Abacus TSMManual
Abacus TSMManual
Welcome
Overview
● Getting Started
● The 3D World
● The Screen
● The Jargon
● The Basics
Beginning Exercises
Advanced Exercises
● Section 1 - Introduction
● Section 2 - Creating the 3D Model
● Section 3 - Texturing
● Section 4 - Exporting to MSTS
● Section 5 - Testing in the Route Editor
● Section 1 - Introduction
● Section 2 - Creating the 3D Model
● Section 3 - Texturing
● Section 4 - Exporting to MS Train Simulator
● Section 5 - Testing in Train Simulator
● Section 1 - Introduction
● Section 2 - Creating the 3D Model
● Section 3 - Texturing
● Section 4 - Exporting to MSTS
● Section 5 - Testing in Train Simulator
Design Workshop
Reference
● Menus
● Toolbars
● Glossary
● Preferences
● Project Properties
● Part Properties
● Merging Projects
● Animation Basics
● Material Names
● Shortcut Keys
● Technical Considerations
● About the Samples Folder
● Other Sources of Infomation
Appendix
● Acknowledgement
● Summary of Changes
● Technical Support Question
Introduction
We'd like to extend a warm welcome to all railroad hobbyists and train simulator
enthusiasts.
With recent advances in both computer hardware and software, we now have a
powerful Microsoft Train Simulator. Train Simulator has capabilities that are quite
remarkable. Train Simulator delivers scenery with great fidelity, trains with visual
beauty, controls with high precision. All of these characteristics make the train
simulation experience very realistic. Train Simulator makes it possible for you to build
trains, rolling stock and scenery which duplicate real-life railroad scenarios. In fact,
you'll be able to build imaginary scenerios too.
We know that most users choose train simulation because they'll never be able to sit
behind the throttle of a locomotive. Not only does Train Simulator let you drive today's
modern engines, but it can take you back in time to the age of the steam locomotives.
And Train Simulator doesn't confine you to the common everyday routes. You can
make railroad stations from the 1800's complete with the accessories from years gone
by.
It is with the idea of expanding the world of Microsoft Train Simulator capabilities that
programmer Louis SInclair has developed Train Sim Modeler.
With Train Sim Modeler even beginning designers can easily create 3D scenery
objects and trains to enhance their Microsoft Train Simulator environment. To best
learn to use this new designer tool, we've prepared this manual. Please follow along
with the topics you'll find here as we introduce you to the basic concepts, terminology,
and exercises that will get you started using this powerful program.
If you're reading this document, then we assume that you have already installed Train
Sim Modeler onto your computer system.
The installation is typical of all Windows installations. When you install Train Sim
Modeler, all of the necessary folders are created and the executable files, accessory
files, sample parts, templates, textures, projects and documentation are copied to
your hard drive.
During installation, you'll be asked to type a number in the Serial: field. This number is
also referred to as your Registration Key provided to you at the time of purchase.
Please retain a copy of this Registration Key in case you have to reinstall Train Sim
Modeler at a later time.
If you haven't already done so, install Train Sim Modeler now so that you can follow
along as we present a series of exercises that will demonstrate many of the program's
powerful design features.
After the installation, you'll see a new icon on your desktop that looks like this:
As with any other Windows application, double-click on this icon to run it. The first
time that you run it, Train Sim Modeler will look around on your computer for several
files including your copy of MSTS. If it isn't able to find MSTS, you'll be asked to
browse to the MSTS folder manually. For a detailed description, please see
Preferences in the Reference section of this document.
The first time you start it, Train Sim Modeler will try to find the folder in which your
copy of Train Simulator is installed. You'll see the following informational message
Towards the top of the dialog are the paths to several key folders in which Train Sim
Modeler finds, stores and reads various files. These File Folders are:
To change any of these paths, simply click on the respective button and Browse to the
appropriate folder.
Beneath the paths is a dialog indicating the colors used by Train Sim Modeler to
display the various components and several other choices:
● Part all parts except for the current part or selected part(s) are displayed in this
color
● Current Part only the current part is displayed in this color
● Part Axis all of the axis are displayed in this color
● Selected only the selected item(s) are displayed in this color
● Current and Selected only the items which are both current and selected are
displayed in this color
● Current Polygon only the current polygon is displayed in this color
● Cross Section only the cross section is displayed in this color
● Point all points except for the current point is displayed in this color
● Current Point only the current point is displayed in this color
● Grid all of the grid lines are displayed in this color
● Grid Axis all of the axis for the grid are displayed in this color
● Text all text is displayed in this color
To change any of the Colors, click on the respective name and the following Select
Color dialog appears. Simply click on the desired color and then click the OK button.
Notice the Units grouping towards the right of the Application Preferences dialog. This
lets you change between English (feet) and metric measurements.
There are two additional checkboxes at bottom of the Application Preferences dialog:
The Project Properties dialog contains global settings for your scenery or aircraft
project. Many of these parameters are only used for some type of scenery object.
Project Name
This is the name of your project. The Project Name is added to the Train Simulator
*.ref file description for a given route.
Complex Object
Check this box if this represents a complex object i.e. the parts have an hierarchical
relationship
Enter the number of the last animation frame used by this project
If you're already familiar with 3D concepts and Computer Aided Design (CAD) programs, you
may want to skip over this section.
To use Train Sim Modeler, you'll have to understand a little about how the Train Simulator 3D
world is represented.
On a piece of paper, it's very easy to represent two dimensional space. Up and down
represents one axis and left and right represents the second axis.
However it's not as simple to represent three dimensional space unless you can draw in a
perspective view. Look at the illustration below in which we've depicted a red building in 3D
space.
● The X-axis runs horizontally from the left side to the right side.
● The Y-axis runs vertically from the bottom to the top.
● To represent the Z-axis, you have to revert to perspective view since the Z-axis actually
runs from back to front.
In the Top, Front and Side views, each axis is identified and an arrow points in the direction of
increasing value (positive). Notice that in the Front view, the value of X increases towards the
left. This is a convention adopted by Train Sim Modeler to account for the fact that if you are
looking at an object from the front, the right side of that object would actually be to your left.
Now go on to the next section that describes the layout of the Train Sim Modeler window The
Screen
The Screen
The Train Sim Modeler screen is divided into four panes or views: These views are named Top, Front, Side and
Perspective.
Together, these four views create a powerful environment within which you create your objects. The perspective view
can be rotated interactively with the mouse so you can examine your object from any angle you choose.
Only one of the four views is active at a time. To activate a view, click somewhere within one of the view windows. A
yellow border indicates the active view. In the next illustration, the Side view is the active view.
The Top View (upper left pane) shows your project as if you are looking straight down at it. The front of your object is
toward the top of the view, in the positive Z-direction.
The Front View (lower left pane) shows the project as if you are standing in front of it, looking at the front of the
object. Because of this, the front view X-coordinates are reversed. This can be confusing at first. A part of the left side
of the top view will appear in the right side of the front view, just like in real life.
The Side View (bottom right pane) shows your project as if you are looking at it from the right. The front of the object
is to the right, in the positive Z-axis.
The Perspective View (top right pane) shows your project in 3 dimensions. You can change the viewing direction to
any angle. In perspective view, holding the left mouse button down while dragging the mouse rotates the object.
Left/right motion rotates the object around the Y-axis while up/down motion rotates it around the X-axis. Holding down
the left button and right button lets you rotate the object around the Z-axis.
At any time, you can enlarge the size of any of the four views. To enlarge the size, place your mouse inside the
desired view and right-click. The pop-up menu illustrated below is displayed. Simply check the Expanded View menu
item.
The selected view is immediately enlarged and occupies the entire Train Sim Modeler window as below:
At times, you may prefer to use expanded view in order to edit or display your object in more detail.
To revert back to the default Train Sim Modeler window of four simultaneous views, right click and uncheck the
Expanded View item in the popup menu.
As in most Windows programs, a menu of commands is available at the top of the Train Sim Modeler window.
Although the number of commands available to you may seem daunting at first, you can accomplish a great deal with
a small number of these commands. See the Reference Section - Menus for the complete list of commands.
Various toolbars give you access to more commonly used commands. If you're not sure what a toolbar button does,
hold your mouse pointer over it for a few seconds and a small help windows will appear with a brief description of the
command. See Toolbars in the Reference Section for a complete description of the different commands.
A Status Bar at the bottom of the Train Sim Modeler window provides you with various items of information.
On the left is a text area that describes the currently selected menu items.The next field shoes the current coordinates
(x and y) of the cursor. The next field has three sub-fields: the name of the object, the visibility range in meters and
the current part name. You can specify the name of the object using menu item Object | Properties | Object
Name and the visibility range using menu item Object | Properties | Visibility Range and the current
part name using menu item Edit | Part Properties | Part Name
Before you get started making 3D scenery object and aircraft, you'll have to become familiar with some of Train Sim
Modeler's terminology. In the next section, you'll read about the terms and phrases that are at the heart of the
program. Please go on as we tell you about some of the "language" in Train Sim Modeler as we continue with The
Jargon.
Part Properties
The Part Properties dialog contains various settings that affect individual parts.
The Part Name may contain reserved names (see Train Names). When one of these
reserved names is used, Train Sim Modeler handles this part in a special way. For
example, the name Boogie1 identifies this part as a wheel assembly. Train Simulator
automatically animates this part as if it were a boogie.
The Part Parent field identifies the name of the direct hierarchical parent part. In this
example, the parent of WiperBlade4 is a part named MAIN.
Enter the X, Y and Z coordinates of the Axis Location to specify the location of the
axis. This method is more precise than when you drop or drag the part on the
drawing.
You can specify the application of a special effect for this part by clicking on the
Material button and choosing one of the effects from the drop down list. If you select
one of the special materials, the Set Material checkbox is checked.
You can specify the part color by clicking on the Color button and choosing the color
from the dialog.
Check any of the checkboxes which indicate that this part should have Polygon
Smoothing enabled, this part is considered a Reference Part Only (no visible code
for this part generated).
Material List
When a part has one of these Material names applied to it, they produce special
effects with the corresponding texture. For more information see Reference -
Materials.
Train Part Names
When a part is assigned one of these special Train Part Names, the Train Simulator
automatically animates the part.
Continue the Reference Section - Merging Projects
Terminology used by Train Sim Modeler
Train Sim Modeler is new. And along with a new program is a new set of terms and definitions
with which you'll have to become familiar. Please read this now so that you'll have fewer
questions later.
To design an object using Train Sim Modeler, you'll create a new project.
Your project will consist of a single object that is made of one or more separate parts.
A simple part, for example a building, may only have one part (for example, a box) that has
been ‘painted’ by pasting a texture (a graphic image) on to the faces of the box.
A complex part, for example a locomotive, may have dozens or even hundred of parts, some of
which may change position (pantograph) or rotate (wheel.)
A part is may be either structured or unstructured. A part is structured if it has one or more
cross sections each with an identical number of points. The points in a cross section may be
edited as a group. If a part does not contain cross sections, then it is considered unstructured.
You make parts by choosing one of the eight basic primitive parts from the menu or by using a
template, a 2-dimensional outline, and either sweeping the template or extruding the template.
To perform an editing operation, you'll work with one or more item. An item may be a part, a
polygon, a point or a cross section, a template depending on the operating mode. For some
operations, you will edit only a single item, usually the current item. For other operations, you
can edit multiple items. You specify which of these items you'll work with by choosing the
selected items.
Here's a little more detailed description of some of the terminology that you'll want to become
familiar with in order to use the design capabilities of this software:
Project
Part
A part consists of a location (X, Y, and Z coordinates), a list of points (vertices), and a list of
polygons. Additional information about the part is also retained and used during editing and
when a Flight Simulator object is being created
Structured Parts
Some edit operations cause a structured object to become unstructured. For example, if you
create a closed tanker car as a structured object and delete one or more points to create the
opening at one end, Train Sim Modeler can no longer treat this as a structured object, since
you’ve changed the number of points in one or more cross sections.
Vertex
Polygon
A part’s polygon list contains zero or more polygons. Each polygon is simply a list of indexes
into the vertex list. While this may sound complicated, please keep in mind that Train Sim
Modeler shields you from most of these technicalities. If you like to get down to the bare metal
however, Train Sim Modeler allows you to manually enter point coordinates and hand-edit
polygon lists.
Each polygon contains additional information that is used when Train Simulator draws this
object. The color of the polygon, whether it should be drawn with smooth or faceted edges, and
whether a texture is applied are stored as part of the polygon’s information.
Cross Section
As mentioned above, a part can be structured, meaning that it is made of separate cross
sections consisting of an equal number of points. Train Sim Modeler includes a special Cross
Section Edit mode that allows you to easily drag points around to create just the shape you
want. You can activate symmetry modes that cause the point opposite the one you are
dragging to mirror your movements. This makes it very easy to create symmetrical shapes
such as fuselages.
Primitive Parts
Train Sim Modeler has eight native parts. These are shapes that may be changed by varying
one or more of the characteristics. The native parts of the box, tube, disk, oval, polygon,
conventional sphere, geodesic sphere and cone.
Templates
Train Sim Modeler uses the concepts of templates to aid in the creation of objects. A template
is simply a two dimensional shape defined by a series of points. Templates are used during
object creation or object cross section manipulation. A template can be open or closed. A
closed template automatically connects the last and first points of a template.
For example, the profile of a water tower can be drawn using a template. You can then sweep
the template around a circle to create a circular water tower (as if you used a lathe to carve one
out of a chunk of wood.)
You can also extrude a template. If you create a template in the shape of a tanker car, you can
extrude the shape into an object consisting of as many sections as needed by your tanker car
design.
If you are editing a structured object whose number of points per cross section is the same as
the number of points in your template, you can force the shape of the cross section to conform
to the shape of the template. You can also create a template from a cross section. These two
features combined allow you to copy the shape of one cross section and apply it to other cross
sections in your object.
A template is associated with a view. Each view (except the Perspective View) can have an
associated template.
Operation Modes
Train Sim Modeler operates in several different modes, depending on the level of detail you are
working with.
Since Train Sim Modeler operates differently depending on the mode you’re in, it is important
to always be aware of this. The left most toolbar buttons can be checked to verify the mode you
are in. The various modes and their operational differences are described below:
Part Mode: In Part Mode, you can only manipulate entire parts. If you have
multiple parts you can choose between them by pressing n (next
part) or p (previous part.). The current part is shown in bright blue.
Other parts are shown in a darker shade of blue. Note: All colors in
the Train Sim Modeler display are configurable from the File |
Preferences menu option.
Each part has an associated axis. That axis contains the position
of the part in 3d space. All coordinates of vertices within the part
are relative to this axis.
Polygon Mode: In Polygon Mode, one polygon in the current part is shown in light
gray. This ‘current’ polygon can be manipulated or deleted from the
object. Deleting a polygon will not affect whether a part is
structured or not. Individual polygons are selected with the n and p
keys (next/previous.)
A polygon can only be viewed from one side. With Train Sim
Modeler, you can ‘flip’ a polygon if the wrong side is visible, or
‘mirror’ it to make it visible from both sides.
Point mode: In Point Mode, you can move individual points around with the
mouse, or edit the coordinates directly with a dialog box. The
individual points of the current part are drawn on top of the normal
view of the part. One point is the current point, which is shown in
white. This point can be moved with the mouse, or deleted.
Deleting a point from a structured object will cause the object to no
longer be structured. Individual points are selected with the n and
p keys (next/previous.)
Cross Section In cross section mode (only available for structured parts,) the
Mode: object is treated as a collection of cross sections with equal point
counts. You edit the object by selecting a cross section with the n
and p keys (next/previous.) The individual points can be dragged
around with the mouse. Cross Section Mode supports symmetry.
Experiment with the various symmetry modes to see how they
affect editing points in a cross section.
Template Mode: In template mode, you define or edit a two dimensional template
that can be used to create or manipulate three-dimensional
objects. Each view (except Perspective) can have its own
template.
Item
Depending on the operating mode, an item may be a part, polygon, point, cross section or
template.
Current Item
In Train Sim Modeler, there is always a current item (unless a file has not been loaded or a
part has not been added.) Generally, any command you issue affects only the currently
selected item. For instance, if you press the ‘delete’ key, the current part, polygon, or vertex is
deleted, depending on the operational mode (operational modes are described later in this
section.). See the ‘File | Preferences’ option to see what colors are used for the current item.
Selected Items
In addition to the current item, items can be selected by navigating to the item with the n key
or p key (next and previous) and choosing Select from the Edit menu. You can also press the
space bar to toggle the selection status of the current item. In addition, you can use the drag
selection tool from the toolbar to draw a box around the items you want to select. Many
operations available for a single item are also available for multiply selected items. If the delete
key is pressed, all selected items are deleted (but NOT the current item!) Note that an item can
be both ‘current’ and ‘selected.’ Some operations use the ‘current item’ as a base for
manipulating other items. For example, if you select three parts, then choose Part | Join
Selected, all the selected parts will be merged with the current part, combining all parts into
one. If the current part is also selected, its selection status is ignored for this operation. See the
File | Preferences to see what colors are used for selected items.
You can’t do anything in Train Sim Modeler (nor any other 3D design program for that matter)
until you have a part to manipulate. Train Sim Modeler provides you with several simple or
‘primitive’ parts that you can easily add to your project. These parts can then be reshaped into
the exact shape you want.
A project can be made of one or more objects. So Train Sim Modeler supports the concept of a
current object. Each object is a different vrsion of the model for display at a different distance.
One of the toolbars contains pictures of solid gray geometric shapes. To add a part to your
project, simply click one of these shapes (or select Part | Add | … from the menu.) You will be
presented with a dialog box asking for various parameters such as size and color that will tell
Train Sim Modeler how you want the part to look. Feel free to experiment with these
parameters to see what results you get.
Box A simple rectangular part where you can specify the width, height, depth
and number of sections of the part you want. Perfect as a starting point for
buildings, platforms, etc.
Tube Useful for towers, tanker cars, pipes, struts, and many other parts. You
specify the length, radius, and direction of the tube, as well as whether or
not the ends are closed. In addition, you specify how many points and
sections are used to create the tube. The tube is a special type of part,
called a ‘structured part.’ See Cross Section Mode for more information
on structured parts.
Polygon A single flat surface made of 3 or more points. Useful for very simple 2D
shapes and especially for adding detail to existing parts.
Disk A ‘round’ surface with a point in the middle. All polygons radiate from the
center point.
Cone The same as a disk except you can specify a height for the center point.
Oval A stretched version of the disk that has two interior points. Useful for
adding a peaked roof to a house structure.
Conventional Sphere A sphere constructed of lines of latitude and longitude, like a globe.
Geodesic Sphere A sphere constructed entirely of triangles. Perfect for doing R. Buckminster
Fuller type domes.
Train Sim Modeler allows you to manipulate a part in many ways. You can stretch it in the X, Y,
and/or Z axes. You can select a group of points in the part and shrink or expand them as a
group, or drag the individual points and drag them to new locations. You can also enter precise
numeric values for the location of all points that make up your part, allowing total control over
the final geometry of the part. Structured parts can be manipulated in even more ways to make
it easy to create a perfectly symmetrical fuselage or car body.
Moving a Part
As you add parts to your object, you will need to place them in relation to the other parts. You
can use the mouse to drag parts into position (either singly or in groups.) You can numerically
enter precise locations for parts when the mouse does not give the accuracy required for your
project.
For precise movement, hold the Shift-key while pressing one of the arrow keys. For example,
while in front view, you can precisely move the selected part upward by holding the Shift-key
and pressing the up-arrow on the keyboard.
You can select a color for your part to aid in identification in the 3D Perspective View.
In 3D graphics, objects are made of individual flat polygons. Unless you use so many polygons
that Train Simulator slows to a crawl, you will be able to see the individual flat polygons on
curved surfaces. Smoothing allows you to create a smooth looking part without using an
excessive number of polygons.
Textures are applied to parts to give you the ultimate in control over the detail level of your
part. A simple cube can be made to appear as complex as a Borg ship from Star Trek by
simply ‘pasting’ pictures to the sides of the cube. This allows a tremendous amount of detail
without overstressing the Train Simulator display functions.
