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		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_an_animated_Neon_Sign&amp;diff=7886</id>
		<title>HowTo/Build an animated Neon Sign</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_an_animated_Neon_Sign&amp;diff=7886"/>
		<updated>2014-11-15T21:56:15Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: /* Process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font face=&amp;quot;Verdana&amp;quot;# color=&amp;quot;#ff0f41&amp;quot; size=5&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
(&#039;&#039;Note:  This is a work in progress&#039;&#039;)&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building an Animated Neon Sign using 3DS Max =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This tutorial describes a process for creating a simple animated neon sign in 3DS Max. It is intended to be used in conjunction with the Neon Font effect tutorial at [[HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4]]&lt;br /&gt;
&lt;br /&gt;
== Skill level  ==&lt;br /&gt;
&lt;br /&gt;
Some experience with 3DS Max needed.  This is NOT a 3DS Max Tutorial, if you do not know any of the basics shown here, learn its basics first. Blender and GMax users can most likely work out how to do similar in their own 3D programs by reading this. Most content creators know how animations work, it is not for those this tutorial has been made. Those who do not know might get the hang of animating with it in 3D.&lt;br /&gt;
&lt;br /&gt;
= Process =&lt;br /&gt;
&lt;br /&gt;
OK, these are simple animations where one Neon Sign textured panel being seen is placed a small distance in front of the other textured Neon Sign panel(s) not being seen. At the changing of the displayed panel, another panel replaced the first one which at the same time moves back behind this front panel while not being seen. &lt;br /&gt;
&lt;br /&gt;
You start off by creating a dummy (or helper) in TOP VIEW of 3DS Max (IMPORTANT or the animation will not work) and name it &amp;quot;b.r.1&amp;quot;. Set its location coordinates to 0.0m on the x, y and z axis. Then either create 2 more dummies in the same x y z location (0.0.m) or simply clone the just created dummy twice or as many times needed, name these &amp;quot;b.r.2&amp;quot; (b.r.3 and so on) and one extra dummy/helper only in the same xyz location named &amp;quot;b.r.main&amp;quot;. These 2 or 3 &amp;quot;b.r.x&amp;quot; dummies are your animation helpers, &amp;quot;b.r.1&amp;quot; and &amp;quot;b.r.2&amp;quot; doing the animation and both of these will be linked to &amp;quot;b.r.main&amp;quot; later on when finally exporting the animated Neon Sign out of 3DS Max. These 2 dummies (b.r.1 and b.r.2) are needed for a simple on/off animation, showing the bare unlit neon tube texture as the first animation (b.r.1) and the neon effect copy of it as the second animation (b.r.2) shown.&lt;br /&gt;
&lt;br /&gt;
If needing more dummies for a more elaborate animation cycle, name these dummies in an descending order like b.r.3, b.r.4, b.r.5 and so on. Similar with the extra planes names you need to create  (as explained below).&lt;br /&gt;
&lt;br /&gt;
Then create 2 or 3 simple planes of the SAME SIZE as needed for the Neon Sign by cloning the first plane, oblong or somewhat square, depending what you want to have on your sign and name these 1, 2 and/or 3 (depending if 2 or 3 animation cycles are required. and link these on their bottom edge to the 2 or 3 &amp;quot;b.r.x&amp;quot; dummies. Number 1 plane to b.r.1, number 2 plane to b.r.2 and so on. Which will be again at XYZ coordinates at 0.0m each, which will link the bottom edge of each panel into the middle of the dummies. You could also create now the box around your panels, with its front open to show the textured panels or you can do this later. If so, you can see how the panels move with no box there yet to obstruct.&lt;br /&gt;
&lt;br /&gt;
If you would like to create a 3 animation cycle Neon Sign, say, showing the first animation as a distinctive neon colour, the second another colour and the third again another neon colour, then you need to create an extra dummy called &amp;quot;b.r.3&amp;quot; and an extra plane called 3 for the third animation showing. Still with me so far?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign1.jpg]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Where one can see the highlighted dummy b.r.1 above to be 0.02m (20mm) in front of the other, brown coloured dummy/dummies. The Neon Sign is seen from side on, 90 degrees, for a better view of the dummies. In the pictures I left the box there when I animated my signs.&lt;br /&gt;
&lt;br /&gt;
Back to the simple on/off animation. Now when starting to animate, REMEMBER, for creating any animation, ONLY THE DUMMIES are selected as needed, the panes which are linked to these dummies will just follow wherever the dummies will be set in the animation, as they are LINKED to each dummy. Again, ONLY A DUMMY needs to be selected for setting/locking the animation keys in the animation or this WILL NOT WORK.&lt;br /&gt;
&lt;br /&gt;
OK, now set your animation frames in the &amp;quot;Time Configuration&amp;quot; on bottom right of 3DS Max as per the picture below to the length of 30, which will be 31 frames, select 1/4 speed for this, just look at the picture of how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then work out HOW the animation should work. Say, you only need an on/off Neon Sign, you only need the unlit neon tube texture to show somewhat briefly and the coloured neon effect texture to show a bit longer. Right? So the unlit neon tube texture part might show only a third or less of the whole animation and the neon effect twice as long or so before repeating itself. So you need, say, the first 10 frames of the animation to be set for the unlit neon tube texture to show and the rest of the frames for the neon text effect, for which I also used these 30 frames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note, as seen in the picture above, you will not see all keys in 3DS Max as needed for the animation, this animation above is already completed there.&lt;br /&gt;
&lt;br /&gt;
When starting off with the animation, you will only see the FIRST key on frame 0/30 on the animation slider, none of the other keys in the above picture will be seen, OK?  When setting the dummy b.r.1 to Y axis -0.02m (&amp;lt;---LOOK, there is a MINUS SIGN in front of the numbers) and the other dummy/dummies are at Y axis 0.0m, click the &amp;quot;Set Key&amp;quot; button while on frame 0/30 showing on the animation slider and you will get the red surround of your 3DS Max view as seen above, meaning you are in animation mode. Next press the &amp;quot;Big Key&amp;quot; button, to lock the dummy b.r.1 at the Y axis location it currently is (-0.02m) to the 1st key on frame 0/30 showing on the animation slider. All other b.r.x dummy/dummies are locked as well on XYZ axis at 0.0m. Then move the animation slider along to frame 10/30, making sure all the dummies are at the Y axis location they were on frame 0/30, press the &amp;quot;Big Key&amp;quot; button again, to lock the dummy/dummies to frame 10/30. You will now see a new, second key created there. Note, you will ONLY see 2 created and locked keys so far, NOT all keys are visible as shown in the pictures here.&lt;br /&gt;
&lt;br /&gt;
Now move the animation slider to frame 11/30, move dummy b.r.1 to Y axis location 0.0m and move dummy b.r.2 to Y axis location -0.02m, where b.r.1 used to be. After rechecking all dummies to be there where they need to be as described here, press the &amp;quot;Big Key&amp;quot; button with your mouse to lock all dummies to their respective places in the animation. You now will see 3 keys created. B.r.1 is now on Y axis 0.0m here in the picture below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign4.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B.r.2 highlighted is now on Y axis -0.02m in the picture below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign5.jpg]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Then move the animation slider to frame 29/30, leave b.r.2 at its Y axis at -0.02m, again checking all other dummies are on XYZ 0.0m and lock the animation with, yes, the &amp;quot;Big Key&amp;quot; button. You have created another new key, 4 keys so far.&lt;br /&gt;
&lt;br /&gt;
Now move the animation slider to frame 30/30, move b.r.2 to 0.0m, b.r.1 to -0.02m and lock the key there. Again, you will ONLY see a new key created by locking a key with the &amp;quot;BIG KEY&amp;quot; button. NOT as the pictures here show with all keys present, which you will only see after the animation is finished. Now you have 5 new animation keys in your 3DS Max showing. 1st key on 0/30, 2nd key on 10/30, 3rd key on 11/30, 4th key on 29/30 and the fifth key on 30/30 on the animation slider. Wasn&#039;t that easy?&lt;br /&gt;
&lt;br /&gt;
That was for a 2 cycle animation where one wants to show only 2 different textured planes with it. When the animation is looping (repeating), it will start anew from frame 0, cycle through the keys, either with the &amp;quot;play&amp;quot; button or sliding the animation slider back and forth. Seeing and moving the texture panels as locked with the &amp;quot;Big Key&amp;quot; button above to their respective XYZ location and therefore showing you the animation by the dummies moving back and forth in 3DS Max.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to create a Neon Sign showing 3 colours, a different colour at each time, divide your animation length of 30 by 3 times as shown above and make this 10 frames each for an equal length of frames for each different animated neon effect to show. On now to creating the other animation keys. You will need an extra dummy, b.r.3 for this and an extra texture panel, numbered 3, all on XYZ 0.0m.&lt;br /&gt;
&lt;br /&gt;
Start off with the animation as shown further above, create keys on frames 0/30, 10/30, 11/30 as done above for the simple on/off sign. Now move the animation slider to frame 20/30, leave b.r.2 on its Y axis on -0.02m, making sure all other dummies are on Y axis 0.0m and lock this frame with the &amp;quot;Big Key&amp;quot; button there as can be seen below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign6.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then move the animation slider to frame 21/30, move b.r.2 back to its Y axis to 0.0m, move the dummy b.r.3 to Y axis -0.02m, again checking all other dummies are on 0.0m and lock the animation with, yes, the &amp;quot;Big Key&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign7.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moving now the animation slider to frame 29/30, NOTE, NOT shown in any of the pictures here, leave b.r.3 where it is on -0.02m, all other dummies on 0.0m and lock the key with the &amp;quot;Big Key&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
Next move the animation slider to frame 30/30, move b.r.3 to 0.0m, b.r.1 to -0.02m and lock the key there. Again, you will ONLY see a new key created by locking a key. NOT as the pictures show with all keys present, which you will see only after the animation is finished. Hey, you just created another animation if all was done as described here.&lt;br /&gt;
&lt;br /&gt;
That was for a 3 cycle animation where one wants to show 3 different coloured textured planes with it. Similar on 4 or more animation cycles, where you need to break the amount of frames needed into equal parts with extra b.r.x dummies and extra planes needed. Where you, when starting this, most likely need to increase the frame count in the Time configuration to more frames, depending of how many different cycles of animations one wants. &lt;br /&gt;
&lt;br /&gt;
All the time by moving the extra dummies needed at the right frame/key to the fore front (Y axis -0.02), while all other dummies MUST REMAIN on Y axis at 0.0m when locking the frames/keys. Should the odd dummy misbehave and not be in its rightful location, move it to where it needs to be (either at Y axis 0.0m or -0.02m) and LOCK THIS misbehaving dummy AGAIN BUT ONLY ON THE KEYS ALREADY MADE and where that misbehaving dummy should be.&lt;br /&gt;
&lt;br /&gt;
To rehash, ONLY the dummies need to be animated, the attached planes will follow them as they are linked to these dummies.&lt;br /&gt;
&lt;br /&gt;
Next, for placing and UVW unwrapping textures on the simple on/off animated Neon Sign made and animated above, place the unlit neon tube texture from your texture map on to plane 1, the lit neon texture on plane 2, roughly where they need to be showing in Trainz. This is for the simple on/off animation. Create and texture the box around the neon effect planes if you haven&#039;t made this yet, name it frame or box or whatever (check out any of my to the DLS uploaded Neon Signs for &amp;quot;How I did this&amp;quot; and check the config.txt there too, use this configuration as your own configuration template by altering/changing it with your own details) and ONLY NOW link your b.r.1 and b.r.2 dummies (etc.) with their already linked textured planes to b.r.main, highlight all these dummies with their attached texture planes including b.r.main and export this as &amp;quot;n.im&amp;quot; as is shown below. Export the animation as &amp;quot;anim.kin&amp;quot; with the N3V Games 3DS Max Exporter installed in your 3DS Max and found for d/loading on the TrainzWiki. This is your nightmode mesh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign8.jpg]]&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign9.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then export the textured box/frame next which is NOT LINKED TO ANY DUMMY as &amp;quot;d.im&amp;quot; as shown above, as seen per my configuration names in one of my d/loaded Neon Signs. &lt;br /&gt;
&lt;br /&gt;
Include all your texture maps you used on this Neon Sign with their needed texture.txt files (your Max Exporter can export your textures used and create the necessary texture.txt files), create a JPG screenshot picture 240x180 pixels for it, create a correct config.txt (use the one modified from my created Neon Sign as a template) and export and place the lot into your Content Manager.  If you did everything correctly, your created Neon Sign will show in Surveyor of Trainz.&lt;br /&gt;
&lt;br /&gt;
Check in Surveyor if the textures are synchronized, meaning, they do not jump all over your texture planes and are lined up perfectly with the previous texture(s) showing in the animation by adjust these again in 3DS Max by moving/adjusting the texture after UVW unwrapping them, until they show exactly in the same place where the others show on the texture panels in Surveyor and until  you are happy with what you see in Trainz. If the animation is too fast or too slow, you can adjust this in your Neon Sign configuration text for the right speed, experiment. You will also note, I used the NIGHTMODE tag as CONSTANT, which will give me the same colour density of the texture maps day AND night in Trainz. It cuts also down on file size, as one needs only one animation and one texture map and not 2 of these for the day mesh and the night mesh, it cuts down on CDP size and nowadays in any city/town one will see Neon Signs operating during the day, so this does not look out of place in Trainz.&lt;br /&gt;
&lt;br /&gt;
For more animations needed, repeat the adjusting of the texture map placement on each texture plane/panel, to be in sync with size etc. until you are happy with its look.&lt;br /&gt;
&lt;br /&gt;
Finally export as a CDP for uploading this, if all is correct, as it should be, again, by using one of my created Neon Signs as a template of &amp;quot;How I did this..&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Remember, you can place 2 of the same signs back to back and mount these two back to back signs 90 degrees away from a building wall. Instant double sided Neon Signs.&lt;br /&gt;
