Otherwise lengthwise stripes, for instance, will blur too quickly.I think it depends what you want from a sim. Positive values will push the mipmap transition further away, which will be required if the train model has a detailed design on the side of the body. Ideally, leave this setting at its default 0.0. Keep the Mip LOD Bias between -2.0 and 2.0, as some video cards won’t support higher or lower values.It will not be used in-game and simply acts to ‘validate’ the model for export. Simply drop a clone of a bitmap that’s already being used into this slot.
WHAT COMES WITH RUN 8 TRAIN SIMULATOR CODE
A typical example is the Environment map, which is supplied by code and doesn’t need specifying. All material texture slots must have a texture assigned to them, even when not used, or the material won’t export properly.This feature will have no influence in-game. If you wish to preview your model using 3ds Max’s default renderer, then under Lighting Material set Ambient Colour to pure black or otherwise your textures will look washed out.
![what comes with run 8 train simulator what comes with run 8 train simulator](https://images-na.ssl-images-amazon.com/images/I/41KY4Hy6sSL.jpg)
Under Lighting Material, you can set the Specular Power of the material, which is the equivalent of 3ds Max’s Specular Level. Use the first box of the UV Arguments to set glossiness.The nose should point up in the MAX top view (+Y axis). Make sure your train has the right orientation.Meshes are single-sided by default, but double-sidedness can be enabled in the material settings if required (not recommended).The same goes for any pipes and hoses which may connect one train to another. All moving coupler parts will come from a generic file. However, an attachment point for the coupler will need to be modelled as part of the main shape, as per reference material. Couplers are not to be modelled, as generic items will be used which will be instanced between the trains.Typically you shouldn’t need more than 4 or 5 smoothing groups for the entire model. Use a minimal amount of smoothing groups, but make sure all faces have at least one smoothing group assigned to them.In this respect, don’t ever use Face mapping. Broken edges in the UV mapping will ruin tri-stripping too. This will also greatly benefit you when creating LODs using Editable Poly, as texture coordinates will be preserved when removing or collapsing edges. You can help tri-stripping a lot by mapping as large an area as possible at a time. Make sure all objects have correct UV coordinates on them (channel 1 channel 2 and 3 when required for multi-pass materials).NURBS, patches and splines are not supported geometry types. Create Editable Mesh or Editable Poly objects only.Use dimensional data from scale drawings and do not place these objects by eye. Work accurately, especially when it comes to wheels (diameter/width), bogies (position) and placement of pivots, as well as the overall dimensions of the vehicle you are modelling.The side flanges extend beyond their quoted diameters and their size should be estimated from photographs. The driving surface of the wheels, where they touch the rails, should be precisely at ground level (Z = 0.0).Reset XForm if you have made any changes to pivots or scale.Their pivot should be at ground level (Z = 0.0) Bogies need to rotate around their Z-axis.Wheels need to rotate around their X-axis.Make sure this object is perfectly centred between the front and rear wheels or bogies.
![what comes with run 8 train simulator what comes with run 8 train simulator](http://www.hobeercars.com/SSS/pics/Pass-E8-seney.jpg)
Place the root node object (locomotive/coach/wagon/etc.) at 0,0,0. In the top viewport the front of the vehicle should face up.