To complete your creation, you continue adding part primitives as described above, manipulate
the position, size, shape, and surface appearance of each of these parts until you have a
completed object. There is no need to ‘glue’ your parts together. Simply place them correctly in
relation to each other, and the Train Simualator graphic engine treats them as a solid object.
While you are building your model, it is very useful to see it in 3D as you work. The 3D
perspective view allows you to view your object from any angle. The 3D display can be as a
‘wire frame’ model or a solid object. I prefer to use the wire frame mode during most of my
modeling because you can see ‘inside’ your object as you work, making it easier to see how
parts relate to each other. As my project nears completion, I switch to the solid view so I can
see the effects of my coloring, texturing, and smoothing operations. This allows you to get a
pretty good idea of how your object will look in Train Simulator without actually creating the
Train Simulator file shape files and running Train Simulator just to view your project.
Project Properties
The File | Project Properties command lets you specify important properties of your project.
See Project Properties in the Reference Section for more information on these settings.
You turn your designs intoTrain Simulator models by using the File | Create TS Object File
menu command. Doing this calls the Train Simulator utlities to convert the Train Sim Modeler
files into files that are usable by Train Simualtor.
Train Sim Modeler makes scenery objects available to the Route Editor that comes with Train
Simulator. See 'Using the Route Editor' for a brief tour of the Route Editor. Other types of
projects such as creating a train or other special use items require you to create supporting
files and/or folders with Train Simulator. Refer to the documentation in the Train Simulator
'TechDocs' folder for information on working with the development utilities in Train Simulator
What's Next?
Its' time to get started with your first designs. Next on the agenda are a set of exercises and
tutorial that will lead you through the beginning steps of using Train Sim Modeler. The
exercises are graduated, so you'll want to approach them in order. When you've completed
these exercises, you'll be well on your way to becoming an expert with Train Sim Modeler.
Study hard, work hard and have fun.
In the first exercise, Making a Water Tower, you used a template and convert a 2D
shape into a 3D solid object by sweeping the outline around its center. Next you saved
the project to the hard drive and converted it into the files that are used by Train
Simulator.
In this exercise, we'll become familiar with the Train Simulator's Route Editor. This is a
necessary skill since you use the Route Editor to place objects in the scenery. We'll
find out how to drop the your waterwater tower into the scenery and then run Train
Simulator to see your first Train Sim Modeler project.
1. Start the Editors & Tools. You can do from the Start button by selecting
Programs | Microsoft Games | Train Simulator | Train Simulator Editors &
Tools. From this menu screen, choose Route Editor.
2. The Route Editor will start and will ask you to select one of the routes with which
to work. Choose Marias Pass from the drop down list.
3. The Route Editor displays the starting area for Marias Pass in its main window.
By default, the Route Editor displays several smaller windows too. Look for the
Mode window and click on the 'Place Object' icon. This tells the Route Editor
that you'd like to be able to add new objects to the scenery in the Marias Pass
route.
4. In order to see the objects that are available, locate the Placement window and
click on the button labeled 'More'.
5. The Object selector window appears. Looking at the Object class edit box, click
on the down arrow key and select TSModeler. This is the name that you used
when you created the train simulation object from Train Sim Modeler.
You'll see a list of the objects in this class. My list has two objects, a palmetto
tree and the watertower. Select the watertower and then click the OK button.
6. As you become familiar with the Route Editor you'll learn that the arrow keys are
used to move the Camera.
Move the camera a few feet back from the track by pressing the down-arrow on
the keyboard. Then move the mouse over the scenery foreground until the white
X is position as below:
To place the watertower at the X, press the left mouse button. Now save the
route and exit the Route Editor.
7. Immediately you'll notice that there's a problem. The watertower looks as if it is
sunk into the ground!
Don't dispair just yet. Let's save the route and see how it looks in Train
Simulator. From the Route Editor menu select File | Save to save the changes
that you've just made to the Marias Pass route. Then leave the Route Editor by
selecting File | Exit .
For Starting At select Shelby. This is the default location for the Marias Pass
route and is the place where we added the watertower.
Finally click the Start button to go to the route at Shelby. From the engine cab
you can see the watertower a few hundred yards to the left of the track.
To see the watertower up closer, drive the train towards it.
Yes, the watertower has a problem. The base of the watertower is buried
beneath the ground level.
Let’s see how we can improve the appearance in the next exercise Refining the
Water Tower.
About the Exercises
From our experience, users are best able to learn to use Train Sim Modeler by
completing projects.
We've put together a group of exercises and tutorial for making many different
projects. Each exercise demonstrates one or more of Train Sim Modeler's many
features. After you finish an exercise, you'll have completed a useful Train Simulator
project and learned a little bit more of how to use Train Sim Modeler.
These exercises are progressive. Skills that you learn in one exercise will be called
upon in later exercises. By building your skill levels gradually, we hope to show you
several ways to perform a specific task using the myriad of features that are part of
the powerful Train Sim Modeler software
As you might expect, the early exercises are simple and progress to complex. At
times you'll find that some of the exercises "borrow" the projects from earlier
exercises. Doing this keeps each exercise to a manageable size, yet demonstrates
the techniques that you may later need when you're faced with a complex design
project. Keep in mind that most large, complex projects are usually completed by
breaking it into a series of smaller, simplified steps. As each step is completed, the
next slightly more detailed step can be tackled.
If you'd like to learn to use Train Sim Modeler to the max, we recommend that you
take the time and energy to work through all of the exercises that follow. We think
you'll be rewarded by the results.
Throughout these exercises, we will show you how to select one of the many Train
Sim Modeler operations from the menus. In many cases, you can select the same
operation from one the three Train Sim Modeler toolbars. After you become
accustomed to selecting an operation from the menu, you may prefer to select the
same operation from the toolbar.
In addition, many of the commands you'll use the most often have a 'hot key'
equivalent. As you use the menus, look for the hot key equivalents to the right of the
menu description. Learning these shortcut keys can save a lot of mousing around.
OK, let's jump to the first exercise Making a Water Tower.
Making a Water Tower
This exercise introduces you to the concept of a template. A template is a two-dimensional outline that can be turned
into a three-dimensional part. We'll first show you how to draw and edit a new template and then convert the template
into a solid part by sweeping the outline of the template around its center. We'll also show you how to turn the project
into a Train Sim object and finally save the project file.
5. Click inside the Front view. Now draw a rough shape of the left half of a water tower starting at the top. To draw,
you’ll insert a series of individual points within the Front view.
In the pane labeled Front view (bottom left pane), move the mouse cursor to the place where you’d like to see
the first point and left click. A small white square appears on the screen showing you the point.
Move the mouse cursor to where you’d like to see the second point and click. A second square appears, this one
orange, and a thin line automatically connects the two points.
Move the mouse cursor to the place for the third point and click. A third square appears, also orange. If the line
connecting the three points extends from the last point to the first, then you forgot to perform Step 4. You can
uncheck the Template | Closed item now and the line connecting the last point and first point will disappear.
Continue this procedure until you’ve outlined the water tower.
The template for this particular water tower is made of twelve individual points. Don’t worry if the shape doesn't
look exactly as abpve. We’ll show you how to adjust them in the next step.
6. You can now edit or fine-tune the template shape. When you edit the template you can either move existing
points to a different place or remove existing points from the template. To edit the water tower template first
select Edit | Add Points from the menu to remove the check.
To move a point, click on it with the left mouse button and continue to depress the mouse button as you move
the mouse within the Front view to the point's new location. Then release the mouse button. You may already be
familiar with this operation which is called dragging.
To remove a point, right-click on the point and press the Delete key.
7. Select Template | Sweep and the 'Sweep Parameters' dialog appears. Accept the default values for the sweep
operation by clicking the OK button
8. Instantly, the water tower will appear in all four views shown below
Turning a 2D template of a water tower into a 3D "water tower part" demonstrates one of the powerful features
built into Train Sim Modeler. You can experiment by changing the various settings for the Sweep Amount and
Number of Points values in the 'Sweep Parameters' dialog. For example, you can sweep less than 360
degrees by entering a lower value in the Sweep Amount edit box. Or you can make a more detailed water tower
by increasing the number in the Number of Points edit box.
9. Before we go on, let's save this project in case we want to use it later. Select File | Save and type a filename
such as 'ts_watertower.dst'.
10. Now we need to move the watertower to Train Simulator. Converting the watertower is very easy. Simply select
File | Create TS Object File. The Create Train Simulator Object dialog box appears:
First select a Route. Click on the down arrow to view the choices for the routes. These are any of the routes that
are available to from within Train Simulator. For the watertower, we've chosen the Marias Pass route.
Object Filename is the name of the file that you chose in the previous step.
Check Convert Textures, Replace Existing Files and Update Ref File and finally click the Continue button.
11. Train Sim Modeler will then convert this project toTrain Simulator compatible files. When it's done, you'll see a
short report similar to this:
The important thing to remember is the Route and Object Name. In the next exercise, we're going to place the
new watertower into your Train Simulator scenery. Click to continue with Using the Route Editor.
Refining the Water Tower
In the last exercise Using the Route Editor, we used the Route Editor to place the
watertower into the route scenery. When we looked at the scenery from Train
Simulator we saw that the water tower was partially submerged. Let’s see how we can
solve this problem.
2. Select File | Open and locate the project tsm_watertower.dst that you
made in Making A Water Tower. Click on its name and then click the Open
button. In the Front view notice the position of the water tower in relation to the
origin. This origin is indicated by the heavy white horizontal line. As you can
see the axis is located in the center of the water tower at the ground level.
3. From the menu, select Transform | Move Mode and in the Front view drag the
water tower so that its base is resting exactly on the origin as below:
Notice that the axis has not changed. It is still located in the center of the water
tower.
4. To move the axis, from the menu select Part | Center Axis | To Origin
Now you'll see that the axis has indeed moved and is now located at the base
of the water tower:
5. Let's make one final improvement to the water tower. From the menu select
Edit | Part Properties
You’ll see a checkbox named 'Polygon Smoothing'. Click on this check box
and finally click on the OK button.
6. If you'd like to change the color of the water tower, click on the Color button
Click on any of the color squares or click RGB to further refine the color of the
part. When you've selected a color (we choose the bright red color), click the
OK button.
7. Next you’ll want to preview your spruced up water tower. If you aren't already
set to display the perspective view as a solid, select View | Perspective View |
Display as Solid. Instantly Train Sim Modeler draws the object in the
Perspective view:
NOTE: When you change the color of a part using the Part Properties dialog
as above, the part takes on the selected color only when displayed in Train Sim
Modeler. The part will not appear in Train Simulator in the selected color. For
Train Simulator, you'll have to apply a texture to a part to change it's color.
We'll see how to texture a part in a later exercise.
8. Now save the new project by selecting File | Save As and typing
'tsm_watertower2.dst'.
9. Finally convert the revised project to a Train Simulator object by selecting File |
Convert TS Object File as you did in the earlier exercise. Do not change the
Object Name (it should still be Watertower).
Since you are replacing the Train Simulator converted files, you do not have to
reposition the object using the Route Editor.
Start Train Simulator and from Shelby in the Marias Pass route, look at the new
watertower.
There are two differences from the exercise "Making A Water Tower".
That's it for the water tower. Let's move on to a texturing example Texturing the
Water Tower.
Materials
Other names are available for special effects. The first part of the name
is either 'Solid', 'Alph', or 'Tran'
The rest of the name includes flags light 'bright', and 'hlfbrt' which are
used for textures that should look illuminated in the dark. The order that
transparent polygons are drawn is affected by the '+' and '-' flags on the
'Alph' materials.
The way Train Sim Modeler orders polygons for display is as follows:
The File | Merge Project command lets you to load another project, part, or list of
projects and parts, into your current project. Here are a few reasons you might want to
do this:
1. You can organize your project into logical sections that can be worked on
separately. When you are ready to produce your object for Train Simulator, you
can merge the various sections together.
2. You can maintain a library of parts and assemblies that are used in more than
one project. Wheels, boogies, cabs, seats, etc. could all be saved as sub-
projects or separate parts and used with multiple projects.
3. Train Sim Modeler can automatically save a part file for each part in your
project, and a text file containing a list of those filenames. This file can later be
used as a merge control file. By manipulating the order of the files in this list,
you can control the order that parts appear in your project. This is useful mainly
to aircraft developers who want to override the default part sorting that Train
Sim Modeler does when an aircraft is produced. For more information on
creating this merge list, see ‘Reference - Menus.
To merge a project into your current project, select the .dst file extension in the file
type control. To merge a single part into your project, select the .dsp file extension.
This is the same as using the Part | Load menu command. To merge a list of parts
and/or projects, select the .txt file extension.
The merge file is simply a text file containing a list of filenames to merge. If the files
are in the same folder as the merge text file, no path information is necessary. A
complete file path can be specified if your project utilizes files from multiple folders.
In the last exercise Refining the Water Tower, we lifted the water tower from its submerged
state by moving the project's axis. We also smoothed its surface. For more details about the
smoothing techniques, please see Smooth Shading.
In Train Simulator, the water tower appears in the color blue as seen below:
First a word about textures. A texture is a file that contains a 'paint scheme' that is applied to
a part (or polygon). We often refer to a process of texturing a part. This means that we are
specifying the filename of the texture file and the portion of the paint scheme (the x and y
coordinates and area) that are to be painted onto the part.
When we make a Train Sim Modeler project, all parts of the project must be textured. If any
portion of the project is is missing a texture, Train Simulator is unable to display that project. In
other words, you must texture each and every part of a project. You apply textures to a part
using the Part | Texture menu item. At a higher level of detail, you can apply a texture to a
polygon (a portion of a part) using the Polygon | Texture menu item.
So back to the question as to why the water tower appears as blue? Here's the answer: Train
Sim Modeler applies a default texture to any part or polygon to which a texture has not been
applied. It just so happens that this default texture (its filename is blank.bmp) has this blue
color.
In the exercise we'll see how to brighten up the water tower using a texture.
2. Select File | Open and locate the project tsm_watertower2.dst that you made in
Refining a Water Tower. Click on its name and then click the Open button. You'll see
that the water tower appears red.
Recall that we assigned the part a red color using the Edit | Part Properties dialog.
And recall also that the color is applied to this part only when it is displayed in Train Sim
Modeler. Previously we did not assign a texture to this part which means that Train Sim
Modeler assigned its default texture (blank.bmp) for us.
3. Let's see how we can change the look of our water tower. From the menu select Part |
Texture and you'll see this dialog:
Our water tower part has a front and back. To assign a texture to the front, click the
Browse button opposite Front:
4. From this dialog, you select the texture with which to paint the front surface of the water
tower. If you're not already there, navigate to the TSModeler\Textures folder and select
the texture whose filename is 'tsm_watertower.bmp'. You'll see a preview of this
bright yellow texture. The dialog also tells us that the texture is BMP format, has a Bit
Depth of 8 (256 colors) and a physical size of 256 x 256 pixels.
7. Save the textured water tower by selecting File | Save As and typing
'tsm_watertower3.dst'.
8. Again convert the revised project forTrain Simulator by selecting File | Convert TS
Object File. Don't change the Object Name (it will specify Watertower).
Start Train Simulator and from the Marias Pass route starting at Shelby you'll see the a
bright new watertower.
In the previous exercises, the projects use a single part. In the next exercise, you'll get some
experience using multiple parts. Continue with Assembling a Pre-Built Boxcar.
Using Smooth Shading
In Train Simulator, objects are made of individual flat polygons. Normally, the polygon
edges are clearly visible. Sometimes this is desirable, other times it is not. For
example, if you make a default sphere in Train Sim Modeler, you can see in the solid
perspective view that it is supposed of individual ‘panels’ assembled into the shape of
a sphere. Train Simulator gives you a way to simulate a smooth sphere without the
edges between polygons. This technique is called Gouraud Shading. The Part |
Properties dialog box a checkbox called ‘Polygon Smoothing’ that activates this
feature.
Each polygon of an object has a ‘surface normal’ that is simply a line drawn from the
face of the polygon outward from the side that the polygon is visible from. This surface
normal usually makes a 90 degree angle with the face of polygon. Train Simulator
uses the surface normal to determine what side the polygon is visible from and how to
shade the polygon. The angle between the direction of the light hitting the object and
the direction of the surface normal determines the shading of the polygon. The smaller
the angle, the brighter the polygon will be drawn.
When smooth shading is applied, surface normals are applied to the polygon faces as
well as to the vertices making up each polygon. The vertex normals point in the
direction that a light beam would come from that would produce the brightest
illumination on the polygon. Train Sim Modeler calculates this vertex normal by
averaging the surface normals of all the polygons that share the vertex. Train
Simulator then interpolates the values between the vertex normals and the surface
normal at the center of the polygon to determine the shading at each screen pixel.
This produces a smooth gradation of shades that simulates the effect of a rounded
surface.
Although smooth shading can do wonderful things for the realism of your models, it
can cause unwanted side effects of its own. For example:
You’ve made a gorgeous tanker car and made it smooth. You then cut out a loading
door, which is also smooth. When you look at the tanker in Train Simulator, the
shading of the tanker at the edge by the loading door is vastly different than the
shading of the door at the edge by the tanker. This is because the surface normal
interpolation is trying to average drastically different values together. In this case,
turning off smoothing on your loading door may improve this situation.
Sometimes the polygons that make up the edge of a part, such as the back of the
tanker where the loading door has been cut out, should be separated from the part
and made a part of its own. By doing this, the original part won’t try to average surface
normals past the edge of the tanker, because there will be no polygon to average with
on the back edge.
Sometimes you only want a portion of a part to appear smooth. For instance, you’ve
made a water tank. The front of the water tank is rounded, but the back is flat. In this
case, after the water tank geometry has been finalized and you know that all the
points are in the right place, you can separate the water tank into a front section that
is smooth, and a back section that is not.
Sometimes objects will look ‘wrinkled’ after applying smooth shading. This is usually
because adjoining polygons that should be in the same plane are off by a little bit.
This problem can be solved only by editing point locations until the wrinkles go away.
Up to now, the projects that you've been making consist of only a single part. You found that the Train
Sim Modeler's template is a powerful way to create a part.
Most often, you'll create projects that are made of multiple parts. In this exercise, we'll demonstrate
some of TSM's ability to handle multiple parts. We have already pre-fabricated a boxcar from the
following parts:
1. tsm_boxcar.dsp
2. tsm_bogie1.dsp
3. tsm_bogie2.dsp
4. tsm_wheel211.dsp
5. tsm_wheels12.dsp
6. tsm_wheels21.dsp
7. tsm_wheels22.dsp
These parts are found in the TS Modeler\Projects folder. Note that all parts have a file extension of
*.dsp (as differentiated from projects which have a file extension of *.dst).
If you start Train Sim Modeler and load each of the above parts, they will all fit together to make a
boxcar.
2. Select Part | Load and navigate to the TS Modeler\Projects folder. Select the first of the seven
parts from the list and click Open.
Here we chose the part tsm_boxcar.dsp which is displayed on in the four views:
3. In turn, repeat the procedure above for the other six parts. Now the four views looks like this:
4. Notice that in the above picture, one of the wheels is displayed as bright blue. This means that
this part is the current part. Most TSM commands operate on the current part. You can change
the current part by choosing 'next'.
Choosing next seven times consecutively cycles through all of the parts.
6. Another way to change the current part is to select Part | Select by Name or click the icon
This displays a list of parts. Highlight the desired part and click the Make Current button.
7. After you've chosen the desired part you can perform any of the operations on that part, for
example:
* To move a part, make that part the current part and from Move Mode, drag the part to the
desired location.
* To scale a part, make that part the current part and from Scale Mode, drag to enlarge or
reduce
* To rotate a part, make that part the current part and from Rotate Mode, drag to rotate
clockwise or counterclockwise within one of the three views.
You've completed the basic exercises. Let's cover a more advanced concept - cross sections - in
Making a Tire Part 1.