&lt;br /&gt;
Check out how to create Neon Texture Effects for your texture maps as seen in the &amp;quot;How to&amp;quot; section of the TrainzWiki. [[HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4]]&lt;br /&gt;
&lt;br /&gt;
The pictures you see here above are from an older version of 3DS Max, your version of 3DS Max might look slightly different. &lt;br /&gt;
&lt;br /&gt;
Have fun.&lt;br /&gt;
&lt;br /&gt;
Lennard Dorfer aka Lendorf &lt;br /&gt;
 &lt;br /&gt;
[[Category:How-to guides]]&lt;br /&gt;
&lt;br /&gt;
=  Copyright Notes =&lt;br /&gt;
&lt;br /&gt;
The original text and images of this tutorial were sourced from http://the-commander.com/tuts/neonsign.htm at the request of, and with the permision of the original author (Lennard Dorfer).&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_an_animated_Neon_Sign&amp;diff=7885</id>
		<title>HowTo/Build an animated Neon Sign</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_an_animated_Neon_Sign&amp;diff=7885"/>
		<updated>2014-11-15T21:53:37Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: /* Process */&lt;/p&gt;
&lt;hr /&gt;
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&amp;lt;center&amp;gt;&lt;br /&gt;
(&#039;&#039;Note:  This is a work in progress&#039;&#039;)&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building an Animated Neon Sign using 3DS Max =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This tutorial describes a process for creating a simple animated neon sign in 3DS Max. It is intended to be used in conjunction with the Neon Font effect tutorial at [[HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4]]&lt;br /&gt;
&lt;br /&gt;
== Skill level  ==&lt;br /&gt;
&lt;br /&gt;
Some experience with 3DS Max needed.  This is NOT a 3DS Max Tutorial, if you do not know any of the basics shown here, learn its basics first. Blender and GMax users can most likely work out how to do similar in their own 3D programs by reading this. Most content creators know how animations work, it is not for those this tutorial has been made. Those who do not know might get the hang of animating with it in 3D.&lt;br /&gt;
&lt;br /&gt;
= Process =&lt;br /&gt;
&lt;br /&gt;
OK, these are simple animations where one Neon Sign textured panel being seen is placed a small distance in front of the other textured Neon Sign panel(s) not being seen. At the changing of the displayed panel, another panel replaced the first one which at the same time moves back behind this front panel while not being seen. &lt;br /&gt;
&lt;br /&gt;
You start off by creating a dummy (or helper) in TOP VIEW of 3DS Max (IMPORTANT or the animation will not work) and name it &amp;quot;b.r.1&amp;quot;. Set its location coordinates to 0.0m on the x, y and z axis. Then either create 2 more dummies in the same x y z location (0.0.m) or simply clone the just created dummy twice or as many times needed, name these &amp;quot;b.r.2&amp;quot; (b.r.3 and so on) and one extra dummy/helper only in the same xyz location named &amp;quot;b.r.main&amp;quot;. These 2 or 3 &amp;quot;b.r.x&amp;quot; dummies are your animation helpers, &amp;quot;b.r.1&amp;quot; and &amp;quot;b.r.2&amp;quot; doing the animation and both of these will be linked to &amp;quot;b.r.main&amp;quot; later on when finally exporting the animated Neon Sign out of 3DS Max. These 2 dummies (b.r.1 and b.r.2) are needed for a simple on/off animation, showing the bare unlit neon tube texture as the first animation (b.r.1) and the neon effect copy of it as the second animation (b.r.2) shown.&lt;br /&gt;
&lt;br /&gt;
If needing more dummies for a more elaborate animation cycle, name these dummies in an descending order like b.r.3, b.r.4, b.r.5 and so on. Similar with the extra planes names you need to create  (as explained below).&lt;br /&gt;
&lt;br /&gt;
Then create 2 or 3 simple planes of the SAME SIZE as needed for the Neon Sign by cloning the first plane, oblong or somewhat square, depending what you want to have on your sign and name these 1, 2 and/or 3 (depending if 2 or 3 animation cycles are required. and link these on their bottom edge to the 2 or 3 &amp;quot;b.r.x&amp;quot; dummies. Number 1 plane to b.r.1, number 2 plane to b.r.2 and so on. Which will be again at XYZ coordinates at 0.0m each, which will link the bottom edge of each panel into the middle of the dummies. You could also create now the box around your panels, with its front open to show the textured panels or you can do this later. If so, you can see how the panels move with no box there yet to obstruct.&lt;br /&gt;
&lt;br /&gt;
If you would like to create a 3 animation cycle Neon Sign, say, showing the first animation as a distinctive neon colour, the second another colour and the third again another neon colour, then you need to create an extra dummy called &amp;quot;b.r.3&amp;quot; and an extra plane called 3 for the third animation showing. Still with me so far?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign1.jpg]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Where one can see the highlighted dummy b.r.1 above to be 0.02m (20mm) in front of the other, brown coloured dummy/dummies. The Neon Sign is seen from side on, 90 degrees, for a better view of the dummies. In the pictures I left the box there when I animated my signs.&lt;br /&gt;
&lt;br /&gt;
Now when starting to animate, REMEMBER, for creating any animation, ONLY THE DUMMIES are selected as needed, the panes which are linked to these dummies will just follow wherever the dummies will be set in the animation, as they are LINKED to each dummy. Again, ONLY A DUMMY needs to be selected for setting/locking the animation keys in the animation or this WILL NOT WORK.&lt;br /&gt;
&lt;br /&gt;
OK, now set your animation frames in the &amp;quot;Time Configuration&amp;quot; on bottom right of 3DS Max as per the picture below to the length of 30, which will be 31 frames, select 1/4 speed for this, just look at the picture of how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then work out HOW the animation should work. Say, you only need an on/off Neon Sign, you only need the unlit neon tube texture to show somewhat briefly and the coloured neon effect texture to show a bit longer. Right? So the unlit neon tube texture part might show only a third or less of the whole animation and the neon effect twice as long or so before repeating itself. So you need, say, the first 10 frames of the animation to be set for the unlit neon tube texture to show and the rest of the frames for the neon text effect, for which I also used these 30 frames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note, as seen in the picture above, you will not see all keys in 3DS Max as needed for the animation, this animation above is already completed there.&lt;br /&gt;
&lt;br /&gt;
When starting off with the animation, you will only see the FIRST key on frame 0/30 on the animation slider, none of the other keys in the above picture will be seen, OK?  When setting the dummy b.r.1 to Y axis -0.02m (LOOK, there is a MINUS SIGN in front of the numbers) and the other dummy/dummies are at Y axis 0.0m, click the &amp;quot;Set Key&amp;quot; button while on frame 0/30 showing on the animation slider and you will get the red surround of your 3DS Max view as seen above, meaning you are in animation mode. Next press the &amp;quot;Big Key&amp;quot; button, to lock the dummy b.r.1 at the Y axis location it currently is (-0.02m) to the 1st key on frame 0/30 showing on the animation slider. All other b.r.x dummy/dummies are locked as well on XYZ axis at 0.0m. Then move the animation slider along to frame 10/30, making sure all the dummies are at the Y axis location they were on frame 0/30, press the &amp;quot;Big Key&amp;quot; button again, to lock the dummy/dummies to frame 10/30. You will now see a new, second key created there. Note, you will ONLY see 2 created and locked keys so far, NOT all keys are visible as shown in the pictures here.&lt;br /&gt;
&lt;br /&gt;
Now move the animation slider to frame 11/30, move dummy b.r.1 to Y axis location 0.0m and move dummy b.r.2 to Y axis location -0.02m, where b.r.1 used to be. After rechecking all dummies to be there where they need to be as described here, press the &amp;quot;Big Key&amp;quot; button with your mouse to lock all dummies to their respective places in the animation. You now will see 3 keys created. B.r.1 is now on Y axis 0.0m here in the picture below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign4.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B.r.2 highlighted is now on Y axis -0.02m in the picture below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign5.jpg]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Then move the animation slider to frame 29/30, leave b.r.2 at its Y axis at -0.02m, again checking all other dummies are on XYZ 0.0m and lock the animation with, yes, the &amp;quot;Big Key&amp;quot; button. You have created another new key, 4 keys so far.&lt;br /&gt;
&lt;br /&gt;
Now move the animation slider to frame 30/30, move b.r.2 to 0.0m, b.r.1 to -0.02m and lock the key there. Again, you will ONLY see a new key created by locking a key with the &amp;quot;BIG KEY&amp;quot; button. NOT as the pictures here show with all keys present, which you will only see after the animation is finished. Now you have 5 new animation keys in your 3DS Max showing. 1st key on 0/30, 2nd key on 10/30, 3rd key on 11/30, 4th key on 29/30 and the fifth key on 30/30 on the animation slider. Wasn&#039;t that easy?&lt;br /&gt;
&lt;br /&gt;
That was for a 2 cycle animation where one wants to show only 2 different textured planes with it. When the animation is looping (repeating), it will start anew from frame 0, cycle through the keys, either with the &amp;quot;play&amp;quot; button or sliding the animation slider back and forth. Seeing and moving the texture panels as locked with the &amp;quot;Big Key&amp;quot; button above to their respective XYZ location and therefore showing you the animation by the dummies moving back and forth in 3DS Max.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to create a Neon Sign showing 3 colours, a different colour at each time, divide your animation length of 30 by 3 times as shown above and make this 10 frames each for an equal length of frames for each different animated neon effect to show. On now to creating the other animation keys. You will need an extra dummy, b.r.3 for this and an extra texture panel, numbered 3, all on XYZ 0.0m.&lt;br /&gt;
&lt;br /&gt;
Start off with the animation as shown further above, create keys on frames 0/30, 10/30, 11/30 as done above for the simple on/off sign. Now move the animation slider to frame 20/30, leave b.r.2 on its Y axis on -0.02m, making sure all other dummies are on Y axis 0.0m and lock this frame with the &amp;quot;Big Key&amp;quot; button there as can be seen below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign6.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then move the animation slider to frame 21/30, move b.r.2 back to its Y axis to 0.0m, move the dummy b.r.3 to Y axis -0.02m, again checking all other dummies are on 0.0m and lock the animation with, yes, the &amp;quot;Big Key&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign7.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moving now the animation slider to frame 29/30, NOTE, NOT shown in any of the pictures here, leave b.r.3 where it is on -0.02m, all other dummies on 0.0m and lock the key with the &amp;quot;Big Key&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
Next move the animation slider to frame 30/30, move b.r.3 to 0.0m, b.r.1 to -0.02m and lock the key there. Again, you will ONLY see a new key created by locking a key. NOT as the pictures show with all keys present, which you will see only after the animation is finished. Hey, you just created another animation if all was done as described here.&lt;br /&gt;
&lt;br /&gt;
That was for a 3 cycle animation where one wants to show 3 different coloured textured planes with it. Similar on 4 or more animation cycles, where you need to break the amount of frames needed into equal parts with extra b.r.x dummies and extra planes needed. Where you, when starting this, most likely need to increase the frame count in the Time configuration to more frames, depending of how many different cycles of animations one wants. &lt;br /&gt;
&lt;br /&gt;
All the time by moving the extra dummies needed at the right frame/key to the fore front (Y axis -0.02), while all other dummies MUST REMAIN on Y axis at 0.0m when locking the frames/keys. Should the odd dummy misbehave and not be in its rightful location, move it to where it needs to be (either at Y axis 0.0m or -0.02m) and LOCK THIS misbehaving dummy AGAIN BUT ONLY ON THE KEYS ALREADY MADE and where that misbehaving dummy should be.&lt;br /&gt;
&lt;br /&gt;
To rehash, ONLY the dummies need to be animated, the attached planes will follow them as they are linked to these dummies.&lt;br /&gt;
&lt;br /&gt;
Next, for placing and UVW unwrapping textures on the simple on/off animated Neon Sign made and animated above, place the unlit neon tube texture from your texture map on to plane 1, the lit neon texture on plane 2, roughly where they need to be showing in Trainz. This is for the simple on/off animation. Create and texture the box around the neon effect planes if you haven&#039;t made this yet, name it frame or box or whatever (check out any of my to the DLS uploaded Neon Signs for &amp;quot;How I did this&amp;quot; and check the config.txt there too, use this configuration as your own configuration template by altering/changing it with your own details) and ONLY NOW link your b.r.1 and b.r.2 dummies (etc.) with their already linked textured planes to b.r.main, highlight all these dummies with their attached texture planes including b.r.main and export this as &amp;quot;n.im&amp;quot; as is shown below. Export the animation as &amp;quot;anim.kin&amp;quot; with the N3V Games 3DS Max Exporter installed in your 3DS Max and found for d/loading on the TrainzWiki. This is your nightmode mesh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign8.jpg]]&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign9.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then export the textured box/frame next which is NOT LINKED TO ANY DUMMY as &amp;quot;d.im&amp;quot; as shown above, as seen per my configuration names in one of my d/loaded Neon Signs. &lt;br /&gt;
&lt;br /&gt;
Include all your texture maps you used on this Neon Sign with their needed texture.txt files (your Max Exporter can export your textures used and create the necessary texture.txt files), create a JPG screenshot picture 240x180 pixels for it, create a correct config.txt (use the one modified from my created Neon Sign as a template) and export and place the lot into your Content Manager.  If you did everything correctly, your created Neon Sign will show in Surveyor of Trainz.&lt;br /&gt;
&lt;br /&gt;
Check in Surveyor if the textures are synchronized, meaning, they do not jump all over your texture planes and are lined up perfectly with the previous texture(s) showing in the animation by adjust these again in 3DS Max by moving/adjusting the texture after UVW unwrapping them, until they show exactly in the same place where the others show on the texture panels in Surveyor and until  you are happy with what you see in Trainz. If the animation is too fast or too slow, you can adjust this in your Neon Sign configuration text for the right speed, experiment. You will also note, I used the NIGHTMODE tag as CONSTANT, which will give me the same colour density of the texture maps day AND night in Trainz. It cuts also down on file size, as one needs only one animation and one texture map and not 2 of these for the day mesh and the night mesh, it cuts down on CDP size and nowadays in any city/town one will see Neon Signs operating during the day, so this does not look out of place in Trainz.&lt;br /&gt;
