Hi guyz,
I have had issues with the new ways of how trainz do spline these days, etc ... I knew a way back when it was first introduce but never really impleneted until now! Manuel has been educating me on these techniques -- i will post the e-mails so anyone wanted to learn just can easily read his instructions!
#1
==================================================================================
Hello Ishie.
First of all, your wall don't need lods, because it has few polys, normally the lod system into a spline object is for a high polys default mesh, but don't worry, the marsz spline can be done with the new system, only need that the trainz-build has 2.9, don't work less than this build.
I send you a couple of screenshots with the new configuration with the same mesh, I don't make any modification into the max file, is the same .im file but with TS2009 config.txt.
See that.
kuid <kuid:58223:24171>
kind "track"
istrack 0
isroad 1
carrate 0
trainz-build 2.9
thumbnails
{
0
{
image "image.jpg"
width 240
height 180
}
}
The table of meshes,
All of meshes are the same, in your case, the "default" is the mesh base and the "lod1" is the second lod, (the same) if you want a real second lod you need to build a plane object with the image of the wall and one alpha channel.
Remenber, the last lod, always be the same object but into a plane with one alpha channel, the wall don't need one mesh only with an alpha channel because is the same mesh
mesh-table
{
default
{
mesh "Marsz-I Blast Wall 60m v1 Spline.im"
auto-create 1
}
lod1
{
mesh "Marsz-I Blast Wall 60m v1 Spline.im"
auto-create 1
}
}
The "track" container.
Is really the object representation into the surveyor and the more important label is coordinate-transformation.
If you put into this label the other values, like I say you in the Ibertrainz post, don't work well.
If you have more meshes based on the principal mesh "default", the track-lod-tree container will be longer and we'll need use distances of representation into the above container.
track
{
mesh-length 60
adjust-cross-section-to-ground 0
coordinate-transformation "shear"
track-lod-tree
{
high-detail
{
mesh "dafault"
}
low-detail
{
mesh "lod1"
}
}
}
category-region "US"
category-era "1980s,19990s,2000s,2010s"
category-class "WX"
description "Marsz Project Layout - This is a spline -- SPECIAL thanks to Arraial for the texture"
username "Marsz-I Blast Wall 60m v1 Spline"
author "Ismael Morales"
organisation "Trainz Assistance Community"
contact-email
contact-website "
http://www.ibertrainz.eu/foro2/"
license "EULA - DO NOT TOUCH FOLDER WITHOUT PERMISSION READ EULA - DO NOT STEAL!!"
kuid-table
{
}
I hope that all of above are you need, tell me
Best regards
Manuel
#2
======================================================================================
And for your question, the first, yes, the case that you say, if you have 3 meshes the mesh table will be.
mesh-table
{
default
{
mesh "Marsz-I Blast Wall 60m v1 Spline.im"
auto-create 1
}
lod1
{
mesh "Marsz-I Blast Wall 60m v1 Spline lod 1.im"
auto-create 1
}
lod2
{
mesh "Marsz-I Blast Wall 60m v1 Spline lod 2.im"
auto-create 1
}
}
And the track container
track
{
mesh-length 60
adjust-cross-section-to-ground 0
coordinate-transformation "shear"
track-lod-tree
{
lod-distance 200
subdivisions 1
high-detail
{
lod-distance 100
subdivisions 1
high-detail
{
mesh "default"
}
low-detail
{
mesh "lod1"
}
}
low-detail
{
mesh "lod2"
}
}
}
We must to play with lod-distance label and into the first high-detail container make a subdivision for the first 2 lods (including default mesh) with high-detail container and low-detail container again and the second low-detail container for the last lod.
And the other question, yes, you need a base mesh "default" with high level of detail and itself name, the second lod, not the same name, you can named lod1.im, but less level of detail (see, is the same object created in max, but with less polygons), the third lod with other name, lod2.im for example, and less polygons than the second, and more, and more, and more, until 8 levels of details if the object need.
You don't need to thank me.
Best regards.
See you in IBTZ forum.
Manuel