Trainz Asset Creation Studio
Copyright Auran Games Pty Ltd 2002

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Readme Contents

1. Introduction
2. Installation
3. Quick Start Guide
4. Known Issues

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1. Introduction

Trainz Asset Creation Studio (ACS) comprises the gmax(TM) 3D content 
creation platform by Discreet plus the Auran Trainz game pack which 
allows users to export content from gmax into Trainz' specific format. 

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2. Installation

To begin creating your own 3D content for Trainz, simple follow these 
basic steps:

Step 1: Download gmax V1.1 from the Discreet website at 

http://www.discreet.com/products/gmax/gmaxconsumer/index.html 

(If you have installed gmax V1.0 from your Trainz CD, it is recommended 
you upgrade to gmax V1.1 before continuing).

Step 2: After installing gmax V1.1, you will be asked to register your 
copy with Discreet. You will need to be connected to the internet 
during the registration process.

Step 3: Download Trainz Asset Creation Studio from the Auran website at:

http://www.auran.com/trainz/contentcreation.htm

Step 4: Install Trainz Asset Creation Studio and follow the onscreen 
directions.

Step 5: Launch by selecting the new Trainz Asset Creation Studio icon 
on your desktop. You will be asked to choose a  gmax graphics driver 
the first time you run the Trainz ACS. We recommend choosing Direct3D. 
You can change this driver setup later if you experience any graphics 
problems by selecting the "Trainz Asset Creation Studio (Change Driver 
Setup)" link in your Start menu under Programs->Trainz Asset Creation 
Studio.

Step 6: Read the help document for assistance in creating Trainz 
objects and visit the content creation forum at:

http://www.auran.com/trainz/forum/default.htm

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3. Quick Start Guide


SETTING UP

To start a new model...

Run Trainz Asset Creation Studio by clicking the desktop icon.

From the Customize menu, choose Units Setup.

Select either Metric or US Standard units depending on personal 
preference.

Click OK


OBJECT REQUIREMENTS

Objects are 1:1 scale.

All faces must have UVW mapping co-ordinates.

One Multi-Part/Sub Object texture only per model. 

Textures must be of prescribed format and size. 

Reflection and Opacity maps are supported.


EXAMPLE OBJECT CREATION

From the list of standard primitives, choose Box.

Starting in the top viewport, click and drag to form the top of the box.

When you release the mouse button, moving the mouse will adjust the 
vertical size.

Click again to complete the box.

Observe it's dimensions under 'Parameters'. You can enter dimensions 
directly into the fields, or use the spinners to adjust Length, Width & 
Height.


MATERIAL ASSIGNMENT


Go to the gmax Material Editor by clicking the icon second from right 
in the horizontally scrolling toolbar above the viewports.

Click on NEW

Under Diffuse Factors, click the (file open) icon for 'Assign texture - 
pick map file'.

Browse to an image of the prescribed format. e.g. 256x256 24 bit .tga

Click Open

Click Apply

Minimise/Close the Material Editor


UVW MAPPING

Select the box object.

Click the Modify tab

Click the Modifier List

Choose Edit Mesh

Under Selection, choose Polygon

Draw a range selection encompassing the faces of the box object.

Scroll down to Surface Properties and enter 1 in the Material ID field.

Click the Modifier List and choose UVW Mapping.

Under Mapping Choose Box


COLLAPSING THE OBJECT

Right Click on UVM Mapping (underneath, not from the Modifier List drop 
down)

Choose Collapse all

A warning message will appear, click Yes

The model is now an editable mesh, rather than an object with a stack 
of modifers. 


RESET PIVOT 

Select the model.

Go to the Hierarchy tab.

Select Affect Pivot Only

Click Center to Object. 


ALIGN TO WORLD CENTER

Go back to the Modify tab.

Select the Move tool.

From the Tools Menu choose Transform Type-In

Right Click on the Spinners for X & Y

Close the Transform Type-In window

Select left, right, front or back viewport

Move the object in the Z plane so it's base is in line with the world 
center. (i.e. on the ground)

Deselect the object


EXPORT

Deselect the model.

From the File Menu choose export

Trainz format is the default.

Create a new folder with your intended filename e.g. test_box

Browse to the test_box folder.

Type filename exactly as folder name, but include the appropriate 
extension - e.g. test_box.im (.im for scenery objects)

Click Export

Click the Utilities tab and choose Resource Collector.

Under Output Path click Browse

The Resource Collector finds the directory you last exported to.

Click Use Path

Click Begin (this copies the texture image to the directory cointaining 
the test box)



COPY TO YOUR CUSTOM DIRECTORY

Place the test_box folder in your Trainz/Custom/Scenery directory.

Create a new text document inside the test_box folder, and name it 
'config'

In the config.txt file type: kind scenery 

Save config.txt

The test box should now appear in the Surveyor scenery objects under 
the region "Custom".  


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4. Known Issues

4.1 Not able to register gmax 1.0

Unfortunately, Discreet are no longer accepting registrations for gmax 
1.0 and require new users to download and install gmax 1.1. The Tainz 
ACS will work with gmax 1.0 if you had installed and registered it 
before the release of gmax 1.1, however Auran recommends you upgrade to 
the latest version of gmax for the added benefits that come with it. 

Users who do use the Trainz ACS with gmax 1.0 may notice a white 
background on most gmax interface elements. This can be fixed by 
choosing "Customize->Customize User Interface->Colors->Apply Colors 
Now" and saving the color scheme over Trainz.clr.

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