Rail Reference
The Rail_Reference part may be used to help you achieve proper positioning of
locomotives and rolling stock on the rails. It can also be used as a guide in scaling the
model or adjusting wheel width spacing. Because it's flagged as a reference part in
the Part Properties dialog you may leave it as part of the TS Modeler \Projects file.
It'll be ignored when converting the model to Train Simulator.
To use this part in an existing project select Part | Load from the menu or press
'Ctl+L'. In the file selection box find 'rail_reference.dsp', select it and click 'OK'.
A section of track will appear under your model. If it seems too short you can load or
copy and paste additional copies and move them forward or backward along the Z
axis until you achieve the desired length. No adjustment along X or Y is needed.
Now that it's loaded you can adjust your model to the track. If you started building
your model without Rail_Reference the wheels may appear to be embedded in the
rails. If you were to convert your model to Train Simulator at this point it would appear
the same way. To fix this, select all of the parts except the Rail_Reference part(s).
Adjust the model along the Y axis until the wheels are sitting on top of the rails. After
it's positioned, turn off move mode and deselect all parts. Make the main parent part
the current part. From the menu select Part | Center Axis | To Origin. The axis will
reposition to 0,0,0. If you forget to reposition the axis and convert the model the
wheels will still appear to be imbedded in the rails.
If you'd like to continue with the Reference Section of the Help files turn to the Menus
Making a Tire - Part 1
At first glance, you might look at the list of native parts that Train Sim Modeler can
make and think that its capabilities are limited:
● Box
● Tube
● Disk
● Oval
● Polygon
● Conventional Sphere
● Geodesic Sphere
● Cone
As the title of this exercise suggests, you'll soon be making a tire. However, you can
search high and low through the menus for a part name tire, and you won’t find it
there. For this exercise, you’ll have to turn on the creative juices to find a way to make
the tire.
It’s obvious that a tire is circular. One way to approach the tire design is to start by
using one of Train Sim Modeler’s native parts and manipulate the part until it
resembles a tire. Except for the two spheres in the above list, only two of the parts in
the list are circular: the tube and the disk. If you were to add a disk to a project, you
would see that it has no thickness and so it probably isn’t a good candidate for a
starting point for the tire. On the other hand, the tube can serve as a good starting
point for the tire.
3. Select Part | Add | Tube. Use the following settings to add the initial tube:
Make sure to check the ‘Closed Left/Bottom/Front’ and ‘Closed
Right/Top/Back’ checkboxes and choose the X-axis radio button from the
‘Structure Long Axis’ group. When all of the specification are set, click the OK
button to make the tube.
4. Select Edit | Part Properties and check the ‘Polygon Smoothing’ checkbox.
Next click the Color button. Click the dark gray color and click the OK button.
5. Click Part | Save and in the File Name edit box type 'tsm_tire1.dsp'. Click
Save to save the part.
That was easy. You’ve turned a tube into a gray tire. The key to making the tire was
fabricating the tube with closed ends.
Instead of saving the tire as a project, you’ve saved it as a part. You can later use this
part in other projects by selecting Part | Load from the menu and choosing the
filename tsm_tire1.dsp.
As with some of the previous projects, this tire is the "plain Jane" variety. In the next
exercise Making a Tire Part 2 you’ll customize it some more.
Menu Items
The following is a description of the Train Sim Modeler menu items arranged in order
of appearance from left-to-right and top-top-bottom. An asterisk (*) following a menu
item indicates that the command is also available on a toolbar.
FILE
OBJECT
VIEW
Backdrop
---Load Lets you load a backdrop image into the current
view. (*.bmp only)
Perspective View
Show Current Part Only Hides all parts except the current
part. Very useful when working with a small part that’s in
the midst of many other parts.
Status Bar Check this menu item to display the Status bar.
Uncheck this menu item to hide the Status bar.
MODE
PART
Create Part File Merge List Saves all the parts that make
up your project into a single folder and creates a merge
list of those parts. This let you manipulate the order of
the parts in your project using a text editor.
Center Axis
---All Parts For all parts, removes any point that is not
used in a polygon.
POLYGON
Flip Changes the side the polygon is visible from.
TRANSFORM
Translate Moves a part a specified distance in three
dimensions.
Flip
CROSS SECTION
Copy to Template Copies the current cross section to the
selected view’s template.
TEMPLATE
HELP
In the previous exercise, you turned a tube into a basic tire and saved it as a part. In this exercise,
you'll be introduced to you several new, powerful features that will help you customize the tire. In
particular, you’ll see how to edit cross sections. Finally, you’ll apply a texture to the side of the tire.
2. Select Part | Load and open the tsm_tire1.dsp which you created in the previous exercise
Making a Tire - Part 1. The tire appears in all four views.
3. Select Mode | Cross Section and Transform | Scale Mode. The Front and Side views are
displayed below:
You've just changed the operating mode from Part mode to Cross Section mode. This tells
Train Sim Modeler that the current part is to be treated as a series of cross sections or slices.
In this case, there are six cross sections. Each cross section has 15 points. To help illustrate,
in the Front view we have labeled the cross sections 1 through 6 from left to right.
In the Side view, you can see all 15 red points that make up one of the cross sections.
In the Front view, you can see some of the orange points in vertical slice that make up cross
section 1.
4. Now you’re going to see some of Train Sim Modeler’s magic in working with cross sections.
The goal is to scale (resize) cross section 1.
First a little preparation. Select Transform | Constrain X. This operation prevents you from
resizing the cross section in the X-direction. The concept of constraining movement is not an
easy one to grasp, but we’ll try to explain.
If you scale (resize) a cross section, the points can normally move in all three directions X, Y
and Z. If you look in the corner of each view, you can see a small diagram which indicates the
orientation of the three axes.
Look in bottom-left corner of the above Front view. You’ll see that it shows that the Y-axis
runs from top to bottom and the X-axis runs from left to right. If you constrain the scaling in
the X-direction, you are making sure that the points in the cross section do not move to the
left or right in the Front view. The same holds true for the Top and Side view – depending on
the orientation of their respective axes.
5. Now scale (resize) the first cross section (1) to a smaller size making a "hub cap" shape on
the left side of the tire. In the Side view, click and drag the mouse to the left. As you drag to
the left, the cross section shrinks in size. As you drag to the right, the cross section grows in
size. After you’ve scaled the cross section to the correct size, release the mouse button:
This powerful cross section scaling operation, lets you move all 15 points simultaneously
towards the tire’s center.
6. Next you'll scale the opposite side of the tire to make a second "hub cap". Press the ‘p’ key
(previous) on the keyboard to select the previous cross section. Doing this unselects cross
section 1 and selects cross section 6. You can confirm this by observing that the orange
points shift to the opposite end of the tube (far end) in Front view.
Instead of pressing the ‘p’ key, you can press the ‘n’ key five times to select cross section 6.
In Side view, drag left to shrink the diameter of cross section 6 to match the size from Step 5.
If needed, you can press ‘i’ one or more time to zoom in and see more detail.
7. Now you’ll adjust the shape of the tire by "squeezing" sides of the tube. Do this by moving the
cross sections on each end of the tube towards the middle of the tire. Change from scale
mode to move mode by selecting Transform | Move Mode from the menu.
8. To allow movement only in the X-direction, contrain the movement in both the Y and Z
directions. Do this by checking both Transform | Constrain Y and Transform | Constrain Z
in the menu.
9. In Front view, drag left to move the selected cross section 6 to the left until it is lined up with
cross section 5
Press the ‘n’ key to select cross-section 1. Drag right until cross section 1 is lined up with
cross section 2. Your part should look like the one below.
Next you’ll want to give the tire a slightly rounded profile. Do this by scaling cross sections 2
and 5 slightly smaller. Start by selecting Transform | Scale Mode. Press the ‘n’ or ‘p’ until
cross-section 2 is selected. In Side view drag left to scale cross section 2 slightly smaller.
One way to think of this part is to consider the portion between cross sections 1 and 2 and the
portion between cross sections 5 and 6 as the thickness of the tire. The portion between
cross section 2 and 3 and between cross section 4 and 5 is the slope to the top flat part of the
tire. The portion between cross section 3 and 4 is the flat side of the tire.
You can experiment and change the shape later if you wish. If the tire is too big or too small,
you can scale the entire part by selecting the Part mode and Scale mode and dragging the
mouse left or right. You can also make the tire fatter by selecting Cross Section mode and
Move mode, highlight cross-section 3, drag it to the left, select cross-section 4 and drag it to
the right in Front view.
11. Now you’re ready to add some zest to the tire. You’re going to give it some color. Select
Mode | Part from the menu.
12. Next select Part | Textures. Click the Browse button for "Left".
13. Locate and open the filename tsm_tire.bmp.
14. You'll see the Texture Properties dialog. Click OK to accept the defaults which applies the
entire texture to the left side of the tire.
15. Repeat these above two steps to apply the same texture for ‘Right’ side of the tire.
16. Finally click the OK button. The textured tire will look like this:
17. Click Part | Save As and type the filename type tsm_tire2.dsp
Since the texture applied is black, it may be difficult to see in the Perspective view. We’ve
adjusted the screen color so you can see the textured tire. To change the background color,
click File | Preferences and click the word: Background. Select a new color for the
background and click OK to close the color selection and OK to accept the change.
You'll also see that the texture did not completely cover the tire. To remove the gray stripe,
you can choose Edit | Part Properties, click on the Color button and choose the black color
from the palette.
This was a rather long exercise, but it demonstrates some very powerful techniques for working with
parts, cross sections and constraints. Let's continue some advanced techniques with Making a
Boxcar.
Making a Boxcar
In an earlier exercise Assembling a Pre-Built Boxcar, you used a set of perfabricated parts to create a
box car.
In this exercise, you'll create the same boxcar from scratch using boxes and tubes to create a simple
boxcar.You will be working with multiple parts.
2. Select Part | | Box and use the settings in the image below to make the main part of the boxcar.
We clicked on the Color button and selected a bright red so it is easy to see while viewing with
Train Sim Modeler.
3. Now you'll add a second part - a bogie. To do this select Part | Add | Box and set these
parameters:
4. In the top view, this new part 'Bogie1' appears on top of the main boxcar. You'll have to move it
so that it is aligned with bottom end of the boxcar. Select Transform | Move Mode and then drag
Bogie1 until it is correctly positioned.
5. While still in move mode, in the front view drag Bogie1 until it is positioned beneath the main
boxcar.
6. Fabricate and reposition Bogie2 by repeating step 3, step 4 and step 5, but position Bogie2 at
the top of the main boxcar. In perspective view, the model looks similar to this:
7. Now we'll add the wheels. Part | Add | Tube and set the following parameters for the Part Name
Wheels11. Be sure to choose the X-axis checkbox for Structure Long Axis.
8. While still in move mode, in the front view drag Wheels11 until it is positioned alongside bogie1.
9. You'll want to repeat this three times for Wheels12, Wheels21 and Wheels22. You'll position
Wheels12 to the opposite site of Bogie1. Then position Wheels21 and Wheels22 to either side
of Bogie2. Here's what our model looks like with all wheels attached:
10. Recall from our first water tower exercise, that we had to "lift" the water tower from it's sunken
state. We'll have to do the same for this boxcar.
This boxcar is made from multiple parts (six of them). To move the entire boxcar as a single unit
select Edit | Select All. You'll see that the color of the parts change to a bright yellow (one is
green) indicating that the part is selected. Now you can move all of the parts together by dragging
them until the bottom of the wheels are sitting on the ground level in the front view.
Notice that the axis is still located in the center of the boxcar. Move it to the origin by selecting
Part | Center Axis | To Origin.
11. Save the project as 'tsm_boxcar2.dst' and convert it for Train Simulator for the Marias Pass
route
12. Using the Route Editor, position your new tsm_boxcar in the Shelby area and take a look at the
result:
While the boxcar is complete, you can experiment by adding textures to the individual parts. In fact,
that's what we'll do next in Texturing the Boxcar.
Texturing the Boxcar
Having made a plain blue boxcar, let's add some spice to the project.
3. Select Part | Select by Name or click on the equivalent icon to display the Part List dialog. Choose
Boxcar(0) and click on the Make Current button and finally OK. This makes the main boxcar the current part.
4. Now that the main boxcar is the current part, select Part | Texture to display the Part Texture Assignements
dialog:
From here, you choose the texture or textures that you will paint onto the surfaces of the current part (main
boxcar). Notice that there are places for you to specify the texture filenames for the Front, Back, Left, RIght, Top
and Bottom surfaces of the current part. You can see that Train Sim Modeler is very flexible in its ability to texture
a part.
5. Before we go any further here's a picture of a special texture that we made demonstrate the texturing techniques:
6. Next to the Front: edit box, click the Browse button. If you aren't already viewing the TS Modeler \Textures
folder, navigate there and select the filename 'tsm_boxcar.bmp'. Click Open to continue.
7. The Texture Properties dialog displays the texture.
8. You return to the Part Texture Assignments dialog and can choose the same or different textures for the
remaining sides of the part.
9. Continue to apply the several portions of this same texture to the Back, Left, Right, Front and Top of the boxcar.
The fully textured boxcar will look like this:
10. Save this as 'tsm_boxcar3.dst', convert it for Train Simulator and make a new TS object. Here's what it looks
like in the Route Editor:
You now have some of the texturing techniques under your belt. Let's look at another way to texture parts in Wrapping a
Tube.
Texturing a Tube - Wrapping
Train Sim Modeler has eight 'native' parts that are displayed on the Tool Palette. The complete
list of primitives are:
● Box
● Tube
● Disk
● Oval
● Polygon
● Conventional Sphere
● Geodesic Sphere
● Cone
Although the list of primitives is short, the number of variations is almost unlimited since you
can adjust the characteristics as you make the part.
In this exercise, you’ll fabricate a different part – a tube. Then you'll "wrap" a texture around
the tube. By itself, the project isn’t very interesting until you realize that the same process can
be used to texture cylindrical objects such as tank cars or steam engines.
2. Select Part | Add | Tube. Make sure the Close Left/Bottom/Front and Close
Right/Top/Back checkboxes are checked. Use the default settings for the other fields
and click the OK button.
3. The tube immediately appears on the screen. Here’s the Front view of the new tube:
4. In the previous exercise Texturing a Water Tower, you applied a texture to two sides of
the water tower. In this exercise, you’ll apply a different texture to this part. Select Part |
Textures to display the 'Part Texture Assignments' dialog. Next to the ‘Wrapped’ edit
box towards the bottom of the screen, click on the Browse button.
5. The ‘Texture Properties’ dialog opens. In your TS Modeler\Textures folder, locate
and click the filename tsm_tubewrap.bmp and click the OK button. While the dialog
lets you set a cropping rectangle to limit how much of the image is applied to your part,
accept the entire image by clicking on the OK button.
Below are two alternative examples, one with the texture wrapped along the x-axis and
the other wrapped along the y-axis.
6. Select Edit | Part Properties and choose the Polygon Smoothing checkbox and then
click OK. Now when you view the tube, it is much more refined:
7. Finally in the Front view, drag the tube so that it is sitting at ground level (Transform |
Move Mode) and center the axis about the origin (Part | Center Axis | To Origin).
9. Convert this project for Train Simulator by selecting File | Create TS Object File and
set the following fields:
10. Start the Route Editor place the new object tsm_tubewrap in the Shelby area using
the steps as you followed in Using the Route Editor.
After you save the route, start Train Simulator and go to the Marias Pass / Shelby area
to view the new project.
The texture is perfectly wrapped around the tube. This can be extremely useful when
texturing that tanker car!
In the next exercise, we'll show you a way to make a special effect for Train Simuator.
Continue with Using Transparent Textures.
Transparent Textures
To represent an object that has fully or partially transparent sections, you use a 32 bit
texture file in the Targa® format with a .tga file extension. TGA files can contain
an 'alpha channel' that is a layer with a transparency map of the image. Train
Simulator uses the alpha channel to control the level of transparency for each part of
the image. This makes it easy to create a wall with transparent windows. The windows
can even be streaked or have colored 'glass' with various levels of transparency.
32 bit TGA files with alpha channels can be created in most paint programs. Paint
Shop Pro® and Photoshop® both support this feature. The creation of an
alpha channel texture varies from program to program, and is beyond the scope of the
TrainSim Modeler Help files.
If you require your texture to have partially transparent areas, you must use one of the
material names starting with 'Alph' on the part(s) that use the texture. The 'Alph'
prefix activates the DirectX transparency mode.
If the parts of your texture will be either fully opaque or totally invisible, use one of the
material names starting with 'Tran'. This causes your texture to be applied as a
'stencil' rather than as a texture with varying transparency levels. Each pixel is either
'on' or 'off'.
To see this in action, create a simple box in TrainSim Modeler. Apply the
'tsm_Smoke.tga' texture from the TS Modeler \textures directory to one face of the
cube. In Part Mode, use 'Edit | Part Properties' to assign the 'AlphNorm' material
name to the part. The box will look totally white in the Train Sim Modeler preview
window.
Generate a static scenery file and view this object in the Route Editor to see the
affect.
You can load the 'tsm_SmokeBox.dst' which you'll find in the TS Modeler \projects
folder, if you don't want to build the object yourself. You'll notice that the faces with the
tsm_Smoke.tga texture on it is transparent to varying levels.
Display Priorities
When using multiple layers of alpha transparencies, display problems can result in the
simulator. For instance, if you are creating a train car with partially transparent
windows that should allow you to see not only inside the car, but also outside the car,
the simulator can have problems displaying the car properly in context with the
scenery. You may not be able to see scenery objects through windows, or the inside
of the car may be invisible behind the windows.
For this reason, special material names are provided to give you some control over
the order the parts are displayed. All the 'Alph' material names have variations with a
plus (+) or minus (-) sign at the end. TrainSim Modeler uses these name variations to
control the drawing order of the polygons that make up your model.
Solid materials are drawn first, followed by alpha materials with the '-' flag. Next come
the 'Tran' and 'Alph' materials without a +/- flag. Finally, the 'Alpha' textures with the
'+' flag are drawn. You may have to experiment with material names and the special
flags to resolve drawing priority problems in Train Simulator.
In the next exercise you're going to do some "cutting". Turn now to Cutting a Door
from the Boxcar.
Cutting Out a Boxcar Door
In earlier exercises, we built a basic boxcar by starting with the 'box' primitive found on
the Parts Palette. In this exercise, we'll show you how to make a boxcar with a door.
2. Select Part | Box or click on the box from the Parts Palette
Click OK to
continue.
3. Select Mode | Poly or click the icon to change to polygon mode. In this
mode, the project components are displayed as their composite polygons.
In polygon mode, you'll see a line extending from the surface of the current
polygon. Choose View | View Surface Normals to display the surface normals
for all polygons in the project.
4. While still in polygon mode, select Mode | Select or click the icon . In the
top view, draw a selection box around the surface normal of the indicated
polygon. When it is selected, the polygon will appear in the color yellow.
5. When you view this in the side view, it looks similar to the picture below:
6. Next we are going to cut this selected polygon from the main boxcar. Since the
polygon is still selected (it appears yellow), this is the polygon that will be used
for the operation. Select Part | Part Split. Now this project is composed of two
separate parts: main boxcar and the new door.
7. Select Mode | Part or click the icon to return to part mode. Select Edit |
Part Properties and type "Door" as the name for this new part and choose
light blue after clicking the Color button.
8. The perspective view shows the boxcar and door:
As you've seen, the Part Split command lets you 'cut' polygons from an existing part.
In the next exercise, we'll introduce you to some additional texturing techniques.
Continue with Texturing Multiple Part.
Texturing Multiple Parts
For some project, you may have to apply a texture to more than one part so that the texture is perfectly lined up on each part.
Look at the illustration below and you'll see that the boxcar is made of two parts: the main boxcar and the door. In this
example, the door is the current part and appears in bright blue.
Below is the example texture to be painted onto the side of the boxcar. Note that location of the black door in relation to the
red side corresponds to the location where the two parts meet on the TSM model. You can of course apply this texture to the
two parts separately. To do so, you will have to precisely position the texture in the 'Texture Properties' dialog to define your
cropping rectangles (selection box). If these are not perfectly defined, the textures on the two parts may not fit together
properly, making an unsightly seam.
