Need help with 3DS Max

Discussion of rolling-stock creation & re-painting.

Need help with 3DS Max

Unread postby aksingha » Fri Apr 11, 2014 10:16 am

hi, i am making a diesel locomotive in 3Ds max for use in TS2014. My model will get completed very soon. but i don't know how to export it to TS2014. Pleas guys help me !*don-know!*
Last edited by aksingha on Sat Apr 12, 2014 11:21 am, edited 1 time in total.
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Re: Need help

Unread postby jpetersjr » Fri Apr 11, 2014 10:00 pm

Perhaps Ceaser might know, Lord Mannu, I know that he uses 3DS Max and he buildings locomotives as well, so he might know.
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Re: Need help

Unread postby aksingha » Sat Apr 12, 2014 3:21 am

How can i contact ceaser or Lord Mannu
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Re: Need help

Unread postby arizonachris » Sat Apr 12, 2014 8:21 am

aksingha wrote:How can i contact ceaser or Lord Mannu


Go to this Thread here: viewtopic.php?f=13&t=2814 Left click on his Member name (LordMannu), choose "send private message". Someone else may still stop by today and help. !*don-know!*

You may also want to change the title of this Thread to "Need help with 3Ds Max". Helps other to know just what help you need. *!!wink!!*
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Re: Need help with 3DS Max

Unread postby canadiannational1996 » Sun Apr 20, 2014 3:10 pm

I also am having trouble with the same thing especially on the texture part. I can export them by using the railworks material on the object to an .iga format. But when it comes to putting them in the game using the blueprint editor it never works for me. The developers manuals DTG provides are way outdated and need to be upgraded.
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Re: Need help with 3DS Max

Unread postby Bananarama » Sun Apr 20, 2014 4:00 pm

canadiannational1996 wrote:I also am having trouble with the same thing especially on the texture part. I can export them by using the railworks material on the object to an .iga format. But when it comes to putting them in the game using the blueprint editor it never works for me. The developers manuals DTG provides are way outdated and need to be upgraded.

Except for a few details, most of the info contained in the dev docs is still valid. Me thinks you need to get a solid handle on using 3DS Max first, then model a basic shape with a basic material and export to the sim. Are you exporting to a Kuju igs file or a 3DS Max version? If the latter you'll need the Kuju plugins for your version of Max. Although they have the same extension, they're not the same format.

Some of you guys are trying to run before learning to walk. *!rolleyes!*
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Re: Need help with 3DS Max

Unread postby canadiannational1996 » Sun Apr 20, 2014 7:48 pm

You are right, I should definitely get used to the software better as i have only been using it for a couple of months. I have placed the Kuju plugins in 3DS Max and I am exporting the object through that. The only problem i have is the texturing needed for TS2014, I don't know how to go about placing the material correctly to make it work in the sim. For example what format should i export the texture for TS2014, i've read that it now accepts .DDS formats?

Thank you for any help, I am relatively new to this and would like to make models for the sim!
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Re: Need help with 3DS Max

Unread postby Bananarama » Sun Apr 20, 2014 9:50 pm

canadiannational1996 wrote:You are right, I should definitely get used to the software better as i have only been using it for a couple of months. I have placed the Kuju plugins in 3DS Max and I am exporting the object through that. The only problem i have is the texturing needed for TS2014, I don't know how to go about placing the material correctly to make it work in the sim. For example what format should i export the texture for TS2014, i've read that it now accepts .DDS formats?

I've been told the new BE will export DDS, but I'm still using the older export editors using ACE format and don't know for certain.
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Re: Need help with 3DS Max

Unread postby eyein12 » Mon Apr 21, 2014 2:28 pm

The new BE exports .ACE and .DDS formats. If your using the new 3ds max then you are only allowed to refer to .DDS formats for use in the new RWmaterials. The older versions which use kuju shader materials you can still use .ace.

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