&lt;br /&gt;
For more animations needed, repeat the adjusting of the texture map placement on each texture plane/panel, to be in sync with size etc. until you are happy with its look.&lt;br /&gt;
&lt;br /&gt;
Finally export as a CDP for uploading this, if all is correct, as it should be, again, by using one of my created Neon Signs as a template of &amp;quot;How I did this..&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Remember, you can place 2 of the same signs back to back and mount these two back to back signs 90 degrees away from a building wall. Instant double sided Neon Signs.&lt;br /&gt;
&lt;br /&gt;
Check out how to create Neon Texture Effects for your texture maps as seen in the &amp;quot;How to&amp;quot; section of the TrainzWiki. [[HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4]]&lt;br /&gt;
&lt;br /&gt;
The pictures you see here above are from an older version of 3DS Max, your version of 3DS Max might look slightly different. &lt;br /&gt;
&lt;br /&gt;
Have fun.&lt;br /&gt;
&lt;br /&gt;
Lennard Dorfer aka Lendorf &lt;br /&gt;
 &lt;br /&gt;
[[Category:How-to guides]]&lt;br /&gt;
&lt;br /&gt;
=  Copyright Notes =&lt;br /&gt;
&lt;br /&gt;
The original text and images of this tutorial were sourced from http://the-commander.com/tuts/neonsign.htm at the request of, and with the permision of the original author (Lennard Dorfer).&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_an_animated_Neon_Sign&amp;diff=7884</id>
		<title>HowTo/Build an animated Neon Sign</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_an_animated_Neon_Sign&amp;diff=7884"/>
		<updated>2014-11-15T21:49:07Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: /* Process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font face=&amp;quot;Verdana&amp;quot;# color=&amp;quot;#ff0f41&amp;quot; size=5&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
(&#039;&#039;Note:  This is a work in progress&#039;&#039;)&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building an Animated Neon Sign using 3DS Max =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This tutorial describes a process for creating a simple animated neon sign in 3DS Max. It is intended to be used in conjunction with the Neon Font effect tutorial at [[HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4]]&lt;br /&gt;
&lt;br /&gt;
== Skill level  ==&lt;br /&gt;
&lt;br /&gt;
Some experience with 3DS Max needed.  This is NOT a 3DS Max Tutorial, if you do not know any of the basics shown here, learn its basics first. Blender and GMax users can most likely work out how to do similar in their own 3D programs by reading this. Most content creators know how animations work, it is not for those this tutorial has been made. Those who do not know might get the hang of animating with it in 3D.&lt;br /&gt;
&lt;br /&gt;
= Process =&lt;br /&gt;
&lt;br /&gt;
OK, these are simple animations where one Neon Sign textured panel being seen is placed a small distance in front of the other textured Neon Sign panel(s) not being seen. At the changing of the displayed panel, another panel replaced the first one which at the same time moves back behind this front panel while not being seen. &lt;br /&gt;
&lt;br /&gt;
You start off by creating a dummy (or helper) in TOP VIEW of 3DS Max (IMPORTANT or the animation will not work) and name it &amp;quot;b.r.1&amp;quot;. Set its location coordinates to 0.0m on the x, y and z axis. Then either create 2 more dummies in the same x y z location (0.0.m) or simply clone the just created dummy twice or as many times needed, name these &amp;quot;b.r.2&amp;quot; (b.r.3 and so on) and one extra dummy/helper only in the same xyz location named &amp;quot;b.r.main&amp;quot;. These 2 or 3 &amp;quot;b.r.x&amp;quot; dummies are your animation helpers, &amp;quot;b.r.1&amp;quot; and &amp;quot;b.r.2&amp;quot; doing the animation and both of these will be linked to &amp;quot;b.r.main&amp;quot; later on when finally exporting the animated Neon Sign out of 3DS Max. These 2 dummies (b.r.1 and b.r.2) are needed for a simple on/off animation, showing the bare unlit neon tube texture as the first animation (b.r.1) and the neon effect copy of it as the second animation (b.r.2) shown.&lt;br /&gt;
&lt;br /&gt;
If needing more dummies for a more elaborate animation cycle, name these dummies in an descending order like b.r.3, b.r.4, b.r.5 and so on. Similar with the extra planes names you need to create  (as explained below).&lt;br /&gt;
&lt;br /&gt;
Then create 2 or 3 simple planes of the SAME SIZE as needed for the Neon Sign by cloning the first plane, oblong or somewhat square, depending what you want to have on your sign and name these 1, 2 and/or 3 (depending if 2 or 3 animation cycles are required. and link these on their bottom edge to the 2 or 3 &amp;quot;b.r.x&amp;quot; dummies. Number 1 plane to b.r.1, number 2 plane to b.r.2 and so on. Which will be again at XYZ coordinates at 0.0m each, which will link the bottom edge of each panel into the middle of the dummies. You could also create now the box around your panels, with its front open to show the textured panels or you can do this later. If so, you can see how the panels move with no box there yet to obstruct.&lt;br /&gt;
&lt;br /&gt;
If you would like to create a 3 animation cycle Neon Sign, say, showing the first animation as a distinctive neon colour, the second another colour and the third again another neon colour, then you need to create an extra dummy called &amp;quot;b.r.3&amp;quot; for the third animation showing. Then repeating the colour planes showing as 1, 2 and 3. Still with me so far?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign1.jpg]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Where one can see the highlighted dummy b.r.1 above to be 0.02m (20mm) in front of the other, brown coloured dummy/dummies. The Neon Sign is seen from side on, 90 degrees, for a better view of the dummies. In the pictures I left the box there when I animated my signs.&lt;br /&gt;
&lt;br /&gt;
Now when starting to animate, REMEMBER, for creating any animation, ONLY THE DUMMIES are selected as needed, the panes which are linked to these dummies will just follow wherever the dummies will be set in the animation, as they are LINKED to each dummy. Again, ONLY A DUMMY needs to be selected for setting/locking the animation keys in the animation or this WILL NOT WORK.&lt;br /&gt;
&lt;br /&gt;
OK, now set your animation frames in the &amp;quot;Time Configuration&amp;quot; on bottom right of 3DS Max as per the picture below to the length of 30, which will be 31 frames, select 1/4 speed for this, just look at the picture of how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then work out HOW the animation should work. Say, you only need an on/off Neon Sign, you only need the unlit neon tube texture to show somewhat briefly and the coloured neon effect texture to show a bit longer. Right? So the unlit neon tube texture part might show only a third or less of the whole animation and the neon effect twice as long or so before repeating itself. So you need, say, the first 10 frames of the animation to be set for the unlit neon tube texture to show and the rest of the frames for the neon text effect, for which I also used these 30 frames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note, as seen in the picture above, you will not see all keys in 3DS Max as needed for the animation, this animation above is already completed there.&lt;br /&gt;
&lt;br /&gt;
When starting off with the animation, you will only see the FIRST key on frame 0/30 on the animation slider, none of the other keys in the above picture will be seen, OK?  When setting the dummy b.r.1 to Y axis -0.02m (LOOK, there is a MINUS SIGN in front of the numbers) and the other dummy/dummies are at Y axis 0.0m, click the &amp;quot;Set Key&amp;quot; button while on frame 0/30 showing on the animation slider and you will get the red surround of your 3DS Max view as seen above, meaning you are in animation mode. Next press the &amp;quot;Big Key&amp;quot; button, to lock the dummy b.r.1 at the Y axis location it currently is (-0.02m) to the 1st key on frame 0/30 showing on the animation slider. All other b.r.x dummy/dummies are locked as well on XYZ axis at 0.0m. Then move the animation slider along to frame 10/30, making sure all the dummies are at the Y axis location they were on frame 0/30, press the &amp;quot;Big Key&amp;quot; button again, to lock the dummy/dummies to frame 10/30. You will now see a new, second key created there. Note, you will ONLY see 2 created and locked keys so far, NOT all keys are visible as shown in the pictures here.&lt;br /&gt;
&lt;br /&gt;
Now move the animation slider to frame 11/30, move dummy b.r.1 to Y axis location 0.0m and move dummy b.r.2 to Y axis location -0.02m, where b.r.1 used to be. After rechecking all dummies to be there where they need to be as described here, press the &amp;quot;Big Key&amp;quot; button with your mouse to lock all dummies to their respective places in the animation. You now will see 3 keys created. B.r.1 is now on Y axis 0.0m here in the picture below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign4.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B.r.2 highlighted is now on Y axis -0.02m in the picture below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign5.jpg]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Then move the animation slider to frame 29/30, leave b.r.2 at its Y axis at -0.02m, again checking all other dummies are on XYZ 0.0m and lock the animation with, yes, the &amp;quot;Big Key&amp;quot; button. You have created another new key, 4 keys so far.&lt;br /&gt;
&lt;br /&gt;
Now move the animation slider to frame 30/30, move b.r.2 to 0.0m, b.r.1 to -0.02m and lock the key there. Again, you will ONLY see a new key created by locking a key with the &amp;quot;BIG KEY&amp;quot; button. NOT as the pictures here show with all keys present, which you will only see after the animation is finished. Now you have 5 new animation keys in your 3DS Max showing. 1st key on 0/30, 2nd key on 10/30, 3rd key on 11/30, 4th key on 29/30 and the fifth key on 30/30 on the animation slider. Wasn&#039;t that easy?&lt;br /&gt;
&lt;br /&gt;
That was for a 2 cycle animation where one wants to show only 2 different textured planes with it. When the animation is looping (repeating), it will start anew from frame 0, cycle through the keys, either with the &amp;quot;play&amp;quot; button or sliding the animation slider back and forth. Seeing and moving the texture panels as locked with the &amp;quot;Big Key&amp;quot; button above to their respective XYZ location and therefore showing you the animation by the dummies moving back and forth in 3DS Max.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to create a Neon Sign showing 3 colours, a different colour at each time, divide your animation length of 30 by 3 times as shown above and make this 10 frames each for an equal length of frames for each different animated neon effect to show. On now to creating the other animation keys. You will need an extra dummy, b.r.3 for this and an extra texture panel, numbered 3, all on XYZ 0.0m.&lt;br /&gt;
&lt;br /&gt;
Start off with the animation as shown further above, create keys on frames 0/30, 10/30, 11/30 as done above for the simple on/off sign. Now move the animation slider to frame 20/30, leave b.r.2 on its Y axis on -0.02m, making sure all other dummies are on Y axis 0.0m and lock this frame with the &amp;quot;Big Key&amp;quot; button there as can be seen below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign6.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then move the animation slider to frame 21/30, move b.r.2 back to its Y axis to 0.0m, move the dummy b.r.3 to Y axis -0.02m, again checking all other dummies are on 0.0m and lock the animation with, yes, the &amp;quot;Big Key&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign7.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moving now the animation slider to frame 29/30, NOTE, NOT shown in any of the pictures here, leave b.r.3 where it is on -0.02m, all other dummies on 0.0m and lock the key with the &amp;quot;Big Key&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
Next move the animation slider to frame 30/30, move b.r.3 to 0.0m, b.r.1 to -0.02m and lock the key there. Again, you will ONLY see a new key created by locking a key. NOT as the pictures show with all keys present, which you will see only after the animation is finished. Hey, you just created another animation if all was done as described here.&lt;br /&gt;
&lt;br /&gt;
That was for a 3 cycle animation where one wants to show 3 different coloured textured planes with it. Similar on 4 or more animation cycles, where you need to break the amount of frames needed into equal parts with extra b.r.x dummies and extra planes needed. Where you, when starting this, most likely need to increase the frame count in the Time configuration to more frames, depending of how many different cycles of animations one wants. &lt;br /&gt;
&lt;br /&gt;
All the time by moving the extra dummies needed at the right frame/key to the fore front (Y axis -0.02), while all other dummies MUST REMAIN on Y axis at 0.0m when locking the frames/keys. Should the odd dummy misbehave and not be in its rightful location, move it to where it needs to be (either at Y axis 0.0m or -0.02m) and LOCK THIS misbehaving dummy AGAIN BUT ONLY ON THE KEYS ALREADY MADE and where that misbehaving dummy should be.&lt;br /&gt;
&lt;br /&gt;
To rehash, ONLY the dummies need to be animated, the attached planes will follow them as they are linked to these dummies.&lt;br /&gt;
&lt;br /&gt;
Next, for placing and UVW unwrapping textures on the simple on/off animated Neon Sign made and animated above, place the unlit neon tube texture from your texture map on to plane 1, the lit neon texture on plane 2, roughly where they need to be showing in Trainz. This is for the simple on/off animation. Create and texture the box around the neon effect planes if you haven&#039;t made this yet, name it frame or box or whatever (check out any of my to the DLS uploaded Neon Signs for &amp;quot;How I did this&amp;quot; and check the config.txt there too, use this configuration as your own configuration template by altering/changing it with your own details) and ONLY NOW link your b.r.1 and b.r.2 dummies (etc.) with their already linked textured planes to b.r.main, highlight all these dummies with their attached texture planes including b.r.main and export this as &amp;quot;n.im&amp;quot; as is shown below. Export the animation as &amp;quot;anim.kin&amp;quot; with the N3V Games 3DS Max Exporter installed in your 3DS Max and found for d/loading on the TrainzWiki. This is your nightmode mesh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign8.jpg]]&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign9.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then export the textured box/frame next which is NOT LINKED TO ANY DUMMY as &amp;quot;d.im&amp;quot; as shown above, as seen per my configuration names in one of my d/loaded Neon Signs. &lt;br /&gt;
&lt;br /&gt;
Include all your texture maps you used on this Neon Sign with their needed texture.txt files (your Max Exporter can export your textures used and create the necessary texture.txt files), create a JPG screenshot picture 240x180 pixels for it, create a correct config.txt (use the one modified from my created Neon Sign as a template) and export and place the lot into your Content Manager.  If you did everything correctly, your created Neon Sign will show in Surveyor of Trainz.&lt;br /&gt;