Train Sim Modeler lets you to select more than one part and apply a texture to this entire group. To apply a texture in this
way, you'll have to select two or more parts. Train Sim Modeler will automatically apply a texture to multiple parts if any parts
are selected. Note that wrapped textures cannot be applied to multiple parts at once.
When you select the Part | Texture command, you are defining textures for the current part. Note that the current part may or
may not be one of the parts you selected for texturing. This is very important to understand. By default, the current part is
shown in bright blue, selected parts are bright yellow. If a part is both the current part and selected, it is shown in bright
green. Other parts are shown in a dull blue. (Note that these colors are the default used by Train Sim Modeler and can be
changed with the File | Preferences command.)
The following exercise uses the boxcar from Cutting a Door from the Boxcar. The project is tsm_boxcar_door.dst and the
texture filename is tsm_boxcar_door.bmp.
3. To set the texture parameters, select Part | Textures from the menu. Click the browse button for the Right texture,
and open the tsm_boxcar_door.bmp texture. Draw a cropping rectangle for side of the boxcar. My crop settings for
the side of the boxcar are shown below:
The reason is that the texture was applied only the the selected part. Since we selected only the main boxcar and the
door remain unselected, the door remains untextured.
5. Now let's choose both parts and reapply the same texture.
6. Set the texture parameters again by selecting Part | Textures from the menu. Click the browse button for the Right
texture, and open the tsm_boxcar_door.bmp texture. Draw the same cropping rectangle, this time for side of the
boxcar that includes the door.
7. Click OK to apply the textures.
Applying a texture to multiple parts at once is an advanced technique that requires some experimentation to understand fully
how Train Sim Modeler treats multi-selected parts during texture calculation.
Developer Matt Peddlesden has written several tutorials. We'll now turn to these so that you can work through a few complete
projects. Please continue with Building a Simple House.
Tutorial 1 - Building a Simple House
Introduction
You've just got Train Sim Modeler, it's installed and now you want to see what it can do - and
more importantly what you can do with it.
This first tutorial is aimed at getting you your first model done from start to finish. It will take
you through the whole life cycle from building the 3D model, texturing it, learning to export to
MS Train Simulator and finall how you can test it in the Route Editor.
Let's see how you can make the house. Click to continue.
Section 2: Creating the 3D Model
In this first tutorial we're going to do a simple model of my house. I haven't measured my
house so the dimensions are all mostly done so it looks right - though as you'll see when you
import it, it's quite large :)
Click on the Cube Mode button so that you can add a cube as shown in the
illustration on the left.
Switch to Template Mode by clicking on the Template Mode icon in the Tool bar as shown
here:
Now select 'Add Point' mode by clicking on this toolbar icon once so that it stays pressed:
You're all ready to go, so let's draw the roof. Remember you're doing it in the SIDE view,
which is the one directly beneath the perspective view. Here's what you should end up with in
the side view:
So far we haven't actually drawn anything in to the model, we've defined a template and
nothing more. Now to extrude an object out of that template. Click on the Template menu and
then select Extrude. Set the length to 6 (remember that's the width of the cube we placed) and
click OK. You should now be seeing something like this:
That's the main part of the house done, now it's time to work on the kitchen and third
bedroom!.
Before we go any further let's understand where things are going to go. It's always handy to
know where front and back are, where left and right are and where top and bottom are. This
might sound a bit too obvious but remember you are looking from all different views.
The snapshot above tells you where everything is so in the next section when we say we are
going to move something towards the back of the model in the side view, we are now clear on
exactly where we are going to move it.
Click back to Part mode by selecting the Part Mode icon in the tool bar as shown here:
Click on the Cube icon again and this time add a cube that has Width 3 meters, Height 6
meters and Depth 6 meters.
You'll see that it's added it bang smack in the center of the main house cube so now we have to
move it out so that it's joined on to the back of the house.
Now we are going to see about how you can move the objects around, since we just created the
cube it will be the one selected so we don't have to worry about that. We need to switch to
Movement mode though so do that now using the icon as shown here:
● Movement Mode
● Rotate Mode
● Scale Mode
● Lock X Axis
● Lock Y Axis
● Lock Z Axis
Once you're in movement mode, lock the X and Z axis by clicking once on the appropriate
buttons. All we want to do is move the cube up and down. Now move the cube to the ground
(using the FRONT view).
Next, unlock Z and lock the Y axis. Using the SIDE view, move the cube so that it is at the
back of the main house cube, but still joined to it. For both of these movements you might
want to zoom in so that you can get it as accurate as possible - keyboard shortcuts 'i' and 'o'
zoom in and out respectively. Alternatively, if you right click you will see numerous options
including Zoom in, Zoom out, and Reset Views (puts them all back to how they started). If you
want to center a view to move it around, right click and select 'Center' and the view will
recenter so that where your mouse is currently will become the new center of that panel.
In the 3D view (top right) you can rotate the image around by simply
clicking and dragging your mouse while in that panel. You can also use the
panel directly above the 3D view to zoom in and out of that view as well as
alter the lighting conditions.
That's the kitchen done, now for the bathroom. Create another cube, this time Width 3 meters,
Height 3 meters and Depth 3 meters. It has once again placed it in the center so use the same
coordinate locking that we used for the kitchen in order to move the bathroom so that it is
behind the kitchen and on the ground.
For example, this house is probably going to be away from the tracks and there's probably
going to be lots of them in clumps too. What this means is that the per-model polygon count
must be kept as low as possible. The fact that the house will be away from the tracks just
means that we have even more reason not to put excessive detail in the 3D model.
Textures can help you out in a lot of ways, in this case when we come to texturing you'll see
the bay window and indeed from the point of view of a train screaming past it'll look every bit
as good as if you'd spend a while doing the 3D version, except that you'd need about another 7
polygons atleast to do the bay window and this model is only going to be around 23 when its
finished anyway. That's the reason we haven't done the bay window in 3D for this example,
whether you decide that it is worth the extra 7 polygons is entirely up to you when you do your
own models of course! :)
If you haven't already, I'd suggest having a quick run through our Texturing tutorial as this will
introduce you to some ideas about making the texture. This tutorial focuses on applying that
texture to a new 3D Model so we won't cover all the ways in which you can make it in the first
place.
Microsoft Train Simulator requires that all polygons are textured before it can be used, this is
enforced by Train Sim Modeler Studio by simply not permitting you to export to Train
Simulator until you have textured every polygon. Later on in this tutorial, we'll show how you
find out if there are any untextured polygons on your model.
For the texturing of my house, i've decided to go with some photographs I took from when I
moved in to the place. They're not brilliant and if I were going to be distributing the model for
others to use I'd want to go outside and take some better ones - but they're more than adequate
for this tutorial.
I simply cut and paste various bits out of various photographs into a 256x256 BMP file. I chose
256x256 as this will have less memory strain on the system as compared to a 512x512 size file.
You may decide to use a smaller texture file for your house - in the case of scenery such as this,
the smaller the better.
Whenever I make a texture up I try to make sure that each individual area is
sourced from its own section of the texture file - it might seem tempting to
say that the colour inside the bathroom window is dark enough, just use
that.... but what happens when you later decide you want to put a light on in
the bathroom - suddenly everything that was dark coloured becomes light
coloured, not what you expected or wanted! :)
Before we move on, let's touch the topic of using textures to reduce your polygon count - which
we first covered in the modelling section. Notice how you can see the bay window, you can also
see the inset porch on the left. This will be more than fine for our simple house model in the
context for which it will be used.
On the flipside however it should be pointed out that you can go too far in the opposite direction -
3D details look much better than 2D textured ones so be careful what you make 2D and 3D so
that you have a trade-off between a 'cheap' (polygon count-wise) model and a good looking one.
It's quite possible that you won't be currently selected to the main cube of the house so we need
to select it somehow. This is one place that makes Train Sim Modeler different to some of the
other 3D Modelling packages - whether it is better or not is purely a matter of personal
preference, personally I find it much easier to do it the way Train Sim Modeler does it,
particularly when you get to more complex models with miniscule elements that you need to
select (and probably remove if they're that small! :) ).
You can use these to select elements in your model. If you're in part mode (which you should be
still) then this control will sequence through each of the parts in your model.
If you are in Polygon mode it will sequence through all of the polygons that are in the part you
were selected to prior to going in to Polygon mode. If you are in Point mode then it will
sequence through all of the points of the part you were selected to prior to going in to Point
mode. In cross section mode it will go through each cross section in the part.
Use the arrow buttons until you have selected the main house cube (ie. the one beneath the roof).
There are two ways to texture in Train Sim Modeler. For the purpose of this example we're
going to use the simplest one. This simple method may not always work quite how you expect,
in later tutorials we will cover several techniques and alternative methods for texturing.
Click on the Part Menu and then on Textures option, you should see this dialog box:
Notice how there are numerous areas, Front, Back, Top, Bottom, Left and Right. We won't
worry about 'wrapped' for the time being. Each area has three buttons:
● Browse - Find a new texture BMP or TGA file on your hard drive to use.
● Properties - Edit the existing texture for this area.
● Clear - Clear the texture on this area
Those areas essentially are quick-macro's for texturing all polygons that are facing roughly in
that direction. So we're about to texture the front - this will choose all polygons in the model that
are facing towards the front. Sometimes this is great and can save you some time but you might
find that on more complex models it selects polygons you wish it hadn't, there are ways around
this and you'll see them as we progress to more complex tutorials, as well as in the other
descriptions of texturing in the Help files.
Click on the Browse button for the Front texture.
You can find a copy of the texture map for the house (housetex.bmp) in the Train Sim Modeler
\Textures folder. Highlight it and you should see it in the preview window, click OK to accept.
You will now see the texture properties window (this is where you go straight to when you click
on the 'Properties' button instead of the Browse button a little while ago).
Mark the area on the texture that has the front of the house in it. Just click and drag as if you
were drawing a rectangle in a simple paint program. Train Sim Modeler will show your
bounding box as you draw it and when you are happy its in the right area you can release the
mouse button. If you need to make any minor adjustments then you can use the adjusters on the
right (X-Crop, Y-Crop etc).
When you are happy that you've got the right area (remember you can come back and edit it later
if it doesn't look quite how you expect on the model) click OK.
The next section to do is the back of the main house. There's a window from the second
bedroom and the door at the back of the lounge/dining room - this is the bit of the texture that is
to the right of the front of the house.
Click on the Parts menu and then on the Textures option again, this time click Browse on the
back texture area and choose the same texture file as you used for the front. Notice how all I
have included is the bit that's visible? When you mark this bit of texture you should include an
amount of white to the right of it (about 50/50). You may well need to re-edit this texture a few
times to make it so that the window and door fill the area correctly and you can see no white.
Remember that this is because you're texturing something that is the same size as the front
texture - but some of it is hidden behind the kitchen cube.
If you do need to edit the texture just go in to the Parts menu, click Textures and then choose
Properties instead of Browse.
Here's the house with the back texture applied to the main cube:
Use the flat texture in the bottom left for all other areas. One important thing to remember with
this model is that you still need to texture the top, even though it's invisible!
Notice how the roof still needs to be done, we'll do that one last as it's a little different.
Repeat the process we've just done for all the other parts. Just use the flat yellowish texture for
all faces, and don't forget to do all of them - even hidden ones. So, for example, the front area of
the kitchen cube is hidden because it's against the main house cube - it still must be textured.
When you come to the bathroom part, texture the back area of it so that it has the bathroom
window part of the texture file in it for some added effect.
My house has a door in the kitchen and numerous other bits and pieces that aren't shown in this
simple model, simply because I didn't have the photographs to generate the texture from. In this
example that's not so important - you might want to go the extra mile for your own models
however.
Now for the roof. Use the selector arrows to select the appropriate part.
Before we apply any textures, let's understand what is going to happen first - look at this
diagram:
I have shown the three textures that we need to apply. You will recall earlier that I described the
'front', 'back' and all the other areas in the Part/Textures menu as being textured according to
those facing roughly in the chosen direction. This is the reason that when we texture the front of
the roof, the front half of the slanted roof will be the one that receives the texture.
I used the grey texture from the texture image to do the roof. Texture the front and back in the
grey, and then the bottom (remember, hidden polygons need textures too!) in whatever you
choose.
Let's verify that assertion before we move on to the next section and try to export it to Train
Simulator...
Train Sim Modeler provides a useful tool for determining how you're doing while you texture.
Click on the Polygon menu and then select Find Untextured Polygons. You will see a dialog box
come up telling you how many untextured polygons are in your model. If everything has gone to
plan then you should see this:
This dialog is telling you that there are zero poly's that are untextured, which means we're ready
to export.
Let's say that you had forgotten to texture the top of the main cube, the underside of the roof and
the front of the kitchen, all hidden faces. When you run this command it would have replied that
you had 3 poly's in 3 parts untextured. This is telling you that there are 3 parts containing
untextured polys, and in total there are 3 poly's that are untextured. It will automatically select
all of the parts containing untextured polygons and then if you select one of those parts and
switch to polygon mode it will show you which of those polygons are untextured, allowing you
to quickly and easily zoom in on the remaining bits that need texturing!
Still, if you have zero untextured poly's then that means you are ready to proceed with exporting
to Train Simulator - which is the next section! Click to continue.
Section 4: Exporting to MSTS
This is one bit where Train Sim Modeler makes your life extremely simple and one of the key
benefits of the application having been designed specifically with MS Train Simulator in mind.
Go in to the File menu and click Project Properties. Set the copyright and the name of the
object. Whatever you put here in 'name' will be what you see in the Route Editor.
Next up, let's take a quick look at the project statistics - when you're building a more complex
model I'd recommend keeping an eye on the project statistics at all times just so that you don't
spend five hours making a wonderfully details model only to find that it has an unusable
polygon count!
There are two blocks of information - the first tells you about how Train Sim Modeler see's
your model and the second tells you how MS Train Simulator will see it.
The difference is very important. While a pentagon is only one polygon in Train Sim Modeler
it's going to be three polygons in MS Train Simulator! The reason for this is that Train
Simulator works only in triangles whereas Train Sim Modeler can handle polygons with more
than three points. Why is this? A triangle is guaranteed to exist on a single 'plane'. That is, it's
always flat, you can't have a bumpy three point triangle. If you envision a square and then
move one of the points up in the third dimension, suddenly your square becomes bent at that
corner, and this presents problems for rendering enginges. Here's how that pentagon would
have worked:
Moving on, let's get this thing exported.
Choose the route that you want this model to be available on.
Enter a name for it, this is the same name that you would have entered in Project Properties.
Enter a filename for it, this should be filled in for you as well.
The 'Class' is the kind of object and determines the grouping when you go to select an object in
the Route Editor, set it to "Housing".
Ensure that Convert to Binary and Convert Textures are ticked.
When you click OK the model will be exported to MS Train Simulator and you should see a
'Conversion Successful' report. This has actually done quite a lot behind the scenes including
copying files in to the right locations, creating support and definition files, editing MS Train
Simulator configuration files and much more.
The next step is to test it by adding the model to a route. If you've tried making your own
models in other packages then you'll no doubt recognise the amount of work that Train Sim
Modeler has just saved you. Click to continue.
Section 5: Testing in the Route Editor
Now it's time to actually see how this model looks inside MS Train Simulator.
Go in to the Train Simulator Editors and Tools (on your Start Bar) and select the Route Editor.
When you enter the Route Editor it will ask you for a route. Choose the route that you told
Train Sim Modeler to save your design to.
In the 'Modes' window, select Object Placement Mode. This is shown here:
Next, find the Placement window and click the 'More' button as shown here:
Select the Housing class (or whatever you chose to put the model in to) from the Drop Down
list and then you should be able to see your model, select it.
Click on the terrain to place the model, you'll need to go back to Selection mode as follows, in
order to see the object in anything but wireframe though:
Once the object is deselected (click anywhere else other than on your new object) it will
become fully textured instead of being a wireframe.
Where you proceed to from here is entirely up to you, you could either proceed on to do more
worked examples or alternatively read some of the techniques tutorials.
Now you can continue with the next tutorial Making a Wagon.
Tutorial 2: A Two Axle Wagon
Introduction
Building scenery is all very well but the area most people want to get in to is the rolling stock
itself.
This tutorial will be easier if you've gone through the "Building a Simple House" tutorial but it
will stand on its own and you should still be able to complete this one even if you haven't done
the simple tutorial yet.
The aim of this example is to produce a freight wagon, it'll have wheels that go round and at
the end we'll make up a small train of them just to prove it all works. The wagon itself is
loosely based on a Wrenn Banana Truck OO-Gauge model, we'll be using textures scanned in
from the model and the basic shape will be similar but it won't be a strictly scale model.
And here is a quick mock up drawing that gives us the scaled dimensions to help make it look
a bit more realistic within Train Simulator:
Click when you're ready to Create the 3D Model.
Section 2: Creating the 3D Model
To start off let's make sure that TSM is set up to use the right units of measurement. Since a
OO guage model is measured at a scale of 4mm to 1 foot our life will be much simpler if we
set TSM to use feet instead of meters. Go to the File menu, select Program Prefs and from
there select Feet as the units of measurement.
Next up, on a smaller and less detailed model like this it's going to be helpful if the grid size
was just at a simple 1ft size, change this by going to the View menu, select Grid Size and then
set it to 1 and click OK.
There are two ways to draw a scale model - the best results are probably achieved through a
combination of the two but let's look at each one briefly, the reasons for and against choosing
each method will be quite apparent.
Scale Drawings
If you can get hold of Front, Side and Top scale drawings then you can scan them in and your
model building will be the 3D equivalent of tracing. It's not quite as easy as it sounds - that
extra dimension really adds to the 'fun' :)
Measurements
If you have a scale model of the loco or wagon to hand then pull out that ruler and start making
your own scale drawings, even if they're just notes as you proceed modeling.
We are going to use approximate measurements for this model. The measurements that have
been kindly provided to us by the Onehouse Model Railway are shown in Section 1. As the
purpose of this tutorial is to teach how to make 3D Models we aren't going to labour on fine
details - though we're going to atleast try and get things roughly in the right shape.
Width: 8
Depth: 17.5
Height: 7
Leave the number of sections to 1 in each case and don't worry about naming just
yet, we'll fix that up as one of our last jobs.
Before we move on to doing the roof, let's move the cube so that it's sitting on the "floor". This
is the thicker horizontal line. First put yourself in Movement mode and lock the X and Z axis
so they cannot move, allowing you to only move the cube in the Y direction.
Now move the cube so it sits on the thicker line, as shown below:
Since our model will have the highest point of the roof at 1 foot above the top of the cube this
will now make the roof easier - as the grid marks that point out helpfully for us. Note that the
real model is a 5mm height, so if you want to make yours hyper accurate then you want to aim
for 1.25ft as the highest point.
The Roof
Click on the Add button to allow us to begin adding points to our template...
Zoom in a little (you can either right click and select Zoom-in, or you can simply press the 'i'
key - the 'o' key will zoom you out). I would zoom so that you can comfortably see the area
you're going to draw in and make it as big as possible - in the front view.
If you need to move the FRONT view down to zoom in closer, RIGHT click above the blue
rectangle and in the pop up menu click on CENTER. This will move the point you clicked to
the center of the front view.
The order in which you create the points is important. Polygons in
Train Simulator are unidirectional, that is to say you can only see a
polygon from one side - it is completely invisible on the other side.
Do this roof segment in clockwise order and you will be fine, the
polygons will all face outwards. If you do the roof in anticlockwise
order you will find that you can only see inside the roof!
I usually aim to get the points in roughly the right place, but not accurately, the first time as
follows:
Now we unclick the add button (simply click it again and it will pop out), now you can drag
the points of the template around until you are satisfied. This is roughly what you're aiming
for:
Note how we've added the template to the top of the wagon.
