pity, because those tutorials took you through, step-by-step, making simple models from scratch.
TheKman wrote:mrennie wrote:TheKman wrote:.
If I were you, I'd forget about SU and model everything in 3DC only. There used to be some tutorials of mine over at the old Engine Driver site, but they lost all the images when DTG moved them to their new http://www.train-simulator-site, and now that I search for them there, I discover that they've all been deleted (they probably did that because they images had been lost). It's a pity, because those tutorials took you through, step-by-step, making simple models from scratch.
No way no how am I going to build using 3DC. It's been a real chore to figure the thing out to just export a model!!!
I've tried TSM & Blender as well. I just couldn't grasp it!!! I was up and drawing in SU a half hour after learning the basics. I spent weeks trying to figure out the programs on the others with very little to show for it.
I'm happy with SU though I understand it'll produce very high poly models compared to other 3D programs. If drawn correctly, you can cut down polygons on SU models.
I'll get it figured out. The hard way if need be. If I could be pointed to some detailed tutorials on prepping and exporting into RW/TS using 3dc 9.3, I'd probably get things to work.
mrennie wrote:There's a nice shortcut to making a scenery blueprint, where you don't have to fill in anything at all. Launch the blueprint editor and look for your model's IGS file in the editor's file explorer window. Right-click on it and in the pop-up menu select "Create scenery blueprint". It'll fill in everything you need. To see what the item will look like, press F8 or click the "Preview" button (the green triangle in the row of icons at the top). After a few seconds, if all is ok with the igs file and the textures, the preview window will appear with a 3D rendering.
By the way, did you place the texture files (the .ace files) in the texture folder immediately below where you put the igs file?
JerryC wrote:Just FYI, 256 nodes - i.e. Shapes - is the limit of what the Blueprint Editor can process in a model. We are running up against this issue with the current models where every switch and light is modelled. To get it past the Editor, i'm having to model all of the animated parts as the Cab, and every other surface as a child object of the cab. We've still hit the wall, and that means that some controls or animated parts wont be modelled.
As for 3DCrafter, dump it. It has no future in modelling for DTG projects. Believe it or not, Blender is actually easier to use than 3DC and much more powerful. If you know how to model in 3DCrafter, the hardest thing will be learning the XYZ parametera. Once you are used to that you will be amazed at what you can do.
JerryC wrote:
As for 3DCrafter, dump it. It has no future in modelling for DTG projects. Believe it or not, Blender is actually easier to use than 3DC and much more powerful. If you know how to model in 3DCrafter, the hardest thing will be learning the XYZ parametera. Once you are used to that you will be amazed at what you can do.
TheKman wrote:It's like the guy who buys old Cadillacs time after time after time and then suddenly is told he needs to switch to something else in order to get better gas millage.
mrennie wrote:There's a nice shortcut to making a scenery blueprint, where you don't have to fill in anything at all. Launch the blueprint editor and look for your model's IGS file in the editor's file explorer window. Right-click on it and in the pop-up menu select "Create scenery blueprint". It'll fill in everything you need. To see what the item will look like, press F8 or click the "Preview" button (the green triangle in the row of icons at the top). After a few seconds, if all is ok with the igs file and the textures, the preview window will appear with a 3D rendering.
By the way, did you place the texture files (the .ace files) in the texture folder immediately below where you put the igs file?
TheKman wrote:OK, I did all these steps and I still can't see the model in the Route Editor.
mrennie wrote:TheKman wrote:OK, I did all these steps and I still can't see the model in the Route Editor.
The textures (.ace files) have to be in the textures folder itself, not a sub-folder inside textures.
Users browsing this forum: No registered users and 1 guest