The LOD manager will move you back to the next highest LOD to start again. If at some point you decide you've removed too much from the lower levels of detail, click the "-" symbol to delete it from the LOD structure.
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Don't worry - the highest LOD is still safe. Give this a longer range - 150 for example. This actually duplicates all the current scene into a new level of detail. Put a short range in the 'LOD Distance' box - something like 75 is good for the highest LOD. Select the MAIN object of your train or scenery item, open the LOD editor and click the "+" button to add the LOD.Build your highest level of detail model, or import your.So here's a step-by-step guide - it actually turns out to be pretty easy. As I discovered, if you get it wrong, gMAX unmercifully crashes and corrupts the data in the process meaning you have to re-load and start again. The documentation for the LOD editor isn't particularly clear on how you create LODs. PantographTop1A, PantographTop1B, PantographMiddle1A, PantographMiddle1B, PantographBottom1A, PantographBottom1B, WiperArmLeft1, WiperArmRight1 etc. Here are the correct names for the parts that you should use in gMAX:
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That still doesn't mean the original MSTS manual is correct though. Unlike the conv3ds converter, gMAX doesn't have the naming convention limitations that you have problems with in 3DSMax.
![msts consist editor download msts consist editor download](https://msts.steam4me.net/tutorials/images/display_16bit.jpg)
Now you won't have the happy, shiny, playskool interface that comes with the gamepack, but a more down-to-earth, 3DSMax-like interface. cui.loadConfig (getdir #maxroot + "\gamepacks\\Trainsim\\UI\\Trainsim.cui") actionMan.loadKeyboardFile (getdir #maxroot + "\gamepacks\\Trainsim\\UI\\Trainsim.kbd") colorMan.loadColorFile (getdir #maxroot + "\gamepacks\\TrainSim\\UI\\Trainsim.clr") To get a more Max-like interface, comment out a couple of those lines using '-' to comment them (in red, below): MessageBox "An error occured trying to load the TrainSim UI files." QuadMenuSettings.loadSettingsFile (getdir #maxroot + "\gamepacks\\Trainsim\\UI\\Trainsim.qmo") MenuMan.loadMenuFile (getdir #maxroot + "\gamepacks\\Trainsim\\UI\\Trainsim.mnu")Ĭui.loadConfig (getdir #maxroot + "\gamepacks\\Trainsim\\UI\\Trainsim.cui")
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At the bottom is a section like this :ĬolorMan.loadColorFile (getdir #maxroot + "\gamepacks\\TrainSim\\UI\\Trainsim.clr")ĪctionMan.loadKeyboardFile (getdir #maxroot + "\gamepacks\\Trainsim\\UI\\Trainsim.kbd") You're looking for the file called startup.ms. Once you've installed the gamepack, look in the folder (g-maxINSTALLEDFOLDER)\gamepacks\TrainSim\Scripts\Startup. I won't go into it all here, but this little tip will at least give you a more 3DSMax-like interface.
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Like 3DSMax, gMAX allows full customisation of the user interface. It's revolting, and totally out-of-form if you're used to using 3DSMax. I reckon the default user interface that the MSTS gamepack sets up was designed by a one-armed blind man.
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Getting rid of the hideous gamepack default user interface With the advent of the MSTS gamepack for gMAX, there's some things you need to know which supercede the rest of this FAQ.