&lt;br /&gt;
Check in Surveyor if the textures are synchronized, meaning, they do not jump all over your texture planes and are lined up perfectly with the previous texture(s) showing in the animation by adjust these again in 3DS Max by moving/adjusting the texture after UVW unwrapping them, until they show exactly in the same place where the others show on the texture panels in Surveyor and until  you are happy with what you see in Trainz. If the animation is too fast or too slow, you can adjust this in your Neon Sign configuration text for the right speed, experiment. You will also note, I used the NIGHTMODE tag as CONSTANT, which will give me the same colour density of the texture maps day AND night in Trainz. It cuts also down on file size, as one needs only one animation and one texture map and not 2 of these for the day mesh and the night mesh, it cuts down on CDP size and nowadays in any city/town one will see Neon Signs operating during the day, so this does not look out of place in Trainz.&lt;br /&gt;
&lt;br /&gt;
For more animations needed, repeat the adjusting of the texture map placement on each texture plane/panel, to be in sync with size etc. until you are happy with its look.&lt;br /&gt;
&lt;br /&gt;
Finally export as a CDP for uploading this, if all is correct, as it should be, again, by using one of my created Neon Signs as a template of &amp;quot;How I did this..&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Remember, you can place 2 of the same signs back to back and mount these two back to back signs 90 degrees away from a building wall. Instant double sided Neon Signs.&lt;br /&gt;
&lt;br /&gt;
Check out how to create Neon Texture Effects for your texture maps as seen in the &amp;quot;How to&amp;quot; section of the TrainzWiki. [[HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4]]&lt;br /&gt;
&lt;br /&gt;
The pictures you see here above are from an older version of 3DS Max, your version of 3DS Max might look slightly different. &lt;br /&gt;
&lt;br /&gt;
Have fun.&lt;br /&gt;
&lt;br /&gt;
Lennard Dorfer aka Lendorf &lt;br /&gt;
 &lt;br /&gt;
[[Category:How-to guides]]&lt;br /&gt;
&lt;br /&gt;
=  Copyright Notes =&lt;br /&gt;
&lt;br /&gt;
The original text and images of this tutorial were sourced from http://the-commander.com/tuts/neonsign.htm at the request of, and with the permision of the original author (Lennard Dorfer).&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_an_animated_Neon_Sign&amp;diff=7883</id>
		<title>HowTo/Build an animated Neon Sign</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_an_animated_Neon_Sign&amp;diff=7883"/>
		<updated>2014-11-15T21:31:46Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: /* Process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font face=&amp;quot;Verdana&amp;quot;# color=&amp;quot;#ff0f41&amp;quot; size=5&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
(&#039;&#039;Note:  This is a work in progress&#039;&#039;)&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building an Animated Neon Sign using 3DS Max =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This tutorial describes a process for creating a simple animated neon sign in 3DS Max. It is intended to be used in conjunction with the Neon Font effect tutorial at [[HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4]]&lt;br /&gt;
&lt;br /&gt;
== Skill level  ==&lt;br /&gt;
&lt;br /&gt;
Some experience with 3DS Max needed.  This is NOT a 3DS Max Tutorial, if you do not know any of the basics shown here, learn its basics first. Blender and GMax users can most likely work out how to do similar in their own 3D programs by reading this. Most content creators know how animations work, it is not for those this tutorial has been made. Those who do not know might get the hang of animating with it in 3D.&lt;br /&gt;
&lt;br /&gt;
= Process =&lt;br /&gt;
&lt;br /&gt;
OK, these are simple animations where one Neon Sign textured panel being seen is placed a small distance in front of the other textured Neon Sign panel(s) not being seen. At the changing of the displayed panel, another panel replaced the first one which at the same time moves back behind this front panel while not being seen. &lt;br /&gt;
&lt;br /&gt;
You start off by creating a dummy (or helper) in TOP VIEW of 3DS Max (IMPORTANT or the animation will not work) and name it &amp;quot;b.r.1&amp;quot;. Set its location coordinates to 0.0m on the x, y and z axis. Then either create 2 more dummies in the same x y z location (0.0.m) or simply clone the just created dummy twice or as many times needed, name these &amp;quot;b.r.2&amp;quot; (b.r.3 and so on) and one extra dummy/helper only in the same xyz location named &amp;quot;b.r.main&amp;quot;. These 2 or 3 &amp;quot;b.r.x&amp;quot; dummies are your animation helpers, &amp;quot;b.r.1&amp;quot; and &amp;quot;b.r.2&amp;quot; doing the animation and both of these will be linked to &amp;quot;b.r.main&amp;quot; later on when finally exporting the animated Neon Sign out of 3DS Max. These 2 dummies (b.r.1 and b.r.2) are needed for a simple on/off animation, showing the bare unlit neon tube texture as the first animation (b.r.1) and the neon effect copy of it as the second animation (b.r.2) shown.&lt;br /&gt;
&lt;br /&gt;
If needing more dummies for a more elaborate animation cycle, name these dummies in an descending order like b.r.3, b.r.4, b.r.5 and so on. Similar with the extra planes names you need to create  (as explained below).&lt;br /&gt;
&lt;br /&gt;
Then create 2 or 3 simple planes of the SAME SIZE as needed for the Neon Sign by cloning the first plane, oblong or somewhat square, depending what you want to have on your sign and name these 1, 2 and/or 3 (depending if 2 or 3 animation cycles are required. and link these on their bottom edge to the 2 or 3 &amp;quot;b.r.x&amp;quot; dummies. Number 1 plane to b.r.1, number 2 plane to b.r.2 and so on. Which will be again at XYZ coordinates at 0.0m each, which will link the bottom edge of each panel into the middle of the dummies. You could also create now the box around your panels, with its front open to show the textured panels or you can do this later. If so, you can see how the panels move with no box there yet to obstruct.&lt;br /&gt;
&lt;br /&gt;
If you would like to create a 3 animation cycle Neon Sign, say, showing the first animation as a distinctive neon colour, the second another colour and the third again another neon colour, then you need to create an extra dummy called &amp;quot;b.r.3&amp;quot; for the third animation showing. Then repeating the colour planes showing as 1, 2 and 3. Still with me so far?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign1.jpg]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Where one can see the highlighted dummy b.r.1 above to be 0.02m (20mm) in front of the other, brown coloured dummy/dummies. The Neon Sign is seen from side on, 90 degrees, for a better view of the dummies. In the pictures I left the box there when I animated my signs.&lt;br /&gt;
&lt;br /&gt;
Now when starting to animate, REMEMBER, for creating any animation, ONLY THE DUMMIES are selected as needed, the panes which are linked to these dummies will just follow wherever the dummies will be set in the animation, as they are LINKED to each dummy. Again, ONLY A DUMMY needs to be selected for setting/locking the animation keys in the animation or this WILL NOT WORK.&lt;br /&gt;
&lt;br /&gt;
OK, now set your animation frames in the &amp;quot;Time Configuration&amp;quot; on bottom right of 3DS Max as per the picture below to the length of 30, which will be 31 frames, select 1/4 speed for this, just look at the picture of how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then work out HOW the animation should work. Say, you only need an on/off Neon Sign, you only need the unlit neon tube texture to show somewhat briefly and the coloured neon effect texture to show a bit longer. Right? So the unlit neon tube texture part might show only a third or less of the whole animation and the neon effect twice as long or so before repeating itself. So you need, say, the first 10 frames of the animation to be set for the unlit neon tube texture to show and the rest of the frames for the neon text effect, for which I also used these 30 frames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note, as seen in the picture above, you will not see all keys in 3DS Max as needed for the animation, this animation above is already completed there.&lt;br /&gt;
&lt;br /&gt;
When starting off with the animation, you will only see the FIRST key on frame 0/30 on the animation slider, none of the other keys in the above picture will be seen, OK?  When setting the dummy b.r.1 to Y axis -0.02m (LOOK, there is a MINUS SIGN in front of the numbers) and the other dummy/dummies are at Y axis 0.0m, click the &amp;quot;Set Key&amp;quot; button while on frame 0/30 showing on the animation slider and you will get the red surround of your 3DS Max view as seen above, meaning you are in animation mode. Next press the &amp;quot;Big Key&amp;quot; button, to lock the dummy b.r.1 at the Y axis location it currently is (-0.02m) to the 1st key on frame 0/30 showing on the animation slider. All other b.r.x dummy/dummies are locked as well on XYZ axis at 0.0m. Then move the animation slider along to frame 10/30, making sure all the dummies are at the Y axis location they were on frame 0/30, press the &amp;quot;Big Key&amp;quot; button again, to lock the dummy/dummies to frame 10/30. You will now see a new, second key created there. Note, you will ONLY see 2 created and locked keys so far, NOT all keys are visible as shown in the pictures here.&lt;br /&gt;
&lt;br /&gt;
Now move the animation slider to frame 11/30, move dummy b.r.1 to Y axis location 0.0m and move dummy b.r.2 to Y axis location -0.02m, where b.r.1 used to be. After rechecking all dummies to be there where they need to be as described here, press the &amp;quot;Big Key&amp;quot; button with your mouse to lock all dummies to their respective places in the animation. You now will see 3 keys created. B.r.1 is now on Y axis 0.0m here in the picture below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign4.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B.r.2 highlighted is now on Y axis -0.02m in the picture below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign5.jpg]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Then move the animation slider to frame 29/30, leave b.r.2 at its Y axis at -0.02m, again checking all other dummies are on XYZ 0.0m and lock the animation with, yes, the &amp;quot;Big Key&amp;quot; button. You have created another new key, 4 keys so far.&lt;br /&gt;
&lt;br /&gt;
Now move the animation slider to frame 30/30, move b.r.2 to 0.0m, b.r.1 to -0.02m and lock the key there. Again, you will ONLY see a new key created by locking a key with the &amp;quot;BIG KEY&amp;quot; button. NOT as the pictures here show with all keys present, which you will only see after the animation is finished. Now you have 5 new animation keys in your 3DS Max showing. 1st key on 0/30, 2nd key on 10/30, 3rd key on 11/30, 4th key on 29/30 and the fifth key on 30/30 on the animation slider. Wasn&#039;t that easy?&lt;br /&gt;
&lt;br /&gt;
That was for a 2 cycle animation where one wants to show only 2 different textured planes with it. When the animation is looping (repeating), it will start anew from frame 0, cycle through the keys, either with the &amp;quot;play&amp;quot; button or sliding the animation slider back and forth. Seeing and moving the texture panels as locked with the &amp;quot;Big Key&amp;quot; button above to their respective XYZ location and therefore showing you the animation by the dummies moving back and forth in 3DS Max.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to create a Neon Sign showing 3 colours, a different colour at each time, divide your animation length of 30 by 3 times as shown above and make this 10 frames each for an equal length of a different animated neon effect to show. On now to creating the other animation keys. You will need an extra dummy, b.r.3 for this and an extra texture panel, numbered 3, all on XYZ 0.0m.&lt;br /&gt;
&lt;br /&gt;
Start off with the animation as shown further above, create keys on frames 0/30, 10/30, 11/30 as done above for the simple on/off sign. Now move the animation slider to frame 20/30, leave b.r.2 on its Y axis on -0.02m, making sure all other dummies are on Y axis 0.0m and lock this frame with the &amp;quot;Big Key&amp;quot; button there as can be seen below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign6.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then move the animation slider to frame 21/30, move b.r.2 back to its Y axis to 0.0m, move the dummy b.r.3 to Y axis -0.02m, again checking all other dummies are on 0.0m and lock the animation with, yes, the &amp;quot;Big Key&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign7.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moving now the animation slider to frame 29/30, NOTE, NOT shown in any of the pictures here, leave b.r.3 where it is on -0.02m, all other dummies on 0.0m and lock the key with the &amp;quot;Big Key&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
Next move the animation slider to frame 30/30, move b.r.3 to 0.0m, b.r.1 to -0.02m and lock the key there. Again, you will ONLY see a new key created by locking a key. NOT as the pictures show with all keys present, which you will see only after the animation is finished. Hey, you just created another animation if all was done as described here.&lt;br /&gt;
&lt;br /&gt;
That was for a 3 cycle animation where one wants to show 3 different coloured textured planes with it. Similar on 4 or more animation cycles, where you need to break the amount of frames needed into equal parts. Where you most likely need to increase the frame count in the Time configuration to more frames, depending how many different cycles of animations one wants. &lt;br /&gt;
&lt;br /&gt;
All the time by shifting the extra dummies needed at the right frame/key to the fore front (Y axis -0.02), while all other dummies MUST REMAIN on Y axis at 0.0m when locking the frames/keys. Should the odd dummy misbehave and not be in its rightful location, shift it where it needs to be (either at Y axis 0.0m or -0.02m) and LOCK THIS misbehaving dummy AGAIN BUT ONLY ON THE KEYS ALREADY MADE and where that misbehaving dummy should be!!!&lt;br /&gt;
&lt;br /&gt;
To rehash, ONLY the dummies need to be animated, the attached planes will follow them as they are linked to these dummies.&lt;br /&gt;
&lt;br /&gt;
Now, for the simple on/off animated Neon Sign made above, place the unlit neon tube texture  on your texture map on to plane 1, the lit neon texture on plane 2, roughly where they need to be showing in Trainz. This is for the simple on/off animation. Create the box around the neon effect planes if you haven&#039;t made this yet, name it frame or box or whatever (check out any of my to the DLS uploaded Neon Signs for &amp;quot;How I did this&amp;quot; and check the config.txt there too, use this configuration as your own configuration template by altering/changing it with your own details) and ONLY NOW link your b.r.1 and b.r.2 dummies with their already attached textured planes to b.r.main, highlight all these dummies with their attached texture planes including b.r.main and export this as &amp;quot;n.im&amp;quot; as is shown below. Export the animation as &amp;quot;anim.kin&amp;quot; with the N3V Games 3DS Max exporter installed in your 3DS Max and found for d/loading it on the TrainzWiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign8.jpg]]&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign9.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then export the textured box/frame next which is NOT LINKED TO ANY DUMMY as &amp;quot;d.im&amp;quot; as shown above, as seen per my configuration names in one of my d/loaded Neon Signs. Include all your texture maps you used on this Neon Sign with their needed texture.txt files (your Max Exporter can export your textures used and create the necessary texture.txt files), create a screenshot picture 240x180 pixels as a xxx.jpg picture for it, create a correct config.txt (use one from my created Neon Sign as a template) and export the lot out of CM as a CDP for uploading this, again, by using one of my created Neon Signs as a template of &amp;quot;How I did this..&amp;quot;. If you did everything correctly, your created Neon Sign will show in Surveyor of Trainz.&lt;br /&gt;
