Model Preparation in T S M

Important Notion about the Material

SolidNorm: No transparency, everything will be opaque

TransNorm: Allows only to see completely through to 100% as a hole or remains completely opaque. Work with only one bit.

AlphaNorm :Allows several varieties of semi-transparency being able to be completely opaque or 100% transparent. Work with 8 bits.

It is preferable to use SolidNorm on non-transparent objects and Transnorm if one has no need of semi-transparency. It is a mistake that we see too often, as using regular AlphaNorm if it is not helpful. Because it uses 8 bits, and this may cause a decline in the quality of the texture if not necessary.

If your project includes exterior and interior parts, as seen for a cab or bus shelters here, you should have as material for the external part (AlphNorm +) and one internal (AlphaNorm-).


Grouping

You need to consolidate your constituent parts of the model based on three main criteria.
  • Depending on the material (Solid, Trans Norm & Alpha), it is better not to mix them.
  • Depending on the sight of each party (LOD) that we want to make.
  • Depending on the texture applied to parts of the model

Less you mix these items, less risk you could run into troubles.

You can choose which parts will be grouped together, it varies among projects.
You must not let this function by TSM because it will be impossible to find them in the future in PolyMaster and according to it group will not leave you many opportunities to make something.
For that you only need once consolidations facts, to affect a false zero rotation to each of them, except of course to the main part and those reserved by MSTS as wheels for example.
This will not permit TSM to bring together the parties no matter how reunification and keep your name and your parties.
As you will find it easier to Polymaster and you can do exactly what you want.
To better understand this part consult the 2 previous tutorials .

Centering Parts

Once regroup, parts must be refocused.

  • The Main part (often called "MAIN") must be centered at the origin.
  • All the moving parts must be focused to the object.
  • The other parts, I prefer to focus on the subject, as easier to handle if the need for duplication and rotation of these parts.

The opinions appear to diverge here centering on the other parts, but it does not seem to affect the final outcome of the model.

Part Hierarchy

There is no need for all your parts depend of the Main Parent , you may very well have many sub-parents but the last one will depend of the Main parent. Take exempleof the wheels (WheelsXX), they are depending of the Bogies and these one depend of the Main Parent.
Also, the Main Parent does not need to be called MAIN, however it is easier to find it. But It should not be a parent (None).

Add a New Element

We will need to add a new element not visible to our project, referred to as "Alphamain", you will understand why.
A simple box which we will remove all sides except one, not to add more polygons than necessary.
Vous placerez ceci pour que la hiérarchie se fasse le mieux en fonction de votre projet.
Be sure to check if there are no orphan points who have been left there, and to remove it.
Do not forget to texturise this addition and for materail (SolidNorm or TransNorm) does not appear to be of importance unless it is visible or not.
Give it a false animation to be retained by TSM when converting to a .s file for MSTS.

Associate these Piece to Main Parent is Essential.

Now, find all parts with transparency material (TransNorm and AlphaNorm) and associate to these part called "Alphamain".
What the parts are for the exterior (AlphaNorm +) or for the inside (AlphaNorm -), ALL.

Important: Do not touch any parts reserved for MSTS like Bogies for example, even if they are TransNorm.

TSM_Ajout

This addition (yellow) and how to treat it is essential to break the Alphabug of TSM.

In TSM, it only remains for you to make the conversion to get the .s and. sd files needed to MSTS and PolyMaster, and to make a backup of your project.

Previous Next