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Creation of Complex Shape (Trains, Carriages and such) Texture

The usual size of main engine texture is a 512 by 512 pixel texture, however not all graphics cards support this size of texture so a 256 by 256 pixel texture is sometimes used. Although this is difficult to ascertain whether it is necessary or not, most graphics cards will reduce a 512 by 512 pixel texture to a 256 by 256 pixel texture if they cannot handle it. There is no predetermined way in which to build a texture for a main shape or any other shape but there are a few tips that can aid to a creation of a good texture. Kuju Entertainment Ltd used a lot of photo texture resource for the creation of textures on Microsoft Train Simulator, which aided in the creation of a realistic environment. The pixel ratio must remain constant as in 512 x 512 pixels, 256 x 256 pixels, 128 x 128 pixels, 64 x 64 pixels or 32 x 32 pixels. To give an example of a complex shape using a complex texture, take the following:

The Acela shape above uses two 512 x 512 pixel textures and one 64 x 64 texture. These are colour coded for your reference and do not represent the real texture. The top 512 x 512 pixel texture is used to map the sides, front, back and logos of the engine and contains no transparency. The bottom 512 x 512 pixel texture is used to

map the roof, bogies, wheels, doors and pantographs but this texture contains a transparency layer. The 64 x 64 pixel texture is used to represent the semitransparency of the windows at the side of the cockpit and the front windows. Most shapes wouldnt need or have this amount of textures but as this shape is a highly complex one and is in the users view all the time, it has to look very sharp. When using the transparency layer/channel in your texture it is important to remember that there is a degradation of colour that occurs. The following is a guide to this. Every texture is made of a Red, Green, and Blue channel but there are other channels available to use for transparency and alpha. RGB Red, Green, Blue, RGBT Red, Green, Blue, Transparency (4 channels) and RGBTA Red, Green, Blue, Transparecny and Alpha (5 channels): RGB = 16.7 million colours (True Colour 32 Bit) RGB = 65536 colours (High colour 16 Bit) RGBT = 32768 colours RGBT designated transparent colour = 65535 colours RGBTA = 4096 colours There are two RGBTs which is purely a hardware issue as to what graphics cards support which type of format. To summarise: The image must be flattened so that only one layer exists The image must be converted to an Ace file format. The image must be square and follow convention (512x512, 256x256 etc) Use space within the texture efficiently. Use transparency and alpha only where needed. Try not to use a 512x512 pixel texture unless the shape definitely needs it.

Modelling.
When creating a complex shape like a train, the volume of polygons used is of importance and will affect the scene frame rate. A general guide is the Acela shape; this consists of around 3500 polygons but is a very complex shape. The creation of a train also needs to stick to a strict object naming convention, this is so that the code can move the train engine properly and allow it to react properly to its environment. As follows: Acela Node Hierarchy Set Main Engine PantographTop1 PantographBottom1 PantographTop2 PantographBottom2 Bogie1 Wheels11 Wheels12 Bogie2 Wheels21 Wheels22 MirrorRight1 MirrorLeft1 WiperArmLeft1 WiperBladeLeft1 WiperArmRight1 WiperBladeRight1 or as in the Flying Scotsman shape: Flying Scotsman Hierarchy Set Main Bogie1 Wheels11 Wheels12 Bogie2 Wheels21 Wheels22 Piston Rod01 Rod02 Rod04 Rod03 Scotsman Wheels1 Main_Wheel_Link Rod06 Wheels2 Wheels3

The following is a list of all predefined object names that allow the user to create carriages and trains and other such complex shapes. These objects must be linked to the main shape with the main object being used as the parent to all shapes: Rotating wheel sets where Wheels are children of Bogies. Bogie1 + Bogie2 (Main Bogie shape node names) Wheels11 + Wheels12 (Wheel sets as children for Bogie1) Wheels21 + Wheels22 (Wheel sets as children for Bogie2) Pantograph types for various configurations (Parent is from bottom upwards) PantographTop1 PantographBottom1 (Standard two arm pantograph nodes) PantographTop2 PantographBottom2 (Second standard two arm pantograph nodes) PantographTop1A (Other 3 arm types) PantographMiddle1A PantographBottom1A PantographTop1B (Other 3 arm types) PantographMiddle1B PantographBottom1B PantographTop2A (More 3 arm types) PantographMiddle2A PantographBottom2A PantographTop2B (More 3 arm types) PantographMiddle2B PantographBottom2B Mirror nodes with Arm being parent to Mirror. MirrorArmLeft1 MirrorLeft1 (Left of driver mirror nodes (used on Acela class)) MirrorArmRight1 MirrorRight1 (Right of driver mirror nodes (used on Acela class)) Wiper nodes with Arm being parent to blades. WiperArmLeft1 WiperBladeLeft1 (Left of driver wipers with Arm as parent to blade) WiperArmRight1 WiperBladeRight1 (Right of driver wipers (above for hierarchy)) Main wheels used as driveable wheels. Wheels1, Wheels2, Wheels3, Wheels4 (Main standalone wheels (steam engines) and all rotatable wheels to be used on trains and carriages) Arm rods for driving the driveable wheels. Rod01, Rod02, Rod03, Rod04, Rod05, Rod06 (Arm rods for steam engines) It is recommended that pivot point operations are carried out before any hierarchy assignment is done as this can affect the animations assigned.

So to summarise: Set units to metres. Keep polygon numbers low as possible. Make sure all nodes are linked to a parent apart from the main node Make sure all shared vertices are welded. Align all pivot points to the world and centre apart from main node which is centred and put at bottom. Check smoothing groups or assign them to polygons. Assign correct material names

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