Conversion of Shapes and Textures 1.01
Conversion of Shapes and Textures 1.01
For a 3D object to be used within the Microsoft Train Simulator game environment, the object
must be converted to a compatible .s and .ace file format. The .s format is the shape and the .ace
format is the texture. Both files must be put into the correct directories for the route or train they
are associated with. For more information, in the Train Simulator Editor Help file (press F1
when working with any editor) see the topics The Route Editor/ Working with Route Files and
The Cab Editor/ Working with Graphics.
Texture Conversion
The texture conversion utility is called MakeAce.exe. It converts only two file formats: .tga
and .bmp. The .tga format is used for any texture with transparency or alpha, and the .bmp
format is for solid textures without any extra channels.
The MakeAce utility and the game engine can support up to 32-bit textures. When textures are
created with an alpha or transparent channel, there must be only one---the MakeAce utility
supports only one extra channel.
Also remember that all textures used on models must be square (64x64, 128x128, 256x256 or
512x512 pixels only). Other textures, like those used for cab views, only have to have a square
canvas, as discussed in "How to Make Cab Bitmaps" (the updated version of which is included in
the same download as this document).
Once the texture is created and saved in the 8.3 filename format, it can be converted to a .ace file
format. Use one of the following commands:
3 For a transparent .tga filename format texture to be used on cabs (probably a control
where no width or height has been defined):
MakeAce.exe <inputfilename>.tga <outputfilename>.ace -trans -bmp
4 For a transparent .tga filename format texture to be used as a cab overlay (defined as 640
x 480 resolution image):
MakeAce.exe <inputfilename>.tga <outputfilename>.ace -trans -bmp -width:640 -
height:480
5 For a transparent .tga filename format texture to be used as a cab overlay (defined as
1024 x 768 resolution image):
MakeAce.exe <inputfilename>.tga <outputfilename>.ace -trans -bmp -width:1024 -
height:768
This will then create an appropriate .ace file format that can be used in Microsoft Train
Simulator.
This .ace file must be placed in the same directory as the shape it is related to.
Shape Conversion
The shape conversion utility is called Conv3ds.exe. It converts .3ds files to .s files.
.s files are used for all shapes and objects within the game. A .s file contains all information
related to a shape including distance levels, textures, animations, smoothing groups, and more.
The only file format read by the Conv3ds.exe utility is .3ds. The .3ds format is the most common
file type exported by 3D modeling packages. The .3ds format retains texture coordinates and
hierarchies.
· MaterialName is one of the names listed in the table below, such as AlphDrkShd.
· Sub object id is an optional number between 0 and 31 so that other sub objects can be
assigned, appended with an "s" if the sub object is to be sorted.
· The user defined section allows different materials to be created; if one is created it must
begin with a “_” character.
When constructing a shape within the 3D package, material names must be assigned. This is so
that the converter can pick up the correct texture, lighting effects, and type of texture effect. The
table below lists the material names that represent all the different types of texture effects:
Name Attributes
AlphBright Alpha texture, fully lit, very bright, middle priority in relation to other alpha.
AlphBright- Alpha texture, fully lit, very bright, lowest priority in relation to other alpha.
AlphBright+ Alpha texture, fully lit, very bright, highest priority in relation to other alpha.
AlphCrcfrm Alpha cruciform texture, middle priority in relation to other alpha.
AlphCrcfrm- Alpha cruciform texture, lowest priority in relation to other alpha.
AlphCrcfrm+ Alpha cruciform texture, highest priority in relation to other alpha.
AlphDrkShd Alpha texture, dark shading, middle priority in relation to other alpha.
AlphDrkShd- Alpha texture, dark shading, lowest priority in relation to other alpha.
AlphDrkShd+ Alpha texture, dark shading, highest priority in relation to other alpha.
AlphHiShine Alpha texture, high specularity, middle priority in relation to other alpha.
AlphHiShine- Alpha texture, high specularity, lowest priority in relation to other alpha.
AlphHiShine+ Alpha texture, high specularity, highest priority in relation to other alpha.
AlphHlfBrt Alpha texture, half lit, half bright, middle priority in relation to other alpha.
AlphHlfBrt- Alpha texture, half lit, half bright, lowest priority in relation to other alpha.
AlphHlfBrt+ Alpha texture, half lit, half bright, highest priority in relation to other alpha.
AlphLoShine Alpha texture, low specularity, middle priority in relation to other alpha.
AlphLoShine- Alpha texture, low specularity, lowest priority in relation to other alpha.
AlphLoShine+ Alpha texture, low specularity, highest priority in relation to other alpha.
AlphNorm Alpha texture, no specularity, middle priority in relation to other alpha.
AlphNorm- Alpha texture, no specularity, lowest priority in relation to other alpha.
AlphNorm+ Alpha texture, no specularity, highest priority in relation to other alpha.
Gloss Gloss texture.
SolidBright Solid texture, fully lit, very bright.
SolidCrcfrm Solid cruciform texture.
SolidDrkShd Solid texture with dark shading.
SolidHiShine Solid texture, high specularity.
SolidHlfBrt Solid texture, half lit, half bright.
SolidLoShine Solid texture, low specularity.
SolidNorm Solid texture, no specularity.
TransBright Transparent texture, fully lit, very bright.
TransCrcfrm Transparent cruciform texture.
TransDrkShd Transparent texture with dark shading.
TransHiShine Transparent texture, high specularity.
TransHlfBrt Transparent texture, half lit, half bright.
TransLoShine Transparent texture, low specularity.
TransNorm Transparent texture, no specularity.
The shape is ready to export when the material names are assigned to the shape, the shape is
classified as one object (i.e. it can have sub objects but they must be linked to a parent), the
texture it is using is in 8.3 filename format, and all modeling guidelines have been followed.
Export the shape as a .3ds file and make sure it preserves the texture coordinates. Include the
object’s drawing distance (in meters) in the filename on export (for distance levels).
Once the .3ds file is created, you need to convert it to a .s file. Do this by using the Conv3ds.exe
utility as follows:
For example:
· Conv3ds.exe Dash9.s Dash9200.3ds will create the Dash9.s file for the game and make it
viewable up to 200 meters.
The .s file created by Conv3ds.exe is an ASCII text file. The game engine, however, requires
either a Unicode text or binary file. To convert the .s file to Unicode, run it through the
Txt2Uni.exe converter, supplied in the same folder as MakeAce. Do this using the following
command:
Txt2Uni.exe <filename.s>
To make the .s file even smaller, you can convert it into a binary file. See the document "How to
Convert Files to Binary Format" (included in the TechDocs folder on Microsoft Train Simulator
Disc 1) for more details.
shape ( dash9.s
ESD_Detail_Level ( 0 )
ESD_Alternative_Texture ( 0 )
ESD_Bounding_Box ( -1.548 1.2654 -10.3332 1.5505 4.7030 10.2357 )
)
The easiest way to create a .sd file is to copy an existing .sd file from the type of object you’re
creating into the same folder as the new object’s .s file and then edit the .sd file. For more details
on Shape Data files, see "How to Write Shape Data Files" (included in the TechDocs folder on
Microsoft Train Simulator Disc 1).
For example, the .s, .sd, and .ace files for the BNSF Dash 9 are in the Train Simulator\TRAINS\
TRAINSET\DASH9 folder in the location where you installed Train Simulator on your hard
disk.
If you are adding a new object to be placed in the Route Editor, you must add that object to
the .ref file for the route you want to add the object to. For more information, see "How to Write
a .Ref File" (included in the TechDocs folder on Microsoft Train Simulator Disc 1).