Click on the Template Menu and then choose the Extrude option. Enter a length of 17.5ft
(remember that's the length of the wagon) and make sure "close ends" is ticked. Click OK and
you'll see your roof magically appear!
That's the main body of the wagon done - it's time for the wheels.
The Wheels This part of the model is going to take some planning. We have to get the wheels
in the right place so that they are on the rails and centered front to back or else it's going to
look very odd indeed!
The wheels are going to be made up of a tube. The details of the tube are as follows:
Radius: 1.5
Length: 0.3
Points per section: 8
Sections: 1
Close Left/Front/Bottom: Yes
Close Right/Top/Back: Yes
Structure along X Axis
Click on the tube button (below the cube one you used earlier) and enter those details. Again,
don't worry about the naming of the object yet.
We have used an eight sided tube for the wheels to save on polygons.
If you are feeling brave and don't mind it slowing your machine down
then by all means you can add more - it makes your wheels more
round but at the cost of performance.
This will create a wheel in the very center of your wagon so using the movement controls
move it so that it's somewhere under the wagon - it doesn't matter exactly where at the point in
time, just make it visible.
Now we're going to use a pair of helper objects. The first one is going to be a tube with the
following details:
Radius: 0.5
Length: 10
Points per section: 4
Sections: 1
Close Left/Front/Bottom: Yes
Close Right/Top/Back: Yes
Structure along Z Axis
Move this ONLY on the Y axis (lock X and Z to make sure you dont move it accidentally) so
that it is just below the main body of the wagon. This will tell us where the centerpoints of the
axles on the wheels are going to go!
As shown in the above diagram, we'll be putting the wheel centers around where the points
indicated by A and B are. I've also marked where the front and back of the wagon are on the
diagram for clarity as the screenshot may have made it hard to see on your monitor.
Using Movement Mode, move your wheel so that the gap between the top of the wheel and the
bottom of the wagon looks reasonable to you, and then in the side view move it to the left end
of the helper. If you had access to the model then you could measure it for added accuracy but
since you don't just do it on a best guess.
Leave the helper where it is for now, we'll do the other wheels in a moment. Let's get the other
helper object in.
This object is going to help us to place the wheels the right distance apart and make sure they
are centered correctly underneath the main body. Create a new tube with the following details:
Radius: 0.3
Length: 5.0
Parts per Section: 4
Sections: 1
Close Left/Front/Bottom: Yes
Close Right/Top/Back: Yes
Structure along X Axis
Now you can gently move the wheel along the X axis (lock the Y and Z axis) so that it's inner
edge is touching the outer edge of the new tube.
Now it's time to add in the remaining wheels. We're going to do it the cut and paste way rather
than manually making a bunch of new ones however!
Whichever side you have made your wheel at the moment doesn't matter, just read these
instructions in the correct way to place in the remaining wheels. My screenshots will be shown
from the point of view of the first wheel being in the Rear Left See the Perspective View
screenshot above.
To highlight the different parts you can either press the 'n' key (for next) or the 'p' key (for
previous). Alternatively you can use the buttons for the same purpose.
With the wheel highlighted go to the Edit menu and select Copy. Now go back to the edit
menu and select Paste. It's pasted a new wheel directly into the same place as the original one -
hence why you can't see anything new. Now go in to Movement mode with Y and Z locked:
Move the new wheel to the other side of the guide object, as shown:
That's two wheels in. Before we do the other two let's put an axle in between these two. We
have the perfect object for this already in the model so let's just re-use that.
Highlight the helper object that is helping to space the two wheels part and go in to Movement
mode. I'd recommend locking the X axis but leave Y and Z free. Move the part so that it is
exactly centered on the two wheels and indeed looks like it might be an axle, as shown:
Go to the Part menu and choose Join Selected (for future reference, the 'j' key will do this too),
this will turn those three parts in to one single part - amongst other things this means that the
wheels and the axle will turn together in Train Simulator.
WIth the wheel assembly highlighted go to the Edit menu and choose Copy. Now return to the
Edit Menu and choose Paste.
Once again the new assembly has been place in the same space as the original one. Lock the X
and Y axis and using movement mode:
Move the new assembly so that it lines up the center point with the first guide tube that we
placed in, you should now have something like this:
Highlight the spacing part and press the DEL key to remove it as we no longer need it.
We're almost done with the 3D Model now! The last step to do are the Axle Boxes...
Axle Boxes
On our tutorial wagon we'll just make these a fairly simple shape, later on you can always
return and make them into a more complex shape.
On the side view, zoom in so that you are focused on one wheel - you'll need to be able to see
the bottom of the main body and the axle centerpoint for the wheel.
Go to template mode and click on the Add button . When you add
points, if you find that there is an existing template causing problems just simply use the
Template menu and its "Clear" option to start the template entirely from scratch.
Draw this shape, once again use a clockwise motion to lay the points down as indicated by the
numbers:
Now go to the Template menu and choose the Extrude option. Enter a length of 0.2 and make
sure close ends is ticked. Press OK.
It's been made in the center of the model so locking the Y and Z axis move the axle box out so
that it is touching the outside of the wheel, as shown:
Now use the Copy/Paste functions in the Edit menu and the movement mode (remember to
lock the axis that you are not moving along so that everything stays neatly lined up) and put
the Axle box on all four wheels.
Before we proceed we're going to join the main cube and the roof together in to one part. This
will allow the front and back textures to neatly go across both objects. Using the next/previous
object or 'n' and 'p' keys, and the SPACE bar, highlight and select the main cube and the roof.
Press the J key to turn them in to one object.
Next we need to move the whole model up to ground level. At present the cube of the wagon is
above ground and the wheels are below ground - ie. below the thicker horizontal line. Here's
what I mean:
To move the wagon so that it is above ground when we export to Train Sim we must get the
wheels to sit on the horizontal line.
Go to the Edit Menu and choose Select All. This will highlight all the parts in your model.
Now click on the movement icon and lock the X and Z axis so that you can only move in the Y
axis, as shown here:
Using your mouse in either the side or front view drag the whole wagon up until the wheels are
just sitting on the horizontal line.
The next step in getting the wagon above ground is to set the ground level of the main wagon
body up. Use the 'n' and 'p' keys to highlight the main body that you just created by joining the
cube and the roof together. Notice how each part has an axis in it?
It's the bit that has the X, Y and Z labels on it. We need to move this to the ground now. You
move it by holding the SHIFT key down and then dragging with your mouse. Make sure you're
still in movement mode and only able to move in the Y axis and hold the SHIFT key and the
left mouse button down and then move your mouse slowly down until you have placed the axis
on to the floor. You only need to move the axis for the MAIN part down to the floor, the others
should be left at their centers.
Now the wagon will appear correctly above ground in MSTS, instead of being half
underground!
The 3D model is now completed as far as we are going to go in this tutorial. Later on of course
you can always come back and add more details such as the all-important Buffers.
The final step that we must consider with the 3D model is naming the parts and setting up the
correct object hierarchy. It's not quite as daunting as it sounds thanks to some simple dialog
boxes in TS Modeler!
Highlight the main body of the cab and press F2 to get the Part Properties. Set the Part Name
to MAIN and leave the Part Parent blank. Press OK.
Now Highlight one of the axle boxes. Press F2 and set the Part Name to AB1 and the Part
Parent to MAIN. Repeat this for the other four axle boxes naming them AB2, AB3 and AB4.
Exactly what you call these four parts isn't important as long as they are all unique and their
parent is set to MAIN. You could also just simply join the four axle boxes to the main body
and then you wouldn't even need to name them.
Next, highlight one of the wheel assemblies. Press F2 and set the Part Name to WHEELS11
(you can click on Train Names and look this one up directly), set its Part Parent to MAIN as
well. Repeat this for the other Wheel Assembly but name that one WHEELS21.
That's all the hierarchy done.... Simply by selecting the names of the wheels objects to those
special ones (WHEELS11 and WHEELS21) is all it takes to make them turn when the wagon
moves!
Next we're going to look at putting some textures on the model. Click to continue.
Section 3: Texturing
Here's the texture file that we're going to use in this example. You'll find the file wagontut.bmp
in your Train Sim Molder \Textures folder ready to apply to your 3D Model.
There are more texture areas in this file than we are going to use in this tutorial - for example
you can see the ends of the buffers fairly clearly in the center.
With the main body of the wagon selected (as it should be after the join we did in the previous
section) go to the Part menu and choose the Texture option. For each of the areas in the table
below, click on the Browse button, find the wagontut.bmp file that you downloaded earlier and
then enter in the coordinates shown on the table to mark out the appropriate area in the texture.
You can of course manually drag select areas on the texture if you so wish.
In order to see in the 3D view which polygon is selected we'll need to switch out of solid view
and in to wireframe view. Go to the View menu, from there in to its Perspective View
submenu and finally untick the Display as Solid option.
Use the next/previous object or 'n' and 'p' keys to select one of the sides, as shown:
Note the small line in the center of the polygon. This is called a
"Normal". It tells you in which direction the polygon is facing. If you
remember earlier while creating the 3D model we discussed how a
polygon is only one sided and that you can flip them around so that
the right side is visible. You do that in polygon mode, and the normal
is how you tell which way the polygon is facing. Try it now, press the
'f' key to flip the polygon and you'll see the normal change to point
inwards. If you now go and switch Solid View back on you'll see what
I mean about the polygon turning invisible.
Before you proceed, make sure that you have returned the polygon so
that it is facing the correct way and that you're back in wireframe
mode.
Now move the four points so that they are around the side panel part of the texture (basically
the top half).
Now go back to Solid view by going to the View Menu, its Perspective View submenu and
ticking the Display As Solid option.
Already things are looking good! Now we have to repeat the process in order to get the other
side done as well.
Here's a quick bullet point list of instructions - if you need more detail just reread the last few
paragraphs:
● View Menu / Perspective Mode Submenu / Display as Solid -> to return it to wireframe
mode.
● Navigate to the right polygon using the 'n' and 'p' keys or the next/previous object
arrows.
●
Navigate around the object and you will be able to confirm that you have correctly textured the
entire of the main body now, congratulations - it's time to move on to the wheels!
Select each Axle box using the 'n' and 'p' keys or the next/previous object buttons and apply the
following:
Highlight one of the wheel assemblies using the 'n' and 'p' or next/previous object buttons.
Go to the Part menu and choose Textures. Using wagontut.bmp for each case, apply the
following:
Let's just prove we haven't missed anything by going to the Polygon menu and choosing "Find
Untextured Polygons". This should tell you that there are 0 polygons in 0 parts untextured -
that is a requirement before export to MS Train Simulator can happen so if anything is
claiming to be untextured then recheck this tutorial and your work and see if you can correct
the problem.
In the next section, we're going to see how to export this in to MS Train Simulator, including
how you actually create all the necessary support files for a Wagon. Click to continue.
Section 4: Export to MS Train Simulator
In this section we're going to create a new wagon in Microsoft Train Simulator. There are
numerous files that go to make up a wagon for MSTS, and many of these will be automatically
created for us by TS Modeler, some of the work, not much however, is still for us to do.
Find your TRAINSET directory - it'll be directly under where ever you installed your copy of
MS Train Simulator. If you let it go in to the default place then you will find it under
C:\PROGRAM FILES\MICROSOFT GAMES\TRAIN SIMULATOR\TRAINS.
In the TRAINSET directory you will see many other directories - this is where all of your
other stock is contained, wagons and locomotives alike. We are going to add the wagon in to
here so create a new directory in the TRAINSET directory called "UKTSWagon".
The first file you need for any wagon or coach is a .WAG file. This is the definition file for the
wagon or coach. The easiest way to get one is to copy an existing one and edit the contents to
suit your wagon or coach. That's what we'll do now.
Copy the file "US2FREIGHTCAR1.WAG" from the US2FREIGHTCAR1 directory into your
new directory UKTSWagon, this will serve as a suitable starting point for our wagon.
Rename the file US2FREIGHTCAR1.WAG you copied to UKTSWagon.wag .
If you have ever looked at a .ENG file then you'll recognise a .WAG
file, they are structured identically.
They are in a UNICODE ASCII format. In order to edit them you will
need a text editor that is capable of understanding UNICODE. In
Windows 2000 or Windows XP you can use Notepad for this,
however in Windows 98 you'll need to use Wordpad.
Wagon ( UKTSWagon
comment( Tutorial Wagon )
Type ( Freight )
WagonShape ( uktswagon.s )
Size ( 2.43m 3.41m 5.4m )
comment( 39.19t empty, 66.81t full )
Mass ( 66.81t )
WheelRadius ( 28in/2 )
InertiaTensor ( Box (2.4m 3.4m 5.4m) )
If you wish to change the weight of the wagon at this point then feel free to do so by editing
the area that I have marked in italics.
That's all we have to do manually, TS Modeler can create the remainder of the files for us.
Return to TS Modeler, go to the File Menu and select Project Properties. Tick the box marked
"Complex Project", this will ensure that the wheel animation works properly.
Make sure "simple crash detection" is switched on and tick the "Convert Textures" and
"Convert to Binary" boxes that are on the right.
When you click Continue, TS Modeler will automatically create and convert the shape file to
binary. Then it will copy and convert the wagontut.bmp into a wagontut.ace file suitable for
Train Simulator and it will place all of this in to your new wagon directory. It also creates a
supplemental Shape Definition file that is required by Train Simulator.
Go in to your UKTSWagon directory using Explorer and verify that you now have:
That's the export procedure finished - now it's time to create a consist and actually get this
baby moving! Click to continue.
Section 5: Testing in Train Simulator
In this final section we are going to create a consist in the Activity Editor and then finally load
consist (containing our new wagon) in to Train Simulator and give it a go.
What is a Consist?
For those that don't know the term, a Consist is the correct term for a
complete train. It will generally consist of one or more powered units and
zero or more unpowered units. Depending on the nature of the train there
may be other requirements such as the Intercity 125 requiring a Class 43
Power car at either end of a number of unpowered coaches, or a GWR
Steam freight that has an 0-6-0 Pannier tank engine at the front, numerous
coal trucks in the middle and a Guards/Brake van at the end.
There is nothing to stop you creating a consist containing just one unit, be
that powered or not (though, ofcourse, only powered units are driveable
within the simulator).
In order to use the built-in Consist Editor you will need to have the Train Simulator Editors
and Tools installed on your system. You must have performed a FULL install when you
installed Train Simulator to get the Editors and Tools so if you don't have these, update your
installation before you proceed any further and get those tools installed.
The Consist Editor is hidden away in the depths of the Activity Editor so let's fire up the
Editors and Tools screen and select the Activity Editor.
From the Activity Editor you should click on the File menu and select Open. At this point it
doesn't matter what you load so just select EUROPE1, then ACTIVITIES and finally
aftstorm.act. We're not editing the activity so it doesn't matter what you load nor what route it's
from.
Now that you have an activity loaded a few of the other options will have become enabled for
you to select. The one you need is on the right hand side in the middle of the three groups of
options, called 'Player'. Click on the 'New' button as highlighted in this snapshot:
This brings up the Service Editor. In the section marked 'Consist' you should click on the
'New' button as, once again, highlighted in this snapshot:
Finally we've made it. Welcome to the Consist Editor.
First, put a name for the consist into the 'Name' and 'Display Name' field - the former shouldnt
have any special characters in it like colon's (:), the latter can contain anything and is the one
that will be displayed to the user.
There is a drop-down box on the top that allows you to choose the type of Rolling Stock
shown in the list below it so pick a locomotive of your choice (if you have any small steam
locomotives such as an 0-6-0 they would be about right for these wagons, though for the
purposes of this tutorial you could always go silly and use a DASH9!).
● Drag and Drop the loco you chose to the larger blue area at the bottom of the Consist
Editor.
● Go to Cars (Freight) and drag and drop 'UKTSWagon' after the loco - do this 10 times
so you have a plenty of wagons.
● If at any time you want to flip the direction of a unit then right-click on it in the blue
area where the train is being built.
● If you want to move the cars or loco's around to other places in the consist just drag and
drop them to the right place.
● If you want to delete one you should drag and drop it on to the symbol just above the
left hand side of the blue area underneath the word 'Couplings'.
That's the consist built, click Save & Exit.
You can exit all the way out of the Activity Editor now, don't save any further changes and just
abort your way out - other than saving the Consist you just made any other changes it reports
you have made are incorrect so just keep saying no until you finally get out of the Editors and
Tools.
Now it's time to load it in to Microsoft Train Simulator and see how she looks.
Fire up MSTS and select the Loco that is heading up your train and you should see the consist
you just created available as one of the options to use within the simulator.
Note 1: If the sizings look odd, you have to keep in mind two things... Firstly, it's an old
British wagon from the Steam era and secondly that's a rather large American loco we have up
front - put a British 0-6-0 in front of them and they'll look just fine :)
Note 2: This might seem obvious, but don't be surprised if a loco like the Acela doesn't appear
on the Settle and Carlisle route. There's a very logical reason for it - power :) The Acela is an
overhead electric locomotive and the Settle and Carlisle route has no overhead cabling,
therefore the Acela won't even appear as an available choice. It might seem obvious, but when
you're this close to seeing your work in action you will often forget the most simple principles
:) (so says the voice of experience, trust me <grin>).
That's it! You're now ready to make your own wagons now and build up a nice bit of variety!
Now you're probably feeling quite proficient. The next tutorial shows you how to make a
working locomotive. Now turn to Making a Diesel Engine.
Tutorial 3 - Building a Diesel Engine
Introduction
You've done freight, houses and now it's time to get something to pull your freight.
Due to the fact that most diesels have a fair amount of detail we're not going to do a scale
model, instead we're going to just create something that looks like a diesel (atleast to me at any
rate!).
The basic shape is loosely based on something like a British Class 37, but only very very
loosely - for one thing, the class 37 is a triple axle loco and this is a double axle loco!.
The textures are going to be hand drawn in this one and this will provide you with a good
opportunity to investigate ways in which you can texture up a 3D model when you don't have
access to photographs that are suitable for the texturing. We'll also go in to quite a lot of detail
about what cross sections are and how you can use them to make much more advanced shapes.
Tutorial Contents:
Before we begin I feel the need to reiterate the single most important instruction that anybody
using a computer must have drilled in to them. Save Often. Save Regularly. Save, save and
save again. I won't be saying "right, now save" in this tutorial - I'll leave that up to you, so
always remember to save regularly!
To start off let's make sure that TSM is set up to use the right units of measurement. Since a
OO guage model is measured at a scale of 4mm to 1 foot our life will be much simpler if we
set TSM to use feet instead of meters. Go to the File menu, select Program Prefs and from
there select Feet as the units of measurement.
Next up, on a smaller and less detailed model like this it's going to be helpful if the grid size
was just at a simple 1ft size, change this by going to the View menu, select Grid Size and then
set it to 1 and click OK.
We're going to start off by drawing the main body of the loco, it's got flat left and right sides,
flat bottom and a rounded roof. Remember that you should place the points in a clockwise
order.
Using the FRONT view, the sides are six feet six inches high, the apex of the roof is eight feet
and the loco is seven feet wide.
Let's have a look at the side view a bit more closely, notice how we now have the extra
sections that we asked for:
Notice how there are 10 sections but 11 cross sections. It's the cross sections that we will be
manipulating next.
Use the 'n' and 'p' keys or the arrows to choose each cross section in the same way
that you would use them to choose a part in Part mode. We want the cross section i've shown
above as number 1 (the left most).
Looking back at the Front view (bottom left), making sure you are not in Movement mode (all
three mode buttons should be raised) and lock the X and Z axis as follows:
Drag each point that represents the roof down a little. Note that we're only dragging the points
for one of the cross sections when we do this. We're aiming to make a nose for our loco.
In the FRONT view, the sides are now four feet six inches high and the apex is six feet high.
Go to the Cross Section menu and click on "Copy to Template". Now use the 'n' and 'p' keys,
or the arrow buttons on the toolbar, to move to Cross Section number 2. Go back to the Cross
Section menu and click on the "Conform to Template" option. Was that easy or what? :)
Repeat this process on the right most two cross sections (numbers 10 and 11) and you should
end up with something looking a bit like this:
Let's go back to the left hand side now, switch to Movement Mode and lock X and Y so that
we can only move in the Z axis.
