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Thank for tutorial, great and clear explanation. The only thing im still confuse, how do you check LOD tris and poly triss after final product?

Well, in the beginning of the tutorial I talk about statistics, so all you have to do is select your lod and see the triangle count, same goes for the main model. Or you could check out the tri count using the mod mentioned above, Mesh Info and look at it in game to see.
 
You can use the mod Mesh Info to see the tris for an object. Here is the link for it.
http://steamcommunity.com/sharedfiles/filedetails/?id=453956891&searchtext=

Well, in the beginning of the tutorial I talk about statistics, so all you have to do is select your lod and see the triangle count, same goes for the main model. Or you could check out the tri count using the mod mentioned above, Mesh Info and look at it in game to see.

Thanks both of you, im kind just start modding, still lot to learn.
 
No Problem, That's what the forums are here for.

Tutorial Update Everyone, Just added a link to information about "Springs & Turning" for vehicles after looking for a solution to that problem for hours. Also I started a new section at the bottom of the tutorial called "Advanced Modification" and I will post links to other helpful topics there from now on.

Here's the first link I've added...
https://forum.paradoxplaza.com/foru...-bucking-a-trailer-does-when-stopping.868961/
 
i can't. adding some wheels souldn't be to hard though.
you might want to read there license regarding "Rights Granted When Sharing Stock Media Products."
 
It goes from this to this after I do the flattening step.

well 1 of 2 things, First in 3dsmax you set the quality of texture you want to see. In the viewport top left click the + then configure viewport > The display performace settings or something like that... then you can change your texture size so that you see higher quality, if that doesn't fix your problem which it's probably not anyways. Then you need to select that polygon face you want with the uv editor open then you can move the edges or scale it to fit the right area on the texture so that it shows up normal as you want it.
 
well 1 of 2 things, First in 3dsmax you set the quality of texture you want to see. In the viewport top left click the + then configure viewport > The display performace settings or something like that... then you can change your texture size so that you see higher quality, if that doesn't fix your problem which it's probably not anyways. Then you need to select that polygon face you want with the uv editor open then you can move the edges or scale it to fit the right area on the texture so that it shows up normal as you want it.
Thanks. The ladder was what fixed it. But I don't really have room to scale it. Maybe I can find someone whose willing to help.
 
Thanks. The ladder was what fixed it. But I don't really have room to scale it. Maybe I can find someone whose willing to help.

Well you don't have to exactly scale it. What you can do is move the edges at the bottom left hand corner you can do edge select mode, then you can move certain edges using the move tool at the top left using the horizontal or vertical move tool so you don't accidently move the edges in the wrong direction. then you can just move the edges to where they need to be or where they look good. Also if you need more room you can increase the texture size.
 
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Hello,
I read through your guide and it helped me a lot. If I may, I would like to inquire about a few things I am unsure of. First, how do we know the model we create will be the right size in-game? I've constructed a 3D train model and don't know whether it will fit on the train tracks when imported into the game. Second, can the wheels be hexagonal or should they be more detailed (thus adding more count to tris/polys)? Also, should I be attaching my wheels to the main model of the train or separately? First time with game modeling so a bit confused. Thanks for your help.
 
Hello,
I read through your guide and it helped me a lot. If I may, I would like to inquire about a few things I am unsure of. First, how do we know the model we create will be the right size in-game? I've constructed a 3D train model and don't know whether it will fit on the train tracks when imported into the game. Second, can the wheels be hexagonal or should they be more detailed (thus adding more count to tris/polys)? Also, should I be attaching my wheels to the main model of the train or separately? First time with game modeling so a bit confused. Thanks for your help.

You have to resize your model accordingly and test it out in game to see if it will be the right size to your liking. You will have to do tests and adjust the wheel spacing accordingly. The wheels can be hexagonal if you want. The wheels should be separate from the main model. I have found that Offsetting the model from the tracks by moving the pivot point below the train to make it hover slightly and appear as if they were on the tracks is the best option. Also then you will have to make some invisible wheels using an alpha mask to also make sure you train doesn't bug out and spin because you still need some wheels to touch the ground.
 
I've gotten the model to be a fitting size for the game. About the wheels, when you say they should be separate from the main model, does that mean they should be different colors in 3DS Max? I tried to import a model that had wheels but they wouldn't show unless the Z pivot point was facing up (whereas we should always use the Y). Wheel problems. Thanks for the help again.

Edit: Also, how do we classify an imported model into a specific category in-game? Currently, my model is treated as a prop (which is sufficient for my current purposes) whereas later I would like it to be a train.
 
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I've gotten the model to be a fitting size for the game. About the wheels, when you say they should be separate from the main model, does that mean they should be different colors in 3DS Max? I tried to import a model that had wheels but they wouldn't show unless the Z pivot point was facing up (whereas we should always use the Y). Wheel problems. Thanks for the help again.

Edit: Also, how do we classify an imported model into a specific category in-game? Currently, my model is treated as a prop (which is sufficient for my current purposes) whereas later I would like it to be a train.

That means you should not model the wheels as part of the main model. For example you can make some cylinders and those will be considered dettached from the main model. You can Import the model in a different category by selecting that category, pick the vehicle category and then train option next time.
 
Hello,
I read through your guide and it helped me a lot. If I may, I would like to inquire about a few things I am unsure of. First, how do we know the model we create will be the right size in-game? I've constructed a 3D train model and don't know whether it will fit on the train tracks when imported into the game. Second, can the wheels be hexagonal or should they be more detailed (thus adding more count to tris/polys)? Also, should I be attaching my wheels to the main model of the train or separately? First time with game modeling so a bit confused. Thanks for your help.

Bit late answer but anyhow, when you create model in 3d studio max, set your units to general units. One general unit = one meter. When you import .FBX in to asset editor, set the scale value to 100.

Wheels don't need to be very detailed unless they are very visible like in steam trains for example. 10-12 sides should be enough.
 
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