&lt;br /&gt;
Check in Surveyor if the textures are synchronized, meaning, they do not jump all over your texture planes and are lined up perfectly with the previous texture(s) showing in the animation by adjust these again in 3DS Max by moving/adjusting the texture after UVW unwrapping it, until they show exactly in the same place where the others show on the texture panels in Surveyor and until  you are happy with what you see in Trainz. If the animation is too fast or too slow, you can adjust this in your Neon Sign configuration text for the right speed, experiment. You will also note, I used the NIGHTMODE tag as CONSTANT, which will give me the same colour density of the texture maps day AND night in Trainz. It cuts also down on file size, as one needs only one animation and one texture map and not 2 of these for the day mesh and the night mesh, it cuts down on CDP size and nowadays in any city/town one will see Neon Signs operating during the day, so this does not look out of place in Trainz.&lt;br /&gt;
&lt;br /&gt;
For more animations needed, repeat the adjusting of the texture map placement on each texture plane/panel, to be in sync with size etc. until you are happy with its look.&lt;br /&gt;
&lt;br /&gt;
Remember, you can place 2 of the same signs back to back and mount these two back to back signs 90 degrees away from a building wall. Instant double sided Neon Signs.&lt;br /&gt;
&lt;br /&gt;
Check out how to create Neon Texture Effects for your texture maps as seen in the &amp;quot;How to&amp;quot; section of the TrainzWiki. [[HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4]]&lt;br /&gt;
&lt;br /&gt;
The pictures you see here above are from an older version of 3DS Max, your version of 3DS Max might look slightly different. &lt;br /&gt;
&lt;br /&gt;
Have fun.&lt;br /&gt;
&lt;br /&gt;
Lennard Dorfer aka Lendorf &lt;br /&gt;
 &lt;br /&gt;
[[Category:How-to guides]]&lt;br /&gt;
&lt;br /&gt;
=  Copyright Notes =&lt;br /&gt;
&lt;br /&gt;
The original text and images of this tutorial were sourced from http://the-commander.com/tuts/neonsign.htm at the request of, and with the permision of the original author (Lennard Dorfer).&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_an_animated_Neon_Sign&amp;diff=7882</id>
		<title>HowTo/Build an animated Neon Sign</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_an_animated_Neon_Sign&amp;diff=7882"/>
		<updated>2014-11-15T21:13:16Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: /* Skill level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font face=&amp;quot;Verdana&amp;quot;# color=&amp;quot;#ff0f41&amp;quot; size=5&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
(&#039;&#039;Note:  This is a work in progress&#039;&#039;)&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building an Animated Neon Sign using 3DS Max =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This tutorial describes a process for creating a simple animated neon sign in 3DS Max. It is intended to be used in conjunction with the Neon Font effect tutorial at [[HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4]]&lt;br /&gt;
&lt;br /&gt;
== Skill level  ==&lt;br /&gt;
&lt;br /&gt;
Some experience with 3DS Max needed.  This is NOT a 3DS Max Tutorial, if you do not know any of the basics shown here, learn its basics first. Blender and GMax users can most likely work out how to do similar in their own 3D programs by reading this. Most content creators know how animations work, it is not for those this tutorial has been made. Those who do not know might get the hang of animating with it in 3D.&lt;br /&gt;
&lt;br /&gt;
= Process =&lt;br /&gt;
&lt;br /&gt;
OK, These are simple animations where one Neon Sign textured panel being seen is placed a small distance in front of the other textured Neon Sign panel(s) not being seen. At the changing of the displayed panel, another panel replaced the first one which at the same time moves back behind this front panel while not being seen. You start off by creating a dummy (or helper) in TOP VIEW (IMPORTANT or the animation will not work) of 3DS Max and name it &amp;quot;b.r.1&amp;quot;. Set its location coordinates to 0.0m on the x, y and z axis. Then either create 2 more dummies in the same x y z location (0.0.m) or simply clone the just created dummy twice or as many times needed, name these &amp;quot;b.r.2&amp;quot; (b.r.3 and so on) and one extra dummy/helper only in the same xyz location named &amp;quot;b.r.main&amp;quot;. These 2 or 3 &amp;quot;b.r.x&amp;quot; dummies are your animation helpers, &amp;quot;b.r.1&amp;quot; and &amp;quot;b.r.2&amp;quot; doing the animation and both of these will be linked to &amp;quot;b.r.main&amp;quot; when finally exporting the animated Neon Sign out of 3DS Max. These 2 dummies (b.r.1 and b.r.2) are needed for a simple on/off animation, showing the bare unlit neon tube texture as the first animation (b.r.1) and the neon effect copy of it as the second animation (b.r.2) shown.&lt;br /&gt;
&lt;br /&gt;
If needing more dummies for a more elaborate animation cycle, name these dummies in an descending order like b.r.3, b.r.4, b.r.5 and so on. Similar with the extra planes names you need to create.&lt;br /&gt;
&lt;br /&gt;
Then create 2 or 3 simple planes of the SAME SIZE as needed for the Neon Sign by cloning the first plane, oblong or somewhat square, depending what you want to have on your sign and name these 1, 2 and/or 3 (depending if 2 or 3 animation cycles are required. and link these on their bottom edge to the 2 or 3 &amp;quot;b.r.x&amp;quot; dummies. Number 1 plane to b.r.1, number 2 plane to b.r.2 and so on. Which will be again at xyz coordinates at 0.0m each, which will link the bottom edge of each panel into the middle of the dummies. You could also create now the box around your panels, with its front open to show the textured panels or do this later. If so, you can see how the panels move with no box there yet.&lt;br /&gt;
&lt;br /&gt;
If you would like to create a 3 animation cycle Neon Sign, say, showing the first animation as a distinctive neon colour, the second another colour and the third again another neon colour, then you need to create an extra dummy called &amp;quot;b.r.3&amp;quot; for the third animation showing. Then repeating the colour planes showing as 1, 2 and 3. Still with me so far?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign1.jpg]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Where one can see the highlighted dummy b.r.1 above to be 0.02m (20mm) in front of the other, brown coloured dummy/dummies. The Neon Sign is seen from side on 90 degrees for better view of the dummies. I left the box there when I animated my signs.&lt;br /&gt;
&lt;br /&gt;
Now when starting animating, REMEMBER!!!! for creating any animation, ONLY the dummies are selected, the panes which are linked to these dummies will just follow wherever the dummies will be set in the animation, as they are LINKED to each dummy. Again, ONLY a dummy needs to be selected for setting/locking the animation keys in the animation or this WILL NOT WORK.&lt;br /&gt;
&lt;br /&gt;
OK, set your animation frames in the &amp;quot;Time Configuration&amp;quot; on bottom right of 3DS Max as per the picture below to the length of 30, which will be 31 frames, select 1/4 speed for this, just look at the picture of how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then work out HOW the animation should work. Say, you only need an on/off Neon Sign, you only need the unlit neon tube texture to show somewhat briefly and the coloured neon effect texture to show a bit longer. Right? So the unlit neon tube texture part might show only a third or less of the whole animation and the neon effect twice as long or so before repeating itself. So you need, say, the first 10 frames of the animation to be set for the unlit neon tube texture to show and the rest for the neon text effect, for which I also used these frame counts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note, as in the picture above, you will not see all keys in 3DS Max as needed for the animation, this animation above is already made there!!!&lt;br /&gt;
&lt;br /&gt;
When starting off with the animation, you will only see the FIRST key on frame 0/30 on the animation slider, none of the other keys in the above picture will be seen, OK?  When setting the dummy b.r.1 to Y axis -0.02m (LOOK, there is a MINUS SIGN in front of the numbers!!!) and the other dummy/dummies are at Y axis 0.0m, click the &amp;quot;Set Key&amp;quot; button while on frame 0/30 showing on the animation slider and you will get the red surround of your 3DS Max view as seen above, meaning you are in animation mode. Next press the &amp;quot;Big Key&amp;quot; button, to lock the dummy b.r.1 at the Y axis location it currently is (-0.02m) to the 1st key on frame 0/30 showing on the animation slider. All other b.r.x dummy/dummies are on xyz axis at 0.0m. Then move the animation slider along to frame 10/30, making sure all the dummies are at the Y axis location they were on frame 0/30, press the &amp;quot;Big Key&amp;quot; button again, to lock the dummy/dummies to frame 10/30. You will now see a new, second key created there!!!. Note, you will ONLY see 2 created and locked keys so far, NOT all keys are visible as shown above.&lt;br /&gt;
&lt;br /&gt;
Now move the animation slider to frame 11/30, move dummy b.r.1 to Y axis location 0.0m and move dummy b.r.2 to Y axis location -0.02m, where b.r.1 used to be. After rechecking all dummies to be there where they need to be as described here, press the &amp;quot;Big Key&amp;quot; button with your mouse to lock all dummies to their respective places in the animation. You now will see 3 keys created. B.r.1 is now on Y axis 0.0m here in the picture below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign4.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B.r.2 highlighted is now on Y axis -0.02m in the picture below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign5.jpg]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Then move the animation slider to frame 29/30, leave b.r.2 at its Y axis at -0.02m, again checking all other dummies are on 0.0m and lock the animation with, yes, the &amp;quot;Big Key&amp;quot; button. You have created another new key, 4 keys so far.&lt;br /&gt;
&lt;br /&gt;
Now move the animation slider to frame 30/30, move b.r.2 to 0.0m, b.r.1 to -0.02m and lock the key there. Again, you will ONLY see a new key created by locking a key with the &amp;quot;BIG KEY&amp;quot; button. NOT as the pictures here show with all keys present, which you will only see after the animation is finished. Now you have 5 new animation keys in your 3DS Max showing. 1st key on 0/30, 2nd key on 10/30, 3rd key on 11/30, 4th key on 29/30 and the fifth key on 30/30 on the animation slider.&lt;br /&gt;
&lt;br /&gt;
That was for a 2 cycle animation where one wants to show only 2 different textured planes with it. When the animation is looping (repeating), it will start anew from frame 0, cycle through the keys, moving the texture panels as locked with the &amp;quot;Big Key&amp;quot; button above to their respective xyz location and therefore showing you the animation by the dummies moving back and forth in 3DS Max.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to create a Neon Sign showing 3 colours, a different colour at each time, divide your animation length of 30 by 3 times as shown above and make this 10 frames each for an equal length of a different animated neon effect to show. On now to creating the other animation keys. You will need an extra dummy, b.r.3 for this and an extra texture panel, numbered 3, all on XYZ 0.0m.&lt;br /&gt;
&lt;br /&gt;
Start off with the animation as shown further above, create keys on frames 0/30, 10/30, 11/30 as done above for the simple on/off sign. Now move the animation slider to frame 20/30, leave b.r.2 on its Y axis on -0.02m, making sure all other dummies are on Y axis 0.0m and lock this frame with the &amp;quot;Big Key&amp;quot; button there as can be seen below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign6.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then move the animation slider to frame 21/30, move b.r.2 back to its Y axis to 0.0m, move the dummy b.r.3 to Y axis -0.02m, again checking all other dummies are on 0.0m and lock the animation with, yes, the &amp;quot;Big Key&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign7.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moving now the animation slider to frame 29/30, NOTE, NOT shown in any of the pictures here, leave b.r.3 where it is on -0.02m, all other dummies on 0.0m and lock the key with the &amp;quot;Big Key&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
Next move the animation slider to frame 30/30, move b.r.3 to 0.0m, b.r.1 to -0.02m and lock the key there. Again, you will ONLY see a new key created by locking a key. NOT as the pictures show with all keys present, which you will see only after the animation is finished. Hey, you just created another animation if all was done as described here.&lt;br /&gt;
&lt;br /&gt;
That was for a 3 cycle animation where one wants to show 3 different coloured textured planes with it. Similar on 4 or more animation cycles, where you need to break the amount of frames needed into equal parts. Where you most likely need to increase the frame count in the Time configuration to more frames, depending how many different cycles of animations one wants. &lt;br /&gt;
&lt;br /&gt;
All the time by shifting the extra dummies needed at the right frame/key to the fore front (Y axis -0.02), while all other dummies MUST REMAIN on Y axis at 0.0m when locking the frames/keys. Should the odd dummy misbehave and not be in its rightful location, shift it where it needs to be (either at Y axis 0.0m or -0.02m) and LOCK THIS misbehaving dummy AGAIN BUT ONLY ON THE KEYS ALREADY MADE and where that misbehaving dummy should be!!!&lt;br /&gt;
&lt;br /&gt;
To rehash, ONLY the dummies need to be animated, the attached planes will follow them as they are linked to these dummies.&lt;br /&gt;
&lt;br /&gt;