Select Cross Section number 2. Move it so that it is about 2 ft behind Cross Section 1, as
shown:
Now move Cross Section number 3 so that it is about 1 ft behind Cross Section number 2, as
shown:
Repeat this process on the right hand side, moving Cross Sections 9 and 10 and you should end
up with something like this:
Before we finish the main body off (still the Fuel Tanks to add yet) we're going to get the two
bogies in. This is because once the bogies are in we can then put the fuel tanks snuggly in
between them.
We're just going to use a hideously simple method for a bogie, just a simple cube primitive.
Create a cube by clicking on the cube icon and entering the following details:
Width: 6.8
Height: 1.54
Length: 13.6
Move it so that it is neatly under the left hand side (ie. Cross Sections 1, 2, 3 and 4). You
should end up with something like this:
Now go to the Edit menu and select Copy, then go back to the Edit menu and select Paste.
Switch to Movement mode if you aren't already and lock the X and Y axis so that you can only
move the part along the length of the loco. Move it so that it's on the other side and you end up
with this:
Now that the bogies are in we can return to the main body and finish that bit off. Use the 'n'
and 'p' keys, or the arrow buttons on the toolbar, to re-highlight the main body.
There are a couple of ways we can add these fuel tanks on, one method would be to just add
one or two cubes suitably shaped underneath the body but an alternative would be to just drop
the center of the body down - since that would be a new idea to try we'll do it that way!
Move to Cross Section number 4, put TSM in Movement mode and lock X and Y. This will
allow us to move the Cross Section along the length of the loco. Move it so that it is closer to
the right hand side of the bogie - but leave room for the bogie to turn a bit.
Come out of Movement mode so that we can move individual points in the Cross Section and
then lock just X and Z so that we can move points in the Y axis.
Move the lower two points in the cross section down so that they are level with the base of the
bogie.
Select Cross Section 6, bang in the middle, we don't actually need it so let's get rid of this
Cross Section by pressing the DEL key.
Select Cross Section B, move it so it's about the same distance from the bogie as you made
Cross Section 4 on the left hand side. Remember, Movement mode and Lock X and Y axis.
Come out of Movement Mode, notice the Locks are cleared. Relock X and Z. In the Front
view, because it's easier to see both points, move the two bottom points down to be level with
the base of the bogie - just as we did on the other end of the loco. Here's what it now looks
like.
Now for the wheels. We're going to use one of the helper parts that is supplied with TSM as an
alternative means of placing the wheels in the right place, called "Rail_Reference.dsp".
If you aren't already in Part mode then click on the appropriate button to get back in to Part
mode.
Move it in to position elevent feet from the end of the loco and place it on the rails:
Now copy and paste that wheel so you have all four wheels on the first bogie, the second set of
wheels are three feet in from the end of the loco.
Remember to use Movement Mode and lock axis so that the wheels are all squarely lined up.
Move the rails to the other side of the loco and put the four wheels on there, again
remembering to lock axis so that everything remains squarely lined up.
Now the wheels are done you can go ahead and delete the RAILS.DSP part that we loaded, we
don't need it any more. Simply use 'n' and 'p' or the arrow buttons on the toolbar to highlight it
and press the DEL key to remove it. If you choose not to remove it now then please make sure
you remove it before you export the loco to MSTS!
Now is as good a time as any to get the model moved up so that it's on the floor properly -
remember that the "floor" is actually the thicker horizontal line that you can see in the front
and side views.
Go to the Edit menu and choose Select All. Switch to Movement Mode and lock X and Z, now
carefully raise the model up until the wheels are sitting on that thick horizontal line
representing the ground, finally go back to the Edit Menu and choose Unselect All.
Ensuring you are still in Part Mode, use the 'n' and 'p' keys or the arrow buttons to select the
Main Body. We need to move the axis to ground level - simply go in to movement mode, lock
the X and Z axis, now hold the shift key down and then act as if you were going to move the
main body - with the shift key held down you will actually move the axis instead. Move this so
that it too is on the thick horizontal line representing the ground.
If you rotate the model around a bit you might find that one end is actually open, looking like
this:
Notice how you can see the inside of the loco because there is a polygon missing!
If you don't have this problem then just read through it as the ideas of making a new polygon
from a set of points will be useful to know - and this problem might itself show up to you in
the future.
Here's how we fix it. First, make sure that the nose with the missing polygon is the one that's
facing you and then go to the View window, then in to the Perspective View sub menu and
finally deselect Display as Solid.
This bit is going to get a little bit tricky, atleast until you've done it once or twice and become
familiar with how it all works. Use the 'n' and 'p' keys (or the arrow buttons) to find the bottom
left point on the bit of the nose that is missing (if necessary return to Solid mode to refresh
your memory about where that is).
Here's the point selected as a white dot in the Perspective View (top right):
Press SPACE to select that point, it should go green. Do this for all of the points around the
nose section:
Note: Select the points in clockwise order and
make sure you select them in order otherwise
the polygon will be created in a slightly odd
manner. Don't worry, if it turns out wrong you
can delete the polygon and try again.
Now go to the Polygon menu and choose "Make Polygon from Selected Points". This will
create a polygon and then put you in Polygon mode. Here's what it did for my model:
In my case you can see that the normal is inwards - the polygon is facing inwards. Press the 'f'
key to flip the polygon and then you can see the normal is now facing the correct way, ie.
outwards:
The direction in which you place the points is what determines the final direction of the
polygon. So in my case if I'd done them in Anti-Clockwise order then the polygon would have
come out with the Normal facing in the right direction in the first place.
Finally go back to the View Menu, the Perspective View sub menu and then select Display as
Solid and verify that your model is now fully solid with no missing polygons:
The last thing we're going to add to our model will be some buffers. According to the Project
Statistics we are only at around 720 polygons in MSTS so we have plenty of polygon budget
for adding some nice buffers in.
We are going to use a cube and three tubes to create our buffers. I'm going to give you the
specifications of each of the primitives first and then a screenshot showing you how they
should be lined up - and let you actually do it for yourself.
Cube
Width = 0.8
Height = 0.6
Depth = 0.2
Tube 1
Radius = 0.28
Length = 0.6
Parts per Section = 6
Sections = 1
Along Z Axis
Close Both Ends
Tube 2
Radius = 0.2
Length = 0.6
Parts per Section = 6
Sections = 1
Along Z Axis
Close Both Ends
Tube 3
Radius = 0.35
Length = 0.2
Parts per Section = 8
Sections = 3
Along Z Axis
Close Both Ends
Select Tube 3 using the 'n' and 'p' keys (or the arrow buttons), put TSM in to Scale mode and
lock X and Z as follows:
Slowly move the mouse with the button pressed (much like if you were going to move in
movement mode) to squash the tube. As we have X locked it won't move - only Y will move
and hence it becomes more squashed as you move it. Here's what I ended up with after a slight
amount of scaling:
Now we get to do the last bit, shaping the buffer stop (Tube 3) so it's a bit more rounded.
Remember how we made Tube 3 so that it had 3 sections? Select Tube 3 if it isn't already,
select Cross Section Mode, Scale Mode and lock only the Z axis. We want the scale operation
to affect both the X and Y axis so that we evenly scale it down. The effect we're trying to
achieve is to round the end off a bit like a drawing pin.
We need to scale down Sections 2, 3 and 4 progressively smaller to achieve the desired effect.
Use the 'n' and 'p' keys (or the arrow buttons) to select each one and then scale it down in size
so that you achieve something like this:
Next we have to join all the buffer parts together to make a single part so that we can place it
in the three other corners. Go back to Part mode and then use the 'n' and 'p' keys (or the arrow
buttons) to select each part out of the Cube and three Tubes, press SPACE on each one to
select it until you have something like this - notice how Tube2 is embedded in Tube1 as we
mentioned earlier in the tutorial.
Go to Movement Mode and lock the Y and Z axis, carefully move the new buffer to the other
side so it's balanced with the first one you made, you should have something like this now:
One again, Copy/Paste the buffer part, go to Movement Mode if you aren't already and lock X
and Y this time. Move it to the other side of the loco and spot the obvious problem:
The answer my friend is blowing in the, uhm, menu's! Go to the Transform menu and select
Rotate. Set Y to 180 degrees and click OK - now carefully move the buffer back so it joins
neatly up with the end of the loco. Repeat the process for duplicating the buffer on to the other
side (Copy/Paste, lock Y and Z and move the new buffer part) and you should finally end up
with something like this:
That's it for the 3D model, now we're going to investigate ways of texturing it. The trick is, we
don't have any photographic sources from which to work so we're going to use some more
facilities in TSM to help us create an entirely fictional one!
Before we begin I should let you know that this isn't going to be a walk in the park. We're
going to learn how to use a lot of the more powerful features in TS Modeler in order to help us
get our model textured. With that warning in mind, you can be happy in the knowledge that the
skills you learn here will be basically all you need to do more complex scale models of loco's
that actually exist.
Again I must re-iterate that you should save everything regularly, in fact before you proceed to
some of the more radical steps in this document I would recommend making a backup copy
somewhere safe just incase you get unstuck and want to go back to where you were last
comfortable.
Remember that our loco is completely fictional. This means that we have no models to
photograph, no real loco's to photograph and no scale drawings on which to base our textures.
Thankfully TSM can come to the rescue and give us a bit of a head start here!
I use JASC Paintshop Pro 7 for my texturing, though in theory any fairly simple drawing
application that copes with BMP files will do just fine for this tutorial.
In Part mode, use the 'n' and 'p' keys (or the arrow buttons) to highlight the main body part. Go
to the Part menu and select Make Texture Template. Choose 512x512 as the size and then
choose Front. Save the file out as front.bmp and you get a kick start for the front of the loco:
Repeat this process for the Left (into left.bmp) and top (into top.bmp) templates, remembering
to check and set the size to 512x512 for each one if necessary. We won't necessarily be using
them at the size that we create here but it's always better to reduce images than to try and
enlarge them. You should have three BMP files now, the one above and these two new ones:
Now that we have something to start from, let's get the actual texture file made. Create a new
blank, white image that is 512x512 pixels in size and 32 bit colour depth. Remember to save
this file regularly as we proceed through the tutorial - it should be saved as a BMP file. Copy
and Paste the left texture into the new texture map twice (one below the other), these will form
the two sides. Here's how it should look:
Now, do the same for the top - but before you paste it in, rotate it 90 degrees to the right first.
Remember that we rotated this texture as we'll need to tell TS Modeler about that later on. For
now though, you should end up with something like this:
Next, measure how much space (height) there is between the bottom of the "top" texture you
just put in and the bottom of the image. On my texture there is about 220 pixels, so let's resize
the cut out portion of the front texture so that it is 220 pixels high. In PSP 7 you can set a
"Maintain Aspect Ratio" option and this will force the width to the correct value so that
everything is reduced properly.
That's the main body textures in place. Let's do some adjustments to them next. The windows
are going to be in the "top" texture (which is the third one down if you recall, the one you
rotated) so we don't need them to be in the "front" texture. Carefully remove the window area
from the "front" texture.
Also, the bottom bit of the front texture that actually represents the front of the fuel tanks can
go as well, they'll be done separately. Remove the window area and this bottom bit and you
should end up with something like this:
Now we need to clean up the side textures. The top view is going to provide all of the texturing
for the roof, if you look at the side textures you can see clearly they are trying to provide
texturing for the roof as well so we need to put a stop to that. Remove the roof segments from
both side views and you should end up with something like this:
Finally we need to remove all the extraneous lines and add the horizontal bar across the top of
the fuel tanks. Also, don't forget to leave the window area lines in, they'll help you later on :)
As well as the main body we must of course consider all the other parts of the loco, including:
Here's what I ended up with after adding a bunch of new colour areas to the texture map:
We are now ready to try a test texturing of the loco to see how we're doing.
1. All Poly's should be textured and lined up neatly when we're done, with no warping.
2. Make sure we have all the necessary bits in the texture map.
We'll do the text texturing before we expend any serious artistic effort on the textures - it's
much better to find template errors now than after five hours of hard graft on the textures. All
we need to do is verify that everything gets covered correctly within TSM.
Return to TS Modeler and if necessary reload in your model. I'd suggest now is a good time to
make a backup copy of your model to return to - but you did that anyway, right? :)
Go to the View Menu, select Perspective View and then turn Display as Solid off.
What we have to do next is make sure that ALL of the polygons in our model are outward
facing.
Select the part you want to check using the 'n' key or 'p' key Now click on the POLYGON
Mode icon
Using the 'n' key, cycle through ALL the polygons for that part checking that the NORMAL
(The little white line) is OUTWARD pointing. If it isn't then press the 'f' key to flip it the right
way round.
Once you have completed a part, repeat the sequence for each part until ALL parts have been
checked.
Items to particularly watch for reversed polygons are the buffers and the wheels (remember
you copied and pasted these round the model) and where the cross sections of the main body
were joined.
Go to the View Menu, select Perspective View and re-select Display as Solid.
Ensure you are in Part Mode and have the Main Body part selected. Remember that when we
put the TOP texture in to the texture map, we had to rotate it 90 degrees to the right? In order
to correctly place the top texture on to the model we must do the same to the model. We are
going to rotate the main body, apply the texture and then rotate it back to where it should be.
Go to the Transform menu, select Rotate. Set Y to be 90 degrees and click OK.
Now go to the Part menu, select Textures and where it says "Top" click on Browse. Find our
texture on your hard drive and mark out the top area on it in the next screen. Remember that
the top is the third big horizontal section in the texture map.
Now rotate it back to where it should be (Transform menu, click Rotate and set Y to -90
degrees).
Notice that you can see the thicker black lines from the texture on the roof, given that it all
lines up pretty much perfectly we know that the top texture atleast is correct.
For the front and back we just have a single polygon to texture. If we were the use the
Part/Textures menu then we would also re-texture the window of the cab, so we won't do that.
You may want to go back to wireframe (non-solid) mode to do this next step, i'll leave that
decision to you.
Ensuring that the main body is still highlighted, go to Polygon mode and use 'n' and 'p' or the
arrow buttons to find one of the end polygons.
Go to the Polygon menu, choose Texture, set it to Custom Texture and then click on Texture
Properties. Find your texture and you will see a screen that looks like this:
I've highlighted all of the original positions with Red Arrows and numbers, and where they
need to be moved to by Blue Arrows and letters. Move point 1 to point A, point 2 to point B
and so forth until the polygon is properly covering the area we set aside for the front. Try and
keep things as straight and accurate as possible as this will help make sure there are no
warping or bending effects in the texture when we actually put something sensible on it.
Repeat this process for the other end. I haven't put a screenshot of what this looks like in the
3D view because as you will soon see - it doesn't look very different at all, we just put a white
texture on to a white 3D object :) No matter though, we'll soon put something sensible on the
end texture and you'll see it then.
Left and Right sides get to be considerably more involved than anything we've covered before
due to overlapping areas - ie. if you part/texture the left you will also over-write the left hand
side of the roof as well.
This gives us a prime opportunity to investigate some other commands in TSM. The Split
operation is the key to our dilemma. You select a bunch of polygons within a part, issue the
split command and TSM will turn that part in to two parts - one with all the polygons you
selected and the other with what was left.
Now is a very good point to make sure we're all saved up and an even better point to make
another backup of our work just incase you get unstuck and want to return back here to try
again.
Go to the View Menu, select Perspective View and then turn Display as Solid off.
Using the 'n' key or 'p' key, cycle through the parts until you have the main body selected
Cycle through all the polygons and select ALL the parts for ONE side using the space bar.
Go to the Part Menu and select Split Part. Notice how the rest of the part has gone to the darker
blue colour indicating that the part isn't even highlighted anymore - yet your side polygons are
still highlighted. That's because they are in their own part now.
Whilst we have the NEW part selected, make sure the MORMAL is outward pointing, if not
use the 'f' key to flip it so it is outward pointing.
Go back to Part Mode and use 'n' and 'p' or the arrow buttons to go through the various parts in
the project and satisfy yourself that we have indeed created a new Part out of polygons from
the main one.
Repeat the same procedure for the polygons on the other side, splitting them off in to their own
part.
We could have textured each polygon in each side individually but it would have made our
lives very much more complex than this. We can now use the Part/Texture fuction to texture
the sides without damaging any of the other areas of the loco - and of course this means that
the texture we choose will automatically be spread across all of the polygons. If we did the
polygon texturing manually then we'd have to make sure that all the polygons "knitted"
correctly along the length of the texture and that would just be a very labour intensive job.
Choose one of the new side parts using Part Mode and the 'n' and 'p' keys or the arrow buttons.
Go to the Part Menu, Textures and see the diagram below for some help on what to texture:
What this is telling you is that when the leftmost side is selected on the Front view you should
texture the Right hand side of it. When the rightmost side is selected, texture the Leftmost side
of it.
So, depending on which side you selected you can now just texture the correct side.
It's going to be hard to see for sure that this texture is correctly placed but here are some areas
to look for on the side of your 3D model:
If you can see the horizontal line across the fuel tanks then your height is all correct.
If you can see the window markings fairly neatly across the edges of the side then the widths
are correct as well.
If you don't see anything then chances are your model is different to mine - reverse the above
instructions and texture the left side of the left texture, and see if that gets them visible.
We have only got one bit of the main body left to texture before we can say goodbye to all this
hard work!
With the Main Body selected, go to Polygon mode. It will help us a great deal to be in
Wireframe mode so go to the View menu, select Perspective View and then switch Display as
Solid off.
Use the 'n' and 'p' keys or the arrow buttons to iterate through all the polygons (notice how the
side ones don't get highlighted anymore? Remember, they are in a different part!). As you
highlight the polygons, you're looking for any polygon that's on the underside, when you get to
one, press SPACE to select it.
Go to the Part Menu and choose Split. Now go back to the Part Menu, go to Textures, we're
texturing the bottom of this texture - just choose a darker area of the texture. I used the
following area:
Once again, we could have textured it polygon by polygon. Indeed, given that there is no
pattern to worry about it would be more practical to do so than it was on the sides. It would
still have been a fairly lengthy process however - much more so than splitting the part out and
using the more automated method for texturing. I also found that when I textured the bottom
just on the main part, there were some hard to spot undesirable bleed effects - if in any doubt,
always split the polys out to their own part and texture them. It's very much like using Masking
Tape to protect all the other areas of the part when you spray paint something.
The rest should be very trivial by comparison. Let's start with the bogies.
Go to Part Mode and navigate to a bogie part with the 'n' and 'p' keys or the arrow buttons. Go
back to the Part Menu and select Textures. In the texture map shown below, i've highlighted
what areas I used where on the bogie texturing - the exact coordinates are of course going to
differ for your own version.
The area that we textured left/right is seperate because it means we can later on add more
detail to the side of the bogies. They are quite visible and look a bit odd if there is no detail to
be seen. We won't be adding this detail in this tutorial however, that is left as an exercise for
your texturing skills later on.
Here's the texture map again, this time showing what I used to texture the wheels:
once you've done one wheel, you can then texture the rest either by just repeating this process
or by deleting the remaining wheels and then referring back to Section 1 (building the 3D
model) and copy/paste the rest of the wheels back in. It's entirely up to you and what you feel
is the easiest method.
Here are is texture map once again showing which areas I used for the buffers:
Just as with the wheels, once you've done one buffer you can then either go through and
texture each buffer just the same or you can delete the other buffers and copy/paste them back
in again as you did originally.
If it says 0 untextured polygons in 0 parts then you have finished texturing successfully.
When I did it in my model however it didn't say this, I had errored in one of the above
procedures and it now declared something like 8 of my polygons weren't textured:
Since it forms a useful exercise to understand what to do when this happens it would be worth
a read of this section even if your loco is now fully textured.
When you do the "Find Untextured Polygons" command, if any parts have untextured
polygons it will select them (the parts). In Part Mode, navigate to one of the selected Parts and
then switch to Polygon mode. This will now switch to showing you the selected polygons
inside that part - and in this case, they're all the untextured ones.
What you must do is decide how to fix the problem for each polygon in each part. Perhaps you
can see a Normal that is the wrong way so you can then re-texture the top of the part again or
manually retexture the polygons individually if that's more appropriate. The last option is the
more appropriate for my particular condition because it has the knock-on benefit of lowering
the polygon count. They're insanely small polygons, so small that, well, nobody is going to
miss them. I press the DEL key and they're history.
A quick recheck of the untextured count and sure enough, 0 untextured polygons in 0 parts.
We're finally all textured up! Now is a good time to go and spend a little time on that texture
map now, put some colour in it and start to make this thing look a bit more like a loco.
Back up your existing texture map to a different filename so that you have a place to return to
(you could even give this original map out to other people that want to retexture your loco as it
gives them a nice clean place from which to start).
Using the original copy of the texture file, add some colour.
In Part Mode, highlight and select (press SPACE) each of the buffers, the two side parts, the
underside part and the main part and press the 'j' key to join them. Now press F2 and set this
parts name to "MAIN" and leave its parent empty.
Go to each bogie and press F2, use the Train Names button to name each bogie. One of them
should be BOGIE1 and the other should be BOGIE2. Each of them should have MAIN set as
its parent part. This configuration will ensure that the bogies turn on the track - no further
action is required from you to get this effect.
Now we are going to go to each wheel - they need to be joined in pairs. Once you have joined
them together, name the pairs using Train Names. Here's how they should be named and
joined together:
Remember, use F2 for each Part (which should consist of two wheels each) and use Train
Names to set the name. Set the parent to point to the bogie they are part of (WHEELS11
parented by BOGIE1, WHEELS21 parented by BOGIE2 etc).
The act of naming the parts WHEELS11, WHEELS12 and so forth is what will make them go
round automatically in TrainSim - they will also follow the bogie they are parented by as it
turns. No further effort is required from you to do this animation.
With everything named and parented correctly you're now ready to bring the loco in to MSTS
and see how it looks - that's next!
For reference purposes, I have included two textures - the template and the coloured in one that
I used.
We're going to make our loco drive like the stock Dash 9 that came with your TrainSim. If you wish to go and tweak some of
the settings such as weight, power and so forth to make a truly unique locomotive please feel free to do so. We will only be
covering the minimum to get the loco in to TrainSim and working however.
We're also going to cover a topic called Aliasing. This allows you to create a locomotive that uses the cab and sounds from an
existing loco but means you won't have to waste disk space copying them.
Find your TRAINSET directory - it'll be directly under where ever you installed your copy of MS Train Simulator. If you let it
go in to the default place then you will find it under C:\PROGRAM FILES\MICROSOFT GAMES\TRAIN
SIMULATOR\TRAINS.
In the TRAINSET directory you will see many other directories - this is where all of your other stock is contained, wagons and
locomotives alike. We are going to add the loco in to here so create a new directory in the TRAINSET directory called
"UKTSLoco".
The first file you need for any loco is a .ENG file. This is the definition file for the loco that contains all its physical parameters
(mass, power, fuel capacity etc).
The easiest way to get one is to copy an existing one and edit the contents to suit your new loco. That's what we'll do now.
Copy the file "DASH9.ENG" from the DASH9 directory into your new directory UKTSLoco, this will serve as a suitable
starting point for our loco.
Rename the file that you copied (DASH9.ENG) to UKTSLOCO.ENG .
If you have ever looked at a .WAG file then you'll recognise a .ENG file, they are structured
identically.
They are in a UNICODE ASCII format. In order to edit them you will need a text editor that is
capable of understanding UNICODE. In Windows 2000 or Windows XP you can use Notepad
for this, however in Windows 98 you'll need to use Wordpad.
Wagon ( Dash9
comment(Dash 9-44CW)
Type ( Engine )
WagonShape ( dash9.s )
Engine ( Dash9
Effects
(
Engine ( UKTSLoco
Effects
(
Wagon ( Dash9 )
Type ( Diesel )
MaxPower ( 3263kW )
MaxForce ( 650.65kN )
MaxContinuousForce ( 550kN )
RunUpTimeToMaxForce ( 30.0 )
comment( thats the usable one, full capacity is 5300gal )
MaxDieselLevel( 4720gal )
MaxVelocity ( 74mph )
MaxCurrent ( 1800A )
comment( )
comment( air gauge graph: 40-120psi)
WheelRadius ( 21in )
comment( sanding system is switched off when faster than given velocity )
Sanding ( 6mph )
NumWheels ( 1 )
MaxTemperature ( 120 )
MaxOilPressure ( 90 )
I've also highlighted in Italics where you might want to change some of the more obvious physical parameters of the loco.
Next up, we need to tell it where to find the cab view and sounds. Find the following three lines (they aren't in the same place)
and change them to what is shown - and yes, there are indeed two dots followed by two backslashes in each case!):
Now we need to make a CABVIEW directory. Create it under your new UKTSLoco directory. In to it we need to copy the
Dash 9 cab so we can make a couple of alterations. Go to the DASH9 directory (underneath TRAINSET), go in to the
CABVIEW directory and just copy the DASH9.CVF file over to your new CABVIEW directory.
Rename your copy of the file to UKTSLOCO.CVF (we just referenced it in the ENG file if you recall....) .
Load it in to your favourite editor, again just like ENG files your editor must be capable of dealing with Unicode files - but if
you can edit the ENG file then you can edit this one.
Everywhere in this file that it refers to an ACE file you need to tell it to get it from the DASH9 CABVIEW directory. Here is
the before and after for the first few lines of the file and then you can repeat this process throughout the whole of the file:
Tr_CabViewFile (
CabViewType ( 2 )
CabViewFile ( Dash9Frnt.ace )
CabViewWindow ( 0 0 631 221 )
CabViewWindowFile ( AcWndFrn.ace )
Go the rest of the CVF file adding in the extra paths (as shown in bold above) to all of the texture references, this saves us from
having to copy all of the textures in to our cabview directory!
Finally let's name our loco and give it a very brief description. Back in the ENG file...
That's all we have to do manually, TS Modeler can create the remainder of the files for us. Return to TS Modeler, go to the File
Menu and select Project Properties. Tick the box marked "Complex Project", this will ensure that the wheel animation works
properly.
You'll know the filename is on the right tracks (no pun intended) if you see something like:
Make sure "simple crash detection" is switched on and tick the "Convert Textures" and "Convert to Binary" boxes that are on
the right.
When you click Continue, TS Modeler will automatically create and convert the shape file to binary. Then it will copy and
convert the wagontut.bmp into a wagontut.ace file suitable for Train Simulator and it will place all of this in to your new wagon
directory. It also creates a supplemental Shape Definition file that is required by Train Simulator.
Go in to your UKTSWagon directory using Explorer and verify that you now have:
That's the export procedure finished - now it's time to create a consist and actually get this baby moving!
In this final section we are going to create a consist in the Activity Editor and then finally load
consist (containing our new wagon) in to Train Simulator and give it a go.
What is a Consist?
For those that don't know the term, a Consist is the correct term for a
complete train. It will generally consist of one or more powered units and
zero or more unpowered units. Depending on the nature of the train there
may be other requirements such as the Intercity 125 requiring a Class 43
Power car at either end of a number of unpowered coaches, or a GWR
Steam freight that has an 0-6-0 Pannier tank engine at the front, numerous
coal trucks in the middle and a Guards/Brake van at the end.
There is nothing to stop you creating a consist containing just one unit, be
that powered or not (though, ofcourse, only powered units are driveable
within the simulator).
In order to use the built-in Consist Editor you will need to have the Train Simulator Editors
and Tools installed on your system. You must have performed a FULL install when you
installed Train Simulator to get the Editors and Tools so if you don't have these, update your
installation before you proceed any further and get those tools installed.
The Consist Editor is hidden away in the depths of the Activity Editor so let's fire up the
Editors and Tools screen and select the Activity Editor.
From the Activity Editor you should click on the File menu and select Open. At this point it
doesn't matter what you load so just select EUROPE1, then ACTIVITIES and finally
aftstorm.act. We're not editing the activity so it doesn't matter what you load nor what route it's
from.
Now that you have an activity loaded a few of the other options will have become enabled for
you to select. The one you need is on the right hand side in the middle of the three groups of
options, called 'Player'. Click on the 'New' button as highlighted in this snapshot:
This brings up the Service Editor. In the section marked 'Consist' you should click on the
'New' button as, once again, highlighted in this snapshot:
Finally we've made it. Welcome to the Consist Editor.
First, put a name for the consist into the 'Name' and 'Display Name' field - the former shouldnt
have any special characters in it like colon's (:), the latter can contain anything and is the one
that will be displayed to the user.
There is a drop-down box on the top that allows you to choose the type of Rolling Stock
shown in the list below it so go to the Diesel Locomotives section and scroll until you find
your new UKTSLoco.
● Drag and Drop the loco to the larger blue area at the bottom of the Consist Editor.
● Go to Cars (Freight) and drag and drop about ten wagons behind it
● If at any time you want to flip the direction of a unit then right-click on it in the blue
area where the train is being built.
● If you want to move the cars or loco's around to other places in the consist just drag and
drop them to the right place.
● If you want to delete one you should drag and drop it on to the symbol just above the
left hand side of the blue area underneath the word 'Couplings'.
Here i've used the wagons from a previous tutorial to go behind our new loco.
You can exit all the way out of the Activity Editor now, don't save any further changes and just
abort your way out - other than saving the Consist you just made any other changes it reports
you have made are incorrect so just keep saying no until you finally get out of the Editors and
Tools.
Now it's time to load it in to Microsoft Train Simulator and see how she looks.
Fire up MSTS and select your UKTSLoco from the drop down list and you should see the
consist you just created available as one of the options to use within the simulator.
That's it! Try making your own locos now, perhaps spend some time on the textures for this
one or go for a model of a real loco and see how you get on.
This concludes the exercises. If you'd like to go on to the Design Workshop that explains
various features of Train Sim Modeler, turn to Hiding Selected Items.
Hiding Items in a Complex Project
Many of the object that you create will be simple ones with a only a few parts.
However, when you start to make a complex object you may find that working can
become difficult, especially if you are trying to edit a small part that in is the middle of
a group of other parts that obscure what the one you'd like to edit.
Train Sim Modeler provides the following features within the Edit and View menus to
help manage this problem.
A reference part is one that is often used as a placeholder. For example, you
can make a "ground platform" reference on which to position an aircraft tire.
The reference part is not part of the visible model, but is a design aid for
precise placement. To make any part into a reference part Edit | Part Property
dialog and check the 'Reference Part only' checkbox.
● Edit | Hide Selected
Hides all items that are currently selected. This is extremely useful for
narrowing down the number of parts or points you have to deal with when you
are trying to select a certain point from all the rest.
● Edit | Unhide All
Unhides (redisplays) all items that are hidden.
Hiding selected items applies to part and vertices. This can be extremely useful when
you need to select a few isolated points on a complex object. Suppose you want to
select for points in the front of a sphere. This can be difficult to do with the select drag
box, because you get the points in front, as well as the points in front if you drag a box
in the front view. However, if you first drag a selection box that encompasses all the
points in the back of the sphere, then select the Edit | Hide Selected command, the
entire back of the sphere is temporarily removed from view. You can now safely drag
your selection box in the front view without worrying whether or not you’ll accidentally
pick points in the back of the part.
Continue with Selecting Items
Selecting Items
Most of the Train Sim Modeler commands operate on a current item. The item may be
a part, a polygon, a point, a cross section or a template.
In addition to a current item, some commands operate on one or more selected items.
For example, assume that while you have selected part mode (Mode | Part) that your
project has more than exactly three parts. The current part is appears in bright blue
and the other two parts in dull blue. You can change the current item (displayed in
bright blue) by pressing the 'p' key to move to the previous item or pressing the 'n'
key to move to the next item. Pressing the 'n' key three times will cycle you back to
the original item. Similarly, pressing the 'p' key three times will cycle you back to the
original item.
To select all of the items (while in Part mode the items to be selected are all of the
parts in the project), you can use the Select All features by pressing the 'a' key. This
is an easy way to move, scale, or rotate your entire project.
To select only the current item for an operation, use the Select the Current Item by
pressing Shift+'S' key.
Conversely to unselect only the current item, use the Unselect the Current Item by
pressing the 'u' key.
To unselect all of the items, use Unselect All by pressing Shift+'u' key.
To reverse the selection status of the current item, use Toggle the Selection Status
of Current Item by pressing the spacebar. Pressing the spacebar alternately selects
and unselects the current item.
To reverse the selection status of all items, use Edit | Invert the Selections from the
menu. This command simultaneously selects all the unselected items, and unselects
all of the selected items.
If Train Sim Modeler is not in Move, Rotate, nor Move modes, you can also make a
part the current part by clicking with the mouse. To help you select the part, you can
use View | View Part Axes from the menu to display a small version of the part axes.
Click near the part's center to make that part the current one.
Selecting Polygons
If you're operating in Polygon Mode, you can use the mouse to select a polygon.
To select a polygon, click on its center. If more than one polygon is "stacked", you can
click again to select the polygon on the next "layter". This method of selecting works
only if you are not in Move, Rotate or Scale mode.
Here's a tip: To find the center of the polygon, turn on the surface normals. You can
do this by selecting View | View Surface Normals from the menu as you can see
below
One of the most powerful techniques for adding realism to objects in Train Simulator without
the difficulty of intricate modeling, or the risk of dragging performance down is to use of bitmap
images as textures. A simple scanned photograph of the front of a building can provide far
more detail and realism than hours of detailed modeling can achieve.
Creating a texture file and applying it to your model precisely is sometimes difficult. Luckily
Train Sim Modeler provides several tools to make this process as flexible, accurate, and easy
as possible.
Train Sim Modeler gives you the ability to define any portion of a texture image file to apply to
the side of an entire part. For ultimate flexibility, Train Sim Modeler lets you apply a texture to
an individual polygon in your model. Textures applied to an individual polygon take
precedence over textures applied to the entire part. This makes it easy to apply a brick texture
to a wall, then select one polygon in the middle of the wall and apply a separate texture with a
picture of a window on it, for example.
In Perspective view, you can preview your model with textures applied. You can zoom in and
rotate the model to ensure that your textures are placed correctly. This speeds up your
designs since you can see how the design will look without having to run the Route Editor or
Train Simulator so often.
You can apply textures to parts in two ways. The simplest method is the normal mapping, a
straightforward ‘projection’ of the image to one side of the part, almost as if a slide projector is
pointing at your model. You can apply the same or different textures to the front, back, left,
right, top, and bottom of any part. The other method performs a cylindrical mapping operation
that is best thought of as wrapping the image into a tube, then shrinking it onto your model.
This is extremely affective for roundish items such as tanker cars, water towers, smoke
stacks, etc.
There’s really no way to fully understand how texturing works without digging in and trying it
out. Fortunately, Train Sim Modeler lets you easily experiment with different texturing
techniques.
For this example, you'll use a simple sphere. Start a new project and create a default
conventional sphere. Select Part | Add | Sphere | Conventional from the menu and then turn
on solid display mode by selecting the View | Perspective View | Display as Solid Adjust the
zoom level in the three design views and the perspective view so you can see the sphere in all
the views. Apply a texture to this (or any) object with these steps:
1. Select Part | Texture from the menu. Alternatively you can press the ‘F4’ key or right-
click with the mouse and select Textures. The Part Texture Assignments dialog
appears.
2. Click the Browse button to the right of the ‘Back’ edit box as shown above. Naviate to
the TS Modeler \Textures folder and select the file tsm_sphere.bmp texture from the
file open dialog box as below:
3. The Texture Properties dialog appears. Here you can specify which portion of the
texture that you want to apply to the Back of the sphere. You can specify a portion of
the texture by dragging a selection box around part of the image with the mouse, or by
entering values in the Crop and Size fields in the dialog box. For now, accept the
default which maps the entire texture to the back of the sphere. Click the OK button to
proceed.
4. Click the OK button once more in the Part Texture Assignments dialog to close it.
You'll see a sphere similar to the one below.
Note how the texture was applied to the sphere as if it were a flat object. If you rotate the
sphere in the perspective view, you’ll see distortion at the edge of the texture because of this.
In the next example, you'll see how a texture can be wrapped around an object to reduce or
eliminate the distortion.
This example, uses the same sphere as the previous one except that instead of applying a
texture the the back of the sphere, you'll apply a wrapped texture.
Again, start a new project and create a default conventional sphere. Select Part | Add |
Sphere | Conventional from the menu or choose the Conventional Sphere from the Part
1. Select Part | Texture from the menu or press the ‘F4’ key.
2. Click the Browse button to the right of the ‘Wrapped’ edit box, and chose the same
texture filename tsm_sphere.bmp.
Click the OK button on the Texture Properties dialog box to accept the default (which
maps the entire texture onto the sphere). Be sure that the Y radio button in the Wrap
Axis group and click the OK button.
3. You'll see the new sphere. If you rotate the sphere in the perspective view you’ll notice
that the texture is cleanly wrapped around the sphere, eliminating almost all of the
distortion experienced in the previous tutorial. Only the extreme top and bottom areas of
the sphere display significant distortion.
Basic Animation
To animate a Train Simulator object, certain information must be added to the object's shape file.
Train Sim Modeler provides three methods to specify animation parameters. Some parts can be
animated by simply using the proper part name and setting up your part hierarchy properly. You
can also either enter position and/or rotation numeric values into a dialog box, or you can visually
move/rotate parts with the mouse to specify the key frame data.
Important Concepts:
Part Hierarchy: A way of linking parts together using the ‘parent’ field in the
part/properties dialog box. One part has to be the ‘Main’ part. This part can be called
whatever you like, but it must not have a parent part. Leave the ‘parent’ field blank, or
select ‘NONE’ from the drop down list. All other parts must have a ‘parent’ part. If a part is
animated, all children of that part (also grandchildren, great-grandchildren, etc.) inherit the
motion and rotation settings of their ‘ancestors.’ More explanation will follow in the
examples below.
Pivot Point: The point in space around which a part rotates. The main part must have its
pivot point set to the world origin, or the 0, 0, 0 point in space. All other parts should have
the pivot point located at the point the part should rotate around.
Orientation: A representation of the rotational state of a part. Train Sim Modeler uses
‘Euler Rotations’ which are simply pitch, bank, and heading angles.
Part Axis: The position of each part’s axis is used to specify the part’s position in space,
as well as its ‘pivot point’ and ‘orientation’ (see above.) The position and pivot point are
simply the location of the point where the x, y, and z axis lines meet. The orientation is
shown by the angles of the x, y, and z axis lines.
Key Frame: A specific time entry that specifies a position and/or orientation of a part. Train
Simulator interpolates the ‘in between’ values of a part’s position and orientation to
produce a smooth animation.
Last Frame: This value is specified in the File | Project Properties dialog. It contains the
last key frame number contained in the project. Note that frames are numbered from zero,
so a ‘last frame’ of eight indicates that nine key frames exist in the project.
Complex Project: This is also a setting in File | Project Properties. This is a simple
checkbox that must be checked in order for Train Sim Modeler to include animation when
creating your Train Simulator files.
· Main
· ------Bogie1
· ------Wheels11
· ------Wheels12
Make sure the model is placed so that the wheels sit on the ‘y = 0’ world axis line (the horizontal
light gray grid line in the front and side views.) Also, make sure the ‘Main’ part’s axis is at the
world origin. You can use the Part | Center Axis | To Origin command to easily place the axis
exactly at the origin. All other parts should have their axes placed at the geometric center of the
part to ensure rotation occurs properly. Use the Part | Center Axis | To Object command to
easily place the axis in the proper location. When this project is generated as a locomotive, the
bogie should pivot properly when going around curves, and the wheels should pivot with the
bogie while rotating properly as the locomotive moves along the track.