Now, for the simple on/off animated Neon Sign made above, place the unlit neon tube texture  on your texture map on to plane 1, the lit neon texture on plane 2, roughly where they need to be showing in Trainz. This is for the simple on/off animation. Create the box around the neon effect planes if you haven&#039;t made this yet, name it frame or box or whatever (check out any of my to the DLS uploaded Neon Signs for &amp;quot;How I did this&amp;quot; and check the config.txt there too, use this configuration as your own configuration template by altering/changing it with your own details) and ONLY NOW link your b.r.1 and b.r.2 dummies with their already attached textured planes to b.r.main, highlight all these dummies with their attached texture planes including b.r.main and export this as &amp;quot;n.im&amp;quot; as is shown below. Export the animation as &amp;quot;anim.kin&amp;quot; with the N3V Games 3DS Max exporter installed in your 3DS Max and found for d/loading it on the TrainzWiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign8.jpg]]&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign9.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then export the textured box/frame next which is NOT LINKED TO ANY DUMMY as &amp;quot;d.im&amp;quot; as shown above, as seen per my configuration names in one of my d/loaded Neon Signs. Include all your texture maps you used on this Neon Sign with their needed texture.txt files (your Max Exporter can export your textures used and create the necessary texture.txt files), create a screenshot picture 240x180 pixels as a xxx.jpg picture for it, create a correct config.txt (use one from my created Neon Sign as a template) and export the lot out of CM as a CDP for uploading this, again, by using one of my created Neon Signs as a template of &amp;quot;How I did this..&amp;quot;. If you did everything correctly, your created Neon Sign will show in Surveyor of Trainz.&lt;br /&gt;
&lt;br /&gt;
Check in Surveyor if the textures are synchronized, meaning, they do not jump all over your texture planes and are lined up perfectly with the previous texture(s) showing in the animation by adjust these again in 3DS Max by moving/adjusting the texture after UVW unwrapping it, until they show exactly in the same place where the others show on the texture panels in Surveyor and until  you are happy with what you see in Trainz. If the animation is too fast or too slow, you can adjust this in your Neon Sign configuration text for the right speed, experiment. You will also note, I used the NIGHTMODE tag as CONSTANT, which will give me the same colour density of the texture maps day AND night in Trainz. It cuts also down on file size, as one needs only one animation and one texture map and not 2 of these for the day mesh and the night mesh, it cuts down on CDP size and nowadays in any city/town one will see Neon Signs operating during the day, so this does not look out of place in Trainz.&lt;br /&gt;
&lt;br /&gt;
For more animations needed, repeat the adjusting of the texture map placement on each texture plane/panel, to be in sync with size etc. until you are happy with its look.&lt;br /&gt;
&lt;br /&gt;
Remember, you can place 2 of the same signs back to back and mount these two back to back signs 90 degrees away from a building wall. Instant double sided Neon Signs.&lt;br /&gt;
&lt;br /&gt;
Check out how to create Neon Texture Effects for your texture maps as seen in the &amp;quot;How to&amp;quot; section of the TrainzWiki. [[HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4]]&lt;br /&gt;
&lt;br /&gt;
The pictures you see here above are from an older version of 3DS Max, your version of 3DS Max might look slightly different. &lt;br /&gt;
&lt;br /&gt;
Have fun.&lt;br /&gt;
&lt;br /&gt;
Lennard Dorfer aka Lendorf &lt;br /&gt;
 &lt;br /&gt;
[[Category:How-to guides]]&lt;br /&gt;
&lt;br /&gt;
=  Copyright Notes =&lt;br /&gt;
&lt;br /&gt;
The original text and images of this tutorial were sourced from http://the-commander.com/tuts/neonsign.htm at the request of, and with the permision of the original author (Lennard Dorfer).&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_an_animated_Neon_Sign&amp;diff=7881</id>
		<title>HowTo/Build an animated Neon Sign</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_an_animated_Neon_Sign&amp;diff=7881"/>
		<updated>2014-11-15T21:12:07Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
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&amp;lt;center&amp;gt;&lt;br /&gt;
(&#039;&#039;Note:  This is a work in progress&#039;&#039;)&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building an Animated Neon Sign using 3DS Max =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This tutorial describes a process for creating a simple animated neon sign in 3DS Max. It is intended to be used in conjunction with the Neon Font effect tutorial at [[HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4]]&lt;br /&gt;
&lt;br /&gt;
== Skill level  ==&lt;br /&gt;
&lt;br /&gt;
Some experience with 3DS Max.  This is NOT a 3DS Max Tutorial, if you do not know any of the basics shown here, learn its basics first. Blender and GMax users can most likely work out how to do similar in their own 3D programs by reading this. Most content creators know how animations work, it is not for those this tutorial has been made. Those who do not know might get the hang of animating with it in 3D.&lt;br /&gt;
&lt;br /&gt;
= Process =&lt;br /&gt;
&lt;br /&gt;
OK, These are simple animations where one Neon Sign textured panel being seen is placed a small distance in front of the other textured Neon Sign panel(s) not being seen. At the changing of the displayed panel, another panel replaced the first one which at the same time moves back behind this front panel while not being seen. You start off by creating a dummy (or helper) in TOP VIEW (IMPORTANT or the animation will not work) of 3DS Max and name it &amp;quot;b.r.1&amp;quot;. Set its location coordinates to 0.0m on the x, y and z axis. Then either create 2 more dummies in the same x y z location (0.0.m) or simply clone the just created dummy twice or as many times needed, name these &amp;quot;b.r.2&amp;quot; (b.r.3 and so on) and one extra dummy/helper only in the same xyz location named &amp;quot;b.r.main&amp;quot;. These 2 or 3 &amp;quot;b.r.x&amp;quot; dummies are your animation helpers, &amp;quot;b.r.1&amp;quot; and &amp;quot;b.r.2&amp;quot; doing the animation and both of these will be linked to &amp;quot;b.r.main&amp;quot; when finally exporting the animated Neon Sign out of 3DS Max. These 2 dummies (b.r.1 and b.r.2) are needed for a simple on/off animation, showing the bare unlit neon tube texture as the first animation (b.r.1) and the neon effect copy of it as the second animation (b.r.2) shown.&lt;br /&gt;
&lt;br /&gt;
If needing more dummies for a more elaborate animation cycle, name these dummies in an descending order like b.r.3, b.r.4, b.r.5 and so on. Similar with the extra planes names you need to create.&lt;br /&gt;
&lt;br /&gt;
Then create 2 or 3 simple planes of the SAME SIZE as needed for the Neon Sign by cloning the first plane, oblong or somewhat square, depending what you want to have on your sign and name these 1, 2 and/or 3 (depending if 2 or 3 animation cycles are required. and link these on their bottom edge to the 2 or 3 &amp;quot;b.r.x&amp;quot; dummies. Number 1 plane to b.r.1, number 2 plane to b.r.2 and so on. Which will be again at xyz coordinates at 0.0m each, which will link the bottom edge of each panel into the middle of the dummies. You could also create now the box around your panels, with its front open to show the textured panels or do this later. If so, you can see how the panels move with no box there yet.&lt;br /&gt;
&lt;br /&gt;
If you would like to create a 3 animation cycle Neon Sign, say, showing the first animation as a distinctive neon colour, the second another colour and the third again another neon colour, then you need to create an extra dummy called &amp;quot;b.r.3&amp;quot; for the third animation showing. Then repeating the colour planes showing as 1, 2 and 3. Still with me so far?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign1.jpg]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Where one can see the highlighted dummy b.r.1 above to be 0.02m (20mm) in front of the other, brown coloured dummy/dummies. The Neon Sign is seen from side on 90 degrees for better view of the dummies. I left the box there when I animated my signs.&lt;br /&gt;
&lt;br /&gt;
Now when starting animating, REMEMBER!!!! for creating any animation, ONLY the dummies are selected, the panes which are linked to these dummies will just follow wherever the dummies will be set in the animation, as they are LINKED to each dummy. Again, ONLY a dummy needs to be selected for setting/locking the animation keys in the animation or this WILL NOT WORK.&lt;br /&gt;
&lt;br /&gt;
OK, set your animation frames in the &amp;quot;Time Configuration&amp;quot; on bottom right of 3DS Max as per the picture below to the length of 30, which will be 31 frames, select 1/4 speed for this, just look at the picture of how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then work out HOW the animation should work. Say, you only need an on/off Neon Sign, you only need the unlit neon tube texture to show somewhat briefly and the coloured neon effect texture to show a bit longer. Right? So the unlit neon tube texture part might show only a third or less of the whole animation and the neon effect twice as long or so before repeating itself. So you need, say, the first 10 frames of the animation to be set for the unlit neon tube texture to show and the rest for the neon text effect, for which I also used these frame counts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note, as in the picture above, you will not see all keys in 3DS Max as needed for the animation, this animation above is already made there!!!&lt;br /&gt;
&lt;br /&gt;
When starting off with the animation, you will only see the FIRST key on frame 0/30 on the animation slider, none of the other keys in the above picture will be seen, OK?  When setting the dummy b.r.1 to Y axis -0.02m (LOOK, there is a MINUS SIGN in front of the numbers!!!) and the other dummy/dummies are at Y axis 0.0m, click the &amp;quot;Set Key&amp;quot; button while on frame 0/30 showing on the animation slider and you will get the red surround of your 3DS Max view as seen above, meaning you are in animation mode. Next press the &amp;quot;Big Key&amp;quot; button, to lock the dummy b.r.1 at the Y axis location it currently is (-0.02m) to the 1st key on frame 0/30 showing on the animation slider. All other b.r.x dummy/dummies are on xyz axis at 0.0m. Then move the animation slider along to frame 10/30, making sure all the dummies are at the Y axis location they were on frame 0/30, press the &amp;quot;Big Key&amp;quot; button again, to lock the dummy/dummies to frame 10/30. You will now see a new, second key created there!!!. Note, you will ONLY see 2 created and locked keys so far, NOT all keys are visible as shown above.&lt;br /&gt;
&lt;br /&gt;
Now move the animation slider to frame 11/30, move dummy b.r.1 to Y axis location 0.0m and move dummy b.r.2 to Y axis location -0.02m, where b.r.1 used to be. After rechecking all dummies to be there where they need to be as described here, press the &amp;quot;Big Key&amp;quot; button with your mouse to lock all dummies to their respective places in the animation. You now will see 3 keys created. B.r.1 is now on Y axis 0.0m here in the picture below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign4.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B.r.2 highlighted is now on Y axis -0.02m in the picture below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign5.jpg]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Then move the animation slider to frame 29/30, leave b.r.2 at its Y axis at -0.02m, again checking all other dummies are on 0.0m and lock the animation with, yes, the &amp;quot;Big Key&amp;quot; button. You have created another new key, 4 keys so far.&lt;br /&gt;
&lt;br /&gt;
Now move the animation slider to frame 30/30, move b.r.2 to 0.0m, b.r.1 to -0.02m and lock the key there. Again, you will ONLY see a new key created by locking a key with the &amp;quot;BIG KEY&amp;quot; button. NOT as the pictures here show with all keys present, which you will only see after the animation is finished. Now you have 5 new animation keys in your 3DS Max showing. 1st key on 0/30, 2nd key on 10/30, 3rd key on 11/30, 4th key on 29/30 and the fifth key on 30/30 on the animation slider.&lt;br /&gt;
&lt;br /&gt;
That was for a 2 cycle animation where one wants to show only 2 different textured planes with it. When the animation is looping (repeating), it will start anew from frame 0, cycle through the keys, moving the texture panels as locked with the &amp;quot;Big Key&amp;quot; button above to their respective xyz location and therefore showing you the animation by the dummies moving back and forth in 3DS Max.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to create a Neon Sign showing 3 colours, a different colour at each time, divide your animation length of 30 by 3 times as shown above and make this 10 frames each for an equal length of a different animated neon effect to show. On now to creating the other animation keys. You will need an extra dummy, b.r.3 for this and an extra texture panel, numbered 3, all on XYZ 0.0m.&lt;br /&gt;
&lt;br /&gt;
Start off with the animation as shown further above, create keys on frames 0/30, 10/30, 11/30 as done above for the simple on/off sign. Now move the animation slider to frame 20/30, leave b.r.2 on its Y axis on -0.02m, making sure all other dummies are on Y axis 0.0m and lock this frame with the &amp;quot;Big Key&amp;quot; button there as can be seen below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign6.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then move the animation slider to frame 21/30, move b.r.2 back to its Y axis to 0.0m, move the dummy b.r.3 to Y axis -0.02m, again checking all other dummies are on 0.0m and lock the animation with, yes, the &amp;quot;Big Key&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign7.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moving now the animation slider to frame 29/30, NOTE, NOT shown in any of the pictures here, leave b.r.3 where it is on -0.02m, all other dummies on 0.0m and lock the key with the &amp;quot;Big Key&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
Next move the animation slider to frame 30/30, move b.r.3 to 0.0m, b.r.1 to -0.02m and lock the key there. Again, you will ONLY see a new key created by locking a key. NOT as the pictures show with all keys present, which you will see only after the animation is finished. Hey, you just created another animation if all was done as described here.&lt;br /&gt;
&lt;br /&gt;
That was for a 3 cycle animation where one wants to show 3 different coloured textured planes with it. Similar on 4 or more animation cycles, where you need to break the amount of frames needed into equal parts. Where you most likely need to increase the frame count in the Time configuration to more frames, depending how many different cycles of animations one wants. &lt;br /&gt;
&lt;br /&gt;
All the time by shifting the extra dummies needed at the right frame/key to the fore front (Y axis -0.02), while all other dummies MUST REMAIN on Y axis at 0.0m when locking the frames/keys. Should the odd dummy misbehave and not be in its rightful location, shift it where it needs to be (either at Y axis 0.0m or -0.02m) and LOCK THIS misbehaving dummy AGAIN BUT ONLY ON THE KEYS ALREADY MADE and where that misbehaving dummy should be!!!&lt;br /&gt;
&lt;br /&gt;
To rehash, ONLY the dummies need to be animated, the attached planes will follow them as they are linked to these dummies.&lt;br /&gt;
&lt;br /&gt;