This is the most difficult, but most accurate method to enter animation parameters. To animate a
part, go to the Edit | Part Properties dialog and click the Animation button. A list of motion and
rotation key frames will appear. You can add, edit, or delete entries for each frame. Simply add
the keyframe entries using the Add button and enter the frame number, and the position or
rotation values for the part at the frame number you specify.
This dialog also includes Load and Save buttons. This allows you to easily copy an animation
sequence from one part to another, or to archive frequently used animation sequences.
The Numeric Entry method is also useful for troubleshooting and editing animations created with
the visual method, described below.
As an example, try setting up a real simple project with the following hierarchy:
· Main
· ------Wheels1
· ------Wheels2
· ------Wheels3
· ------Rod01
· ------Rod02
In the example above, part Main has no parent. All other parts are children of Main. In other
words, their parent part is Main. The file tsm_Anim_060.dst in the \projects folder can also be
used to illustrate the points in this tutorial.
In the File | Project Properties dialog, set the last frame # to 8, and make sure the checkbox
Complex Object is checked.
In the \projects folder find the file wheels.rot. Make Wheels1 the current part, select Edit |
Part Properties and click the Animation button.
Click the Load button for the Rotation Keys section of the dialog (the bottom half) and choose
the file wheels.rot.
If you now create this engine, the wheels will rotate properly in Train Simulator.
Animating the rods is slightly more complex. You'll use motion animation for them, but not
rotation.
To animate Rod01, make it the current part and make sure it's in the proper place for the start of
the animation loop. You'll want to make sure it 'connects' to the proper positions on the wheels.
Use the Part | Reset axis orientation command to make sure the axis isn't rotated at all (this
should really be done on all animated parts.)
Fist click the Ani button on the toolbar . Then click the Set Motion button. This sets the initial
position for frame 0.
Slide the frame slider to frame 1. Although the display won't show it, in frame 1 the wheel will
have rotated 1/8 of a rotation, or 45 degrees. Move the rod to the correct place on the wheels to
account for the 45 degrees of rotation. Click the Set Motion button again to associate this
position for frame 1. Continue advancing the frame slider, positioning the part, and clicking Set
Motion until you have competed the eight frames.
Make sure the position in frame 8 is exactly the same as in frame 0 to ensure there are no
‘glitches’ when the animation loops. When you're all done, click the toolbar button again.
You can test your animation on the current part by dragging the frame slider bar. For each frame,
the part will be shown in the position/orientation you have set. This is an easy way to verify that
you have set all the key frames properly.
You should now have rotating wheels with rods that move appropriately. It usually takes a
considerable amount of trial and error to get things to match up just right, so don't get
discouraged if things don't seem to act the way you expect.
At this early stage in the life of Train Sim Modeler we are still learning the various parameters that
Train Simulator expects. We anticipate that we can improve the way in which Train Sim Modeler
handles animation in the near future. Until then, you can use Train Sim Modeler to add basic
animation to an object.
As we release updates to Train Sim Modeler, we expect to add features that make animations for
Train Simulator easier. For instance, the visual mode of setting a part’s animation current only
shows the animation of the part you are working on. This makes animating hierarchical items
such as wiper arms and their attached blades more difficult. We expect that Train Sim Modeler
will address this issue by graphically representing all animated parts in their correct position and
orientation, making complex animations much easier to create. In addition, sometimes parts with
complex rotations are not shown properly when using the visual method described above. At
times you will have to use the Edit | Part Properties | Animation dialog to check the rotational
parameters applied to a part.
Make sure the position in frame 8 is exactly the same as in frame 0 to ensure there are no
‘glitches’ when the animation loops. When you're all done, click the toolbar button again.
You can test your animation on the current part by dragging the frame slider bar. For each frame,
the part will be shown in the position/orientation you have set. This is an easy way to verify that
you have set all the key frames properly.
You should now have rotating wheels with rods that move appropriately. It usually takes a
considerable amount of trial and error to get things to match up just right, so don't get
discouraged if things don't seem to act the way you expect.
At this early stage in the life of Train Sim Modeler we are still learning the various parameters that
Train Simulator expects. We anticipate that we can improve the way in which Train Sim Modeler
handles animation in the near future. Until then, you can use Train Sim Modeler to add basic
animation to an object.
As we release updates to Train Sim Modeler, we expect to add features that make animations for
Train Simulator easier. For instance, the visual mode of setting a part’s animation current only
shows the animation of the part you are working on. This makes animating hierarchical items
such as wiper arms and their attached blades more difficult. We expect that Train Sim Modeler
will address this issue by graphically representing all animated parts in their correct position and
orientation, making complex animations much easier to create. In addition, sometimes parts with
complex rotations are not shown properly when using the visual method described above. At
times you will have to use the Edit | Part Properties | Animation dialog to check the rotational
parameters applied to a part.
Sometimes it's easier to trace the outline of an object rather than try to draw it
freehand. Tracing lets you mold your design to the shape of a drawing..
For tracing, you can use the backdrop feature. A backdrop is an image of an object
such as a water tower or a locomotive. The image is a single view, the top, front or
side. Using a backdrop can save you valuable design time and allow you to add
amazing level of detail and accuracy to your projects.
Basically a backdrop is a computer image. The image must be a bitmap in the *.bmp
file format. You can scan photos, pictures and diagrams or convert other computer
images to the bitmap format using any of the popular paint programs.
This article shows you how to use backdrops for your design projects. Train Sim
Modeler allows up to three backdrops, one for each of the Top, Front and Side views.
If you use separate bitmaps for the Top, Front and Side views, each can have it's own
scale, but each must be set separately.
Use the second method. Click again in Top view. You'll now click two times on
the boxcar image to set the number of pixels. First click on the leftmost side of
the boxcar. Next click on the rightmost side of the boxcar. A value appears in
the Distance edit box. Erase this value and type the know length of the
wingspan.The boxcar has a length of 35.8 feet. Type this value and click the
Apply button.
4. If you have other backdrops for the Front and/or Side views, repeat Steps 2 and
3 again and be sure to set the scale if it is different from the Top view.
Using the Train Sim Modeler backdrop feature will help you easily shape parts to
resemble the images.
Main Toolbar
At the top of the screen are two detachable toolbars. The Main Toolbar
has all the normal buttons you’d expect in a Windows application:
From left to right the buttons are New, Open, Save, Cut, Copy, Paste,
Print (non-functional) and Help.
Zoom Buttons
The large magnifying glass zooms in. The small one zooms out.
Grid Button
Turns the grid on and off. When the button is depressed (shown) the grid
is on.
Symmetry Buttons
Action Toolbar
The modes are: Part, Polygon, Point, Cross Section, and Template
Mouse Select
Groups of Parts and Points can be selected by clicking the Mouse Select
button then dragging a mouse box around the items you want to
manipulate. The selected items can then be dragged, scaled, deleted,
and rotated as a group. To deselect selected items, choose
‘Edit/Unselect All’ from the menu.
Add Points
When in Template Mode, if the Add Points button is depressed you can
add points to the current template by clicking in the views.
Animate Part
Transform Buttons
When the Move button is depressed, you can drag items around the
views depending on the mode you’re in. If any of the Constraint buttons
described below are depressed, movement will be restricted along those
axes. If you are in Cross Section mode and any of the Symmetry buttons
are depressed, the dragging a cross section point will result in the
opposite point mirroring the movement of the point you are dragging.
When the Rotate button is depressed, you can rotate the current part,
cross section, or selection group around its axis by dragging to the right
and left in the various views. The axis of rotation depends on which view
your mouse is in. The Top View rotates around the Y axis. The Front
View rotates around the Z axis, and the Side View rotates around the X
axis.
When the Scale button is depressed, you can make a part, cross section,
or selection group larger or smaller by dragging with the mouse. Drag left
to make it smaller, and right to make it larger. If any of the Constraint
buttons described below are depressed, scaling will be restricted along
those axes.
Constraint Buttons
When these buttons are depressed, any scale or move operations will be
limited to the axis represented by the buttons that are NOT depressed. In
other words, to stretch an object along the Y axis (make it taller) depress
the X and Z axes before selecting the Transform Scale button described
above.
Previous-Next Buttons
Press the Previous button to move to the previous item. Press the Next
button to move to the next item. The Previous-Next buttons perform the
same action as the "p" and "n" keys.
This button displays the Part List from which you can select any of the
project parts by name.
Parts Toolbar
The Parts Toolbar is also detachable and may be placed anywhere on your
desktop.
Press any of these buttons to enter Parts mode and add
the respective style of part to the project.
■ Box
■ Tube
■ Disk
■ Oval
■ Polygon
■ Conventional Sphere
■ Geodesic Sphere
■ Cone
The Solid View Controlbar lets you change the zoom magnification and
lighting for the solid perspective view. This controlbar appears only when
you've selected View | Perspective View | Display as Solid. Adjust the
sliders by dragging to the left and right.
Backdrop A background image loaded into the top, side, or front view in FS Design Studio.
Often used as a reference for designing objects.
CDT File extension used by Train Sim Modeler for saving a template. (*.cdt)
Constrain A technique to prevent the selected axis from being altered. To move an item
upward in the front view, only the Y-axis should be free. The X and Z-axis should
be constrained to prevent them from being altered.
Copy Command for duplicating a part with out re-drawing it. It places the selected part
on the "clipboard" and is usually followed with the Paste command.
Crash Detection A setting assigned to a scenery object that tells Train Simulator to crash when an
object comes in contact with it.
Cross-section A collection of points that define the shape of an object at a particular point along
its length. An object such as a tube is defined by creating several cross sections.
Each cross section’s shape is edited so that it matches the shape of the fuselage
at that point along its length. A very accurate depiction of a complex shape can be
achieved in this manner.
Cut Command for removing the highlighted or selected items in the project and
transferring them to the "clipboard". Objects that have been Cut, can be then be
Pasted back into the project as long as no other items have been placed on the
clipboard.
Delete Command for removing the highlighted or selected items like parts, polygons,
cross-section or points.
Select Command for highlighting the current item. Multiple items can be selected. Used
for editing multiple parts the same at one time.
Flip Command for inverting the selected polygon. Polygons have one visible surface
unless specified. The Flip command allows the user to place the visible surface
polygon on either the inside of the object or the outside.
Front View Used to represent a view of the project when looking from the front.
DST File extension used by Train Sim Modeler for saving a project. (*.dst)
DSP File extension used by Train Sim Modeler for saving a part. (*.dsp)
Grid A layout of squares in the top, side and front views used to help scale projects.
Merge Project Process where individual Train Sim Modeler projects are combined into one. To
use this, one project must be open then Merge Project is chosen from the File
menu. A new project is then chosen and opened.
Mirror Command for making a polygon two-sided. Typically a polygon has one side
visible and one side clear. Using the Mirror command in the Polygon menu will
make the polygon have two sides
Next Command for highlighting the next item. The Next command is implemented by
pressing the ‘N’ key on the keyboard or clicking the next button on the toolbar, or
pressing the right arrow key.
Non-planar Polygons A polygon whose points do not lie in any one given plain. When Check Parts from
the Edit menu is chosen, Train Sim Modeler checks all polygons and will ask you if
you want to correct any non-planar polygons.
Part A collection of one or more points that may be created and editing with Train Sim
Modeler. A Train Sim Modeler project consists of a single object which is made of
one or more ‘Parts’. Parts are created using the Part | Add menu, or by drawing a
template and using the Extrude or Sweep commands.
Paste Command that copies the contents of the clipboard and into the current project.
Perspective View A view of the project that can be rotated for viewing from any angle. Parts in the
distance appear smaller, while closer objects appear larger.
Polygon A surface defined by three or more vertices in a part. A Polygon has one visible
side. The other side is invisible (see ‘Surface Normal’).
Polygon Smoothing A setting in part Properties menu that causes the part to be rendered using
'Gouraud Shading.' This simulates curved surfaces by smoothing out the edges
between polygons.
Properties A set of specific parameters that apply to a part or polygon. The Edit menu will
show Part Properties when in part mode and Polygon Properties when in Polygon
Mode.
Presets Option in the Part Properties menu that allows the setting of a specific display
condition. (i.e. to tell FS2000or Aircraft Animator a rudder is actually a rudder)
Previous Command for highlighting an item on the screen by pressing the ‘P’ key on the
keyboard, the left arrow key, or the Previous icon on the toolbar. When in Part
mode, the ‘P’ key will highlight the previous part in the part list. Available in all
modes except Template mode.
Reference Part Used in a project to give the designer an invisible placeholder and does not
become part of the design as seen in Train Simulator.
Side View Used to represent a view of the project when looking from the right side.
Structured A part that is constructed of cross-sections that can be edited. Each cross section
can be treated as a group of points, making it much easier to manipulate the shape
of some types of part. Once a point has been deleted from the part, the part is no
longer structured. Unstructured parts can still be edited, but you must deal with
individual vertices rather than cross section shapes.
Subdivide Command for dividing polygons into multiple triangles by adding a point in the
polygon’s center, and making new triangles, each of which uses the new center
point and .two of the original points.
Surface Normal A line drawn from the center of a polygon toward the visible side. Some polygons
may have the visible side facing in toward the center of the object. Using the
Polygon | Flip will switch the surface normal. Polygon | Mirror will make the
polygon have two visible sides.
Sweep Command used with Templates for createing a rounded surface. See Checklists |
Making a Watertower.
Symmetry Command used for editing cross-sections. When symmetry is on, dragging a cross
section point causes the opposite point to drag in an opposite direction to the one
you are dragging, forcing the part to be symmetrical in one or more axes. Using
symmetry on one axis will move two points in a cross-section. Using Symmetry on
two axis’s will move four points.
Tagged Parts See also Presets. Parameters that are assigned to a specific part so they are
recognized by FS2000 or Aircraft Animator. Tags are assigned in the Part Mode in
the Edit | Part Properties menu by clicking the Presets button.
Texture Template A ‘wire-frame’ snapshot of a part from a selected view that is placed on the
Windows clipboard to be pasted into a graphic editing or painting program. This
image can be painted on directly to create a texture that maps perfectly onto a
part.
Texture A graphic image that is ‘projected’ onto a part used to add detail to an object.
Undo Command for restoring the project to the state prior to the last edit. Affects only
parts in the project. Template editing is not affected by the ‘Undo’ command.
Vertex The fundamental building block of a part. A part consists of one or more vertices. If
the part is to be displayed as a solid, polygons are defined from the vertices in the
part.
Wrap Texture A texture that has been applied to a part as if the texture were wrapped into a tube,
placed around the part, then shrunk to fit the part. Useful especially for cylindrical
and spherical objects.
F5 - Part Mode
F7 - Poly Mode
F8 - Point Mode
Sub-Modes
F2 - Part Properties
m - Move Mode
r - Rotate Mode
s - Scale Mode
Commands
S - Select
a - Select All
u - unselect
U - unselect all
x - constrain x
y - constrain y
z - constrain z
h - hide selected
H - unhide all
n - next item
p - previous item
N - next object
P - previous object
f - flip polygon
i - zoom in
o - zoom out
A - animate
F2 - properties
F3 - part list
F4 - part textures
Ctrl Z - undo
Ctrl C - copy
Ctrl X - cut
Ctrl V - paste
Ctrl N - File/New
Ctrl O - File/Open
Ctrl S - File/Save
Delete - delete
Hierarchical Scheme
To make an animated model, your Train Sim Modeler project must be organized in a hierarchical scheme.
Thus a Train Simulator animated model has two or more objects. To illustrate the technique, we'll use part of
the example that is presented in the Train Simulator technical document "Creation of a Complex Shape".
Engine
|__________Bogie1
|___________Wheels11
|___________Wheels12
Engine is the parent of Bogie1. Conversely, Bogie1 is the child of Engine. Similarly, Wheels11 and
Wheels12 are children of Bogie1.
Train Simulator can animate this model correctly only if the wheels, bogies and engine are separate objects.
The wheels are linked to the bogies. And the bogies are linked to the engine. The wheels can rotate around
their axis separately from the bogies that can spin around its axis.
Special Names
Standard Train Part Names
To facilitate animation, Train Simulator maintains a fixed Bogie1 Rod01
set of special object names which we call Standard Train Bogie2 Rod02
Part Names. Fro wheels and bogies, Train Simulator Bogie3 Rod03
performs the corresponding animation for that part. PantographTop1 Rod04
PantographBottom1 Rod05
PantographTop2 Rod06
At this time we are unsure as to the use of these reserved PantographBottom2 WiperArmLeft1
names, but we believe that they are used by Train PantographTop1A WiperBlade1
Simulator to control the timing of parts like pantographs PantographMiddle1A WiperArmLeft2
and wipers. PantographBottom1A WiperBlade2
PantographTop1B WiperArmRight1
To identify a Train Sim Modeler part with one of these PantographMiddle1B WiperBlade3
PantographBottom1B WiperArmRight
Standard Train Part Names first ensure that you have PantographTop2A WiperBlade4
selected the desired part in one of the Train Sim Modeler PantographMiddle2A Wheels1
views. PantographBottom2A Wheels2
PantographTop2B Wheels3
Having selected the desired part, choose Edit | Part PantographMiddle2B Wheels4
PantographBottom2B Wheels11
Properties from the menu. MirrorArmLeft1 Wheels12
MirrorLeft1 Wheels13
Next click on the Train Names button to display the MirrorArmLeft2 Wheels21
complete list of special names. This is the same list that MirrorLeft2 Wheels22
MirrorArmRight1 Wheels23
appears to the right.
MirrorRight1 Wheels31
MirrorArmRight2 Wheels32
Click on that name. This part is now identified with the MirrorRight2 Wheels33
special name for Train Simulator.
From this dialog, you can also identify the name of the direct parent for this part. In the example below, we are
defining a part as a Bogie1 that is linked to a part named Engine which is the parent of Bogie1.
System Requirements
In general, if you can run Microsoft Train Simulator on your computer, you'll be able to
run Train Sim Modeler. However, Train Sim Modeler projects can become rather large
in memory requirements, and complex 3D objects take time to manipulate. Therefore,
the faster your PC, and the more RAM you have, the happier you'll be.
In addition, Train Sim Modeler uses DirectX to display your models in a solid
perspective view. It relies on DirectX 7 and hardware acceleration for solid rendering.
We have had good luck with hardware accelerated video cards with 16MB or more
RAM. If you have 8MB of video RAM or less, you may experience problems with the
3D perspective view. In addition, users with Voodoo graphics cards experience
display problems under some circumstances.
3D Solid Display
TrainSim Modeler allows you to display your project in full color as a solid three
dimensional object. There are some limitations to this display. Transparent textures
don't look transparent in the TrainSim Modeler display, but they work properly in the
simulator. In general, use the 3D solid display to help you accurately place textures
and get a general idea of how your model is looking. Always check your results in the
simulator because of the differences in the simulator's display and the TrainSim
Modeler display.
Scale:1
DoubleBuffer:1
CustomCursor:1
The 'Scale' value controls the default value for the 'Snap to Grid' command in the
'Part' menu.
The 'DoubleBuffer' setting controls the smoothness of screen updates. If you are
having display problems, try replacing the '1' with a '0'. The display will flicker while
you are editing, but on some systems, double buffering causes problems.
Some graphics cards (Voodoo in particular) and systems running Windows 95 have
difficulty displaying custom cursors used in TrainSim Modeler. If you have difficulty
seeing cursors in the edit views, change the 'CustomCursor' setting from '1' to '0'.
This causes TSM to use only the standard mouse pointer.
The Projects folder has completed projects that you can use as starting points for your own projects. Our
thanks fo the respective designers for sharing them.
wagontut2 Matt Peddlesden This is a simple wagon that you put together in
Tutorial 2.
Websites
Reference Material
The Microsoft Train Simulator CD-ROM has detailed information that is useful for making objects for Train
Simulator. These files are all located in the TechDocs folder:
Louis Sinclair
The staff of Abacus, we'd like to thank the following individuals for their help in
producing Train Sim Modeler.
● Stewart Clark
● Mat Peddlesden
● Pete Peddlesden
● Mark Branscum
● Jason Webb
Tutorials - Add - new tutorial describes the detailed steps for making a diesel
locomotive
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Question
Revision 6142