Now, for the simple on/off animated Neon Sign made above, place the unlit neon tube texture  on your texture map on to plane 1, the lit neon texture on plane 2, roughly where they need to be showing in Trainz. This is for the simple on/off animation. Create the box around the neon effect planes if you haven&#039;t made this yet, name it frame or box or whatever (check out any of my to the DLS uploaded Neon Signs for &amp;quot;How I did this&amp;quot; and check the config.txt there too, use this configuration as your own configuration template by altering/changing it with your own details) and ONLY NOW link your b.r.1 and b.r.2 dummies with their already attached textured planes to b.r.main, highlight all these dummies with their attached texture planes including b.r.main and export this as &amp;quot;n.im&amp;quot; as is shown below. Export the animation as &amp;quot;anim.kin&amp;quot; with the N3V Games 3DS Max exporter installed in your 3DS Max and found for d/loading it on the TrainzWiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign8.jpg]]&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign9.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then export the textured box/frame next which is NOT LINKED TO ANY DUMMY as &amp;quot;d.im&amp;quot; as shown above, as seen per my configuration names in one of my d/loaded Neon Signs. Include all your texture maps you used on this Neon Sign with their needed texture.txt files (your Max Exporter can export your textures used and create the necessary texture.txt files), create a screenshot picture 240x180 pixels as a xxx.jpg picture for it, create a correct config.txt (use one from my created Neon Sign as a template) and export the lot out of CM as a CDP for uploading this, again, by using one of my created Neon Signs as a template of &amp;quot;How I did this..&amp;quot;. If you did everything correctly, your created Neon Sign will show in Surveyor of Trainz.&lt;br /&gt;
&lt;br /&gt;
Check in Surveyor if the textures are synchronized, meaning, they do not jump all over your texture planes and are lined up perfectly with the previous texture(s) showing in the animation by adjust these again in 3DS Max by moving/adjusting the texture after UVW unwrapping it, until they show exactly in the same place where the others show on the texture panels in Surveyor and until  you are happy with what you see in Trainz. If the animation is too fast or too slow, you can adjust this in your Neon Sign configuration text for the right speed, experiment. You will also note, I used the NIGHTMODE tag as CONSTANT, which will give me the same colour density of the texture maps day AND night in Trainz. It cuts also down on file size, as one needs only one animation and one texture map and not 2 of these for the day mesh and the night mesh, it cuts down on CDP size and nowadays in any city/town one will see Neon Signs operating during the day, so this does not look out of place in Trainz.&lt;br /&gt;
&lt;br /&gt;
For more animations needed, repeat the adjusting of the texture map placement on each texture plane/panel, to be in sync with size etc. until you are happy with its look.&lt;br /&gt;
&lt;br /&gt;
Remember, you can place 2 of the same signs back to back and mount these two back to back signs 90 degrees away from a building wall. Instant double sided Neon Signs.&lt;br /&gt;
&lt;br /&gt;
Check out how to create Neon Texture Effects for your texture maps as seen in the &amp;quot;How to&amp;quot; section of the TrainzWiki. [[HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4]]&lt;br /&gt;
&lt;br /&gt;
The pictures you see here above are from an older version of 3DS Max, your version of 3DS Max might look slightly different. &lt;br /&gt;
&lt;br /&gt;
Have fun.&lt;br /&gt;
&lt;br /&gt;
Lennard Dorfer aka Lendorf &lt;br /&gt;
 &lt;br /&gt;
[[Category:How-to guides]]&lt;br /&gt;
&lt;br /&gt;
=  Copyright Notes =&lt;br /&gt;
&lt;br /&gt;
The original text and images of this tutorial were sourced from http://the-commander.com/tuts/neonsign.htm at the request of, and with the permision of the original author (Lennard Dorfer).&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_an_animated_Neon_Sign&amp;diff=7880</id>
		<title>HowTo/Build an animated Neon Sign</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_an_animated_Neon_Sign&amp;diff=7880"/>
		<updated>2014-11-15T21:10:05Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font face=&amp;quot;Verdana&amp;quot;# color=&amp;quot;#ff0f41&amp;quot; size=5&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
(&#039;&#039;Note:  This is a work in progress&#039;&#039;)&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Building an Animated Neon Sign using 3DS Max =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This tutorial describes a process for creating a  neon sign in 3DS Max,  It is intended to be used in conjunction with the Neon Font effect tutorial at [[HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4]]&lt;br /&gt;
&lt;br /&gt;
== Skill level  ==&lt;br /&gt;
&lt;br /&gt;
Some experience with 3DS Max.  This is NOT a 3DS Max Tutorial, if you do not know any of the basics shown here, learn its basics first. Blender and GMax users can most likely work out how to do similar in their own 3D programs by reading this. Most content creators know how animations work, it is not for those this tutorial has been made. Those who do not know might get the hang of animating with it in 3D.&lt;br /&gt;
&lt;br /&gt;
= Process =&lt;br /&gt;
&lt;br /&gt;
OK, These are simple animations where one Neon Sign textured panel being seen is placed a small distance in front of the other textured Neon Sign panel(s) not being seen. At the changing of the displayed panel, another panel replaced the first one which at the same time moves back behind this front panel while not being seen. You start off by creating a dummy (or helper) in TOP VIEW (IMPORTANT or the animation will not work) of 3DS Max and name it &amp;quot;b.r.1&amp;quot;. Set its location coordinates to 0.0m on the x, y and z axis. Then either create 2 more dummies in the same x y z location (0.0.m) or simply clone the just created dummy twice or as many times needed, name these &amp;quot;b.r.2&amp;quot; (b.r.3 and so on) and one extra dummy/helper only in the same xyz location named &amp;quot;b.r.main&amp;quot;. These 2 or 3 &amp;quot;b.r.x&amp;quot; dummies are your animation helpers, &amp;quot;b.r.1&amp;quot; and &amp;quot;b.r.2&amp;quot; doing the animation and both of these will be linked to &amp;quot;b.r.main&amp;quot; when finally exporting the animated Neon Sign out of 3DS Max. These 2 dummies (b.r.1 and b.r.2) are needed for a simple on/off animation, showing the bare unlit neon tube texture as the first animation (b.r.1) and the neon effect copy of it as the second animation (b.r.2) shown.&lt;br /&gt;
&lt;br /&gt;
If needing more dummies for a more elaborate animation cycle, name these dummies in an descending order like b.r.3, b.r.4, b.r.5 and so on. Similar with the extra planes names you need to create.&lt;br /&gt;
&lt;br /&gt;
Then create 2 or 3 simple planes of the SAME SIZE as needed for the Neon Sign by cloning the first plane, oblong or somewhat square, depending what you want to have on your sign and name these 1, 2 and/or 3 (depending if 2 or 3 animation cycles are required. and link these on their bottom edge to the 2 or 3 &amp;quot;b.r.x&amp;quot; dummies. Number 1 plane to b.r.1, number 2 plane to b.r.2 and so on. Which will be again at xyz coordinates at 0.0m each, which will link the bottom edge of each panel into the middle of the dummies. You could also create now the box around your panels, with its front open to show the textured panels or do this later. If so, you can see how the panels move with no box there yet.&lt;br /&gt;
&lt;br /&gt;
If you would like to create a 3 animation cycle Neon Sign, say, showing the first animation as a distinctive neon colour, the second another colour and the third again another neon colour, then you need to create an extra dummy called &amp;quot;b.r.3&amp;quot; for the third animation showing. Then repeating the colour planes showing as 1, 2 and 3. Still with me so far?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign1.jpg]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Where one can see the highlighted dummy b.r.1 above to be 0.02m (20mm) in front of the other, brown coloured dummy/dummies. The Neon Sign is seen from side on 90 degrees for better view of the dummies. I left the box there when I animated my signs.&lt;br /&gt;
&lt;br /&gt;
Now when starting animating, REMEMBER!!!! for creating any animation, ONLY the dummies are selected, the panes which are linked to these dummies will just follow wherever the dummies will be set in the animation, as they are LINKED to each dummy. Again, ONLY a dummy needs to be selected for setting/locking the animation keys in the animation or this WILL NOT WORK.&lt;br /&gt;
&lt;br /&gt;
OK, set your animation frames in the &amp;quot;Time Configuration&amp;quot; on bottom right of 3DS Max as per the picture below to the length of 30, which will be 31 frames, select 1/4 speed for this, just look at the picture of how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then work out HOW the animation should work. Say, you only need an on/off Neon Sign, you only need the unlit neon tube texture to show somewhat briefly and the coloured neon effect texture to show a bit longer. Right? So the unlit neon tube texture part might show only a third or less of the whole animation and the neon effect twice as long or so before repeating itself. So you need, say, the first 10 frames of the animation to be set for the unlit neon tube texture to show and the rest for the neon text effect, for which I also used these frame counts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note, as in the picture above, you will not see all keys in 3DS Max as needed for the animation, this animation above is already made there!!!&lt;br /&gt;
&lt;br /&gt;
When starting off with the animation, you will only see the FIRST key on frame 0/30 on the animation slider, none of the other keys in the above picture will be seen, OK?  When setting the dummy b.r.1 to Y axis -0.02m (LOOK, there is a MINUS SIGN in front of the numbers!!!) and the other dummy/dummies are at Y axis 0.0m, click the &amp;quot;Set Key&amp;quot; button while on frame 0/30 showing on the animation slider and you will get the red surround of your 3DS Max view as seen above, meaning you are in animation mode. Next press the &amp;quot;Big Key&amp;quot; button, to lock the dummy b.r.1 at the Y axis location it currently is (-0.02m) to the 1st key on frame 0/30 showing on the animation slider. All other b.r.x dummy/dummies are on xyz axis at 0.0m. Then move the animation slider along to frame 10/30, making sure all the dummies are at the Y axis location they were on frame 0/30, press the &amp;quot;Big Key&amp;quot; button again, to lock the dummy/dummies to frame 10/30. You will now see a new, second key created there!!!. Note, you will ONLY see 2 created and locked keys so far, NOT all keys are visible as shown above.&lt;br /&gt;
&lt;br /&gt;
Now move the animation slider to frame 11/30, move dummy b.r.1 to Y axis location 0.0m and move dummy b.r.2 to Y axis location -0.02m, where b.r.1 used to be. After rechecking all dummies to be there where they need to be as described here, press the &amp;quot;Big Key&amp;quot; button with your mouse to lock all dummies to their respective places in the animation. You now will see 3 keys created. B.r.1 is now on Y axis 0.0m here in the picture below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign4.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B.r.2 highlighted is now on Y axis -0.02m in the picture below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign5.jpg]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Then move the animation slider to frame 29/30, leave b.r.2 at its Y axis at -0.02m, again checking all other dummies are on 0.0m and lock the animation with, yes, the &amp;quot;Big Key&amp;quot; button. You have created another new key, 4 keys so far.&lt;br /&gt;
&lt;br /&gt;
Now move the animation slider to frame 30/30, move b.r.2 to 0.0m, b.r.1 to -0.02m and lock the key there. Again, you will ONLY see a new key created by locking a key with the &amp;quot;BIG KEY&amp;quot; button. NOT as the pictures here show with all keys present, which you will only see after the animation is finished. Now you have 5 new animation keys in your 3DS Max showing. 1st key on 0/30, 2nd key on 10/30, 3rd key on 11/30, 4th key on 29/30 and the fifth key on 30/30 on the animation slider.&lt;br /&gt;
&lt;br /&gt;
That was for a 2 cycle animation where one wants to show only 2 different textured planes with it. When the animation is looping (repeating), it will start anew from frame 0, cycle through the keys, moving the texture panels as locked with the &amp;quot;Big Key&amp;quot; button above to their respective xyz location and therefore showing you the animation by the dummies moving back and forth in 3DS Max.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to create a Neon Sign showing 3 colours, a different colour at each time, divide your animation length of 30 by 3 times as shown above and make this 10 frames each for an equal length of a different animated neon effect to show. On now to creating the other animation keys. You will need an extra dummy, b.r.3 for this and an extra texture panel, numbered 3, all on XYZ 0.0m.&lt;br /&gt;
&lt;br /&gt;
Start off with the animation as shown further above, create keys on frames 0/30, 10/30, 11/30 as done above for the simple on/off sign. Now move the animation slider to frame 20/30, leave b.r.2 on its Y axis on -0.02m, making sure all other dummies are on Y axis 0.0m and lock this frame with the &amp;quot;Big Key&amp;quot; button there as can be seen below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign6.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then move the animation slider to frame 21/30, move b.r.2 back to its Y axis to 0.0m, move the dummy b.r.3 to Y axis -0.02m, again checking all other dummies are on 0.0m and lock the animation with, yes, the &amp;quot;Big Key&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign7.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moving now the animation slider to frame 29/30, NOTE, NOT shown in any of the pictures here, leave b.r.3 where it is on -0.02m, all other dummies on 0.0m and lock the key with the &amp;quot;Big Key&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
Next move the animation slider to frame 30/30, move b.r.3 to 0.0m, b.r.1 to -0.02m and lock the key there. Again, you will ONLY see a new key created by locking a key. NOT as the pictures show with all keys present, which you will see only after the animation is finished. Hey, you just created another animation if all was done as described here.&lt;br /&gt;
&lt;br /&gt;
That was for a 3 cycle animation where one wants to show 3 different coloured textured planes with it. Similar on 4 or more animation cycles, where you need to break the amount of frames needed into equal parts. Where you most likely need to increase the frame count in the Time configuration to more frames, depending how many different cycles of animations one wants. &lt;br /&gt;
&lt;br /&gt;
All the time by shifting the extra dummies needed at the right frame/key to the fore front (Y axis -0.02), while all other dummies MUST REMAIN on Y axis at 0.0m when locking the frames/keys. Should the odd dummy misbehave and not be in its rightful location, shift it where it needs to be (either at Y axis 0.0m or -0.02m) and LOCK THIS misbehaving dummy AGAIN BUT ONLY ON THE KEYS ALREADY MADE and where that misbehaving dummy should be!!!&lt;br /&gt;
&lt;br /&gt;
To rehash, ONLY the dummies need to be animated, the attached planes will follow them as they are linked to these dummies.&lt;br /&gt;
&lt;br /&gt;
Now, for the simple on/off animated Neon Sign made above, place the unlit neon tube texture  on your texture map on to plane 1, the lit neon texture on plane 2, roughly where they need to be showing in Trainz. This is for the simple on/off animation. Create the box around the neon effect planes if you haven&#039;t made this yet, name it frame or box or whatever (check out any of my to the DLS uploaded Neon Signs for &amp;quot;How I did this&amp;quot; and check the config.txt there too, use this configuration as your own configuration template by altering/changing it with your own details) and ONLY NOW link your b.r.1 and b.r.2 dummies with their already attached textured planes to b.r.main, highlight all these dummies with their attached texture planes including b.r.main and export this as &amp;quot;n.im&amp;quot; as is shown below. Export the animation as &amp;quot;anim.kin&amp;quot; with the N3V Games 3DS Max exporter installed in your 3DS Max and found for d/loading it on the TrainzWiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign8.jpg]]&lt;br /&gt;
&lt;br /&gt;
::[[File:NeonSign9.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then export the textured box/frame next which is NOT LINKED TO ANY DUMMY as &amp;quot;d.im&amp;quot; as shown above, as seen per my configuration names in one of my d/loaded Neon Signs. Include all your texture maps you used on this Neon Sign with their needed texture.txt files (your Max Exporter can export your textures used and create the necessary texture.txt files), create a screenshot picture 240x180 pixels as a xxx.jpg picture for it, create a correct config.txt (use one from my created Neon Sign as a template) and export the lot out of CM as a CDP for uploading this, again, by using one of my created Neon Signs as a template of &amp;quot;How I did this..&amp;quot;. If you did everything correctly, your created Neon Sign will show in Surveyor of Trainz.&lt;br /&gt;
&lt;br /&gt;
Check in Surveyor if the textures are synchronized, meaning, they do not jump all over your texture planes and are lined up perfectly with the previous texture(s) showing in the animation by adjust these again in 3DS Max by moving/adjusting the texture after UVW unwrapping it, until they show exactly in the same place where the others show on the texture panels in Surveyor and until  you are happy with what you see in Trainz. If the animation is too fast or too slow, you can adjust this in your Neon Sign configuration text for the right speed, experiment. You will also note, I used the NIGHTMODE tag as CONSTANT, which will give me the same colour density of the texture maps day AND night in Trainz. It cuts also down on file size, as one needs only one animation and one texture map and not 2 of these for the day mesh and the night mesh, it cuts down on CDP size and nowadays in any city/town one will see Neon Signs operating during the day, so this does not look out of place in Trainz.&lt;br /&gt;
&lt;br /&gt;
For more animations needed, repeat the adjusting of the texture map placement on each texture plane/panel, to be in sync with size etc. until you are happy with its look.&lt;br /&gt;
&lt;br /&gt;
Remember, you can place 2 of the same signs back to back and mount these two back to back signs 90 degrees away from a building wall. Instant double sided Neon Signs.&lt;br /&gt;
&lt;br /&gt;
Check out how to create Neon Texture Effects for your texture maps as seen in the &amp;quot;How to&amp;quot; section of the TrainzWiki. [[HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4]]&lt;br /&gt;
&lt;br /&gt;
The pictures you see here above are from an older version of 3DS Max, your version of 3DS Max might look slightly different. &lt;br /&gt;
&lt;br /&gt;
Have fun.&lt;br /&gt;
&lt;br /&gt;
Lennard Dorfer aka Lendorf &lt;br /&gt;
 &lt;br /&gt;
[[Category:How-to guides]]&lt;br /&gt;
&lt;br /&gt;
=  Copyright Notes =&lt;br /&gt;
&lt;br /&gt;
The original text and images of this tutorial were sourced from http://the-commander.com/tuts/neonsign.htm at the request of, and with the permision of the original author (Lennard Dorfer).&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_an_animated_Neon_Sign&amp;diff=7866</id>
		<title>HowTo/Build an animated Neon Sign</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_an_animated_Neon_Sign&amp;diff=7866"/>
		<updated>2014-11-15T00:11:57Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: Created page with &amp;quot; This is a temporary link to the Neon Sign Tutorial in 3DS Max.  http://the-commander.com/tuts/neonsign.htm  Lennard Dorfer aka Lendorf&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is a temporary link to the Neon Sign Tutorial in 3DS Max.&lt;br /&gt;
&lt;br /&gt;
http://the-commander.com/tuts/neonsign.htm&lt;br /&gt;
&lt;br /&gt;
Lennard Dorfer aka Lendorf&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4&amp;diff=7865</id>
		<title>HowTo/Create a Neon Font Effect with PhotoShop C4</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4&amp;diff=7865"/>
		<updated>2014-11-15T00:08:01Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font face=&amp;quot;Verdana&amp;quot;# color=&amp;quot;#ff0f41&amp;quot; size=5&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
(&#039;&#039;Note:  This is a work in progress&#039;&#039;)&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Neon Text Effect – Photoshop CS4 Tutorial =&lt;br /&gt;
&lt;br /&gt;
In this tutorial I will show you how to create a Neon Text Effect, in Photoshop CS4 or even in earlier editions of PS or similar such paint programs with similar features. To be later used as a Texture for creating a Neon Sign.&lt;br /&gt;
&lt;br /&gt;
Create a new file with a white background. Best make that a 512x512 pixel size for vertical signs or for upright signs a 1024x512 pixel size.&lt;br /&gt;
&lt;br /&gt;
::[[File:t1.jpg]]&lt;br /&gt;
&lt;br /&gt;
			&lt;br /&gt;
Type &amp;quot;HOTEL&amp;quot;; or whatever you might use for your Neon Sign, using black color with a thin font. The thin font is best for this exercise, almost any suitable &lt;br /&gt;
font will do.&lt;br /&gt;
As this is a layer, go to Layer/Flatten Image.&lt;br /&gt;
&lt;br /&gt;
Then go to Image/Adjust/Invert:&lt;br /&gt;
To get a negative, a reverse image with black background and with white letters on it.&lt;br /&gt;
&lt;br /&gt;
::[[File:t2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, add some Gaussian Blur:&lt;br /&gt;
Go to Filter/Blur/Gaussian Blur and try 2.0 as the value for Pixel Radius.&lt;br /&gt;
&lt;br /&gt;
::[[File:t3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, lets try at Filter/Stylize/Solarize:&lt;br /&gt;
Where you get this picture below and which you could use as the Neon Sign unlit tube template. You might need to adjust brightness/contrast a little bit to &lt;br /&gt;
suit.&lt;br /&gt;
&lt;br /&gt;
::[[File:t5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next go to Image/Adjustments/Level/Auto:&lt;br /&gt;
Which will give you a brighter picture of the above one.&lt;br /&gt;
&lt;br /&gt;
::[[File:t4.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the main template to use for your Neon Text Effect by adding the following settings into the Image/Adjustments/Hue/Saturation window.  As per these pictures below for red or blue. Try the &amp;quot;Hue&amp;quot; slider for any different colours you might want for your texture.&lt;br /&gt;
&lt;br /&gt;
::[[File:t6.jpg]]   [[File:t7.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Last, copy and paste the previous saved pictures which I wrote and have shown above that might be used as an unlit neon tube picture together with any other colour you might &lt;br /&gt;
use as your main texture. As said previous, make your main texture map either:&lt;br /&gt;
&lt;br /&gt;
::512x512 pixels for horizontal signs, or&lt;br /&gt;
::512x1024 (high) pixels for vertical Neon Signs.&lt;br /&gt;
&lt;br /&gt;
On the main texture below at its bottom I already pasted other textures on it, possibly needed for any add ons. Don&#039;t paste these extra textures yet.&lt;br /&gt;
&lt;br /&gt;
::[[File:t8.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This main texture will be used to generate a Normal Map of it, providing you have the NVidea Normal Filter installed in your Photo Shop. If you do not have it, Google for it to get a d/load link for this filter. The finished normal map and its settings to create it are shown below. These settings can be altered for any special need you might have for creating normal maps. Experimenting will show you. You can also safely reduce any normal map of the same size of the main texture to half its size without hardly affecting the normal mapping effect. Try it! &lt;br /&gt;
&lt;br /&gt;
By using a half size (50% reduced) normal map also cuts down on CDP file size etc.&lt;br /&gt;
It goes without saying, if you reduce the normal map size by half, these need to be 256x256 or 256x512 pixels, depending on what size you used to start with.&lt;br /&gt;
&lt;br /&gt;
::[[File:t9.jpg]]   [[File:t10.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Last to copy and paste any extra textures (the ones already seen on the main texture map) one might need for the Neon Sign Box, any posts or attachments to place/hang this onto buildings which one can see in the main texture further above already copied on any unused space in your texture map. Otherwise you need to blank this out in the normal map, if you created a normal effect for that extra texture.&lt;br /&gt;
&lt;br /&gt;
Now to place any shine of the lit neon sign onto the letters, again in PhotoShop, use a layer over the main texture, set this to anywhere from 30% to 80% transparency, depending how much shine one requires. Experiment! Remember, too much shine makes the effect too bright, experiment until satisfied. Use a soft diffuse brush at the required size fitting the letters, the picture will show you generally how to set that up. With the brush, shine the outline of the neon texture first, then the inside if needed.&lt;br /&gt;
&lt;br /&gt;
Experiment with different fonts and settings of all these different settings shown here, you will be surprised that one particular setting shown here might not necessarily fit all Neon Text Effects.&lt;br /&gt;
&lt;br /&gt;
::[[File:t11.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, if you went through all these steps above successfully, you have just created your first Neon Text Effect texture and how to implement this into your main texture map for creating a Neon Sign.&lt;br /&gt;
&lt;br /&gt;
How to create a Neon Sign in 3DS Max will be another Tutorial soon (tm).&lt;br /&gt;
&lt;br /&gt;
Original tutorial and images by Lendorf (Lennard Dorfer)&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to guides]]&lt;br /&gt;
&lt;br /&gt;
Lennard Dorfer aka Lendorf&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo&amp;diff=7864</id>
		<title>HowTo</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo&amp;diff=7864"/>
		<updated>2014-11-09T08:38:58Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: /* Content Creation: Assets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists available &amp;quot;How To&amp;quot; Guides which describe how to achieve certain tasks related to Trainz. &lt;br /&gt;
&lt;br /&gt;
Users are encouraged to add their own guides to this page in a similar fashion, or expand on existing guides. Please keep in mind that this site is dedicated to the current version of Trainz and that techniques used should relate to this version.&lt;br /&gt;
&lt;br /&gt;
==Content Creation: Routes==&lt;br /&gt;
* [[HowTo/Techniques,_tips,_and_tricks_for_route_builders]]&lt;br /&gt;
* [[HowTo/Create a Route in 10 Minutes]]&lt;br /&gt;
* [[HowTo/Add Bumpy Track]]&lt;br /&gt;
* [[HowTo/Make a Track Cutting]]&lt;br /&gt;
* [[HowTo/Place Signals]]&lt;br /&gt;
* [[HowTo/Build a Bridge]]&lt;br /&gt;
* [[HowTo/Build a Tunnel]]&lt;br /&gt;
* [[HowTo/Build a Crossing]]&lt;br /&gt;
* [[HowTo/Build Catenary]]&lt;br /&gt;
* [[HowTo/Use Trig Stations]]&lt;br /&gt;
* [[HowTo/Configure an iPortal]]&lt;br /&gt;
&lt;br /&gt;
==Content Creation: Sessions==&lt;br /&gt;
* [[HowTo/Techniques,_tips,_and_tricks_for_session_developers]]&lt;br /&gt;
&lt;br /&gt;
==Content Creation: Assets==&lt;br /&gt;
* [[HowTo/Make your first Trainz Asset]]&lt;br /&gt;
* [[HowTo/Export from Max]]&lt;br /&gt;
* [[HowTo/Export from Blender]]&lt;br /&gt;
* [[HowTo/Solve Blender Modelling Problems]]&lt;br /&gt;
* [[HowTo/Build normal maps in Max]]&lt;br /&gt;
* [[HowTo/Localize an Asset]]&lt;br /&gt;
* [[HowTo/Build a scripted asset]]&lt;br /&gt;
* [[HowTo/Reskin an Asset]]&lt;br /&gt;
* [[HowTo/Build a Car for Traffic (stand-alone version)]]&lt;br /&gt;
* [[HowTo/Build a Car for Traffic (mesh library version)]]&lt;br /&gt;
* [[HowTo/Build a cab interior]]&lt;br /&gt;
* [[HowTo/Build a drivable car]]&lt;br /&gt;
* [[HowTo/Render to Texture]]&lt;br /&gt;
* [[HowTo/Build a simple animated scenery asset in Blender]]&lt;br /&gt;
* [[HowTo/Build Passenger Enabled Assets]]&lt;br /&gt;
* [[HowTo/Create a High Voltage Power Line Spline]]&lt;br /&gt;
* [[HowTo/Create transparent windows in Blender]]&lt;br /&gt;
* [[Getting_Started_in_TrainzScript]]&lt;br /&gt;
* [[HowTo/Create a Fence Spline Featuring LOD and Random Meshes]]&lt;br /&gt;
* [[HowTo/Create a Neon Font Effect with PhotoShop C4]]&lt;br /&gt;
* [[HowTo/Build an animated Neon Sign]]&lt;br /&gt;
&lt;br /&gt;
==Creating and Configuring Content In-game==&lt;br /&gt;
* [[HowTo/Create an Interactive Session]]&lt;br /&gt;
* [[HowTo/Add Carz Traffic to a Route]]&lt;br /&gt;
* [[HowTo/Tune a Steam Locomotive Enginespec]]&lt;br /&gt;
* [[HowTo/Configure an Interactive Industry]]&lt;br /&gt;
* [[HowTo/Implement a Destination Sign System]]&lt;br /&gt;
* [[HowTo/Upload a new asset to the DownloadStation]]&lt;br /&gt;
* [[HowTo/Update an existing asset on the DownloadStation]]&lt;br /&gt;
* [[HowTo/Download an asset from the Download Station]]&lt;br /&gt;
&lt;br /&gt;
==Menu Navigation==&lt;br /&gt;
* [[HowTo/Main Menu]]&lt;br /&gt;
* [[HowTo/Learn To Drive]]&lt;br /&gt;
* [[HowTo/Routes Menu]]&lt;br /&gt;
* [[HowTo/Session Menu]]&lt;br /&gt;
* [[HowTo/Railyard Menu]]&lt;br /&gt;
* [[HowTo/Get New Content]]&lt;br /&gt;
&lt;br /&gt;
==Driver - all things related to driving and operating trains==&lt;br /&gt;
* [[HowTo/Camera View Modes / Navigation]]&lt;br /&gt;
* [[HowTo/Cab Mode]]&lt;br /&gt;
* [[HowTo/DCC Mode]]&lt;br /&gt;
* [[HowTo/Quickdrive]]&lt;br /&gt;
* [[HowTo/Consists / Locomotives / Trains]]&lt;br /&gt;
* [[HowTo/Drivers]]&lt;br /&gt;
* [[HowTo/Driver Commands]]&lt;br /&gt;
* [[HowTo/User Tools Menu]]&lt;br /&gt;
* [[HowTo/Additional Rules Menu]]&lt;br /&gt;
* [[HowTo/iTrainz Chat]]&lt;br /&gt;
* [[HowTo/Trainz Online Browser]]&lt;br /&gt;
* [[HowTo/Driver/Main Menu]]&lt;br /&gt;
** [[HowTo/Driver/Main Menu/Options]]&lt;br /&gt;
** [[HowTo/Driver/Main Menu/Achievements]]&lt;br /&gt;
** [[HowTo/Driver/Main Menu/Save Game]]&lt;br /&gt;
** [[HowTo/Driver/Main Menu/Find Object]]&lt;br /&gt;
* [[HowTo/Pause Game]]&lt;br /&gt;
* [[HowTo/Help]]&lt;br /&gt;
&lt;br /&gt;
==Surveyor - Route and Session creation in Trainz==&lt;br /&gt;
* [[HowTo/Topology Tab]]&lt;br /&gt;
* [[HowTo/Paint Tab]]&lt;br /&gt;
* [[HowTo/Objects Tab]]&lt;br /&gt;
* [[HowTo/Tracks Tab]]&lt;br /&gt;
* [[HowTo/Tools Tab]]&lt;br /&gt;
* [[HowTo/Layers Tab]]&lt;br /&gt;
* [[HowTo/Trains Tab]]&lt;br /&gt;
* [[HowTo/Session Rules]]&lt;br /&gt;
* [[HowTo/Content Search Filter]]&lt;br /&gt;
* [[HowTo/Wireframe View]]&lt;br /&gt;
* [[HowTo/iTrainz Chat]]&lt;br /&gt;
* [[HowTo/Trainz Online Browser]]&lt;br /&gt;
* [[HowTo/Help]]&lt;br /&gt;
* [[HowTo/Main Menu]]&lt;br /&gt;
** [[HowTo/Options]]&lt;br /&gt;
*** [[HowTo/General Settings]]&lt;br /&gt;
*** [[HowTo/Video Settings]]&lt;br /&gt;
*** [[HowTo/Surveyor Settings]]&lt;br /&gt;
*** [[HowTo/Sound Settings]]&lt;br /&gt;
*** [[HowTo/Control Settings]]&lt;br /&gt;
*** [[HowTo/Global Consist Library]]&lt;br /&gt;
*** [[HowTo/Global Interface Addon]]&lt;br /&gt;
** [[HowTo/Achievements]]&lt;br /&gt;
** [[HowTo/New Route]]&lt;br /&gt;
** [[HowTo/Save]]&lt;br /&gt;
** [[HowTo/Save As]]&lt;br /&gt;
** [[HowTo/Replace Assets]]&lt;br /&gt;
** [[HowTo/Delete Missing Assets]]&lt;br /&gt;
** [[HowTo/Mini Map]]&lt;br /&gt;
** [[HowTo/Find Object]]&lt;br /&gt;
** [[HowTo/Merge Route]]&lt;br /&gt;
** [[HowTo/Edit Route]]&lt;br /&gt;
** [[HowTo/Edit Session]]&lt;br /&gt;
** [[HowTo/Edit Environment]]&lt;br /&gt;
*** [[HowTo/Time]]&lt;br /&gt;
*** [[HowTo/Location]]&lt;br /&gt;
*** [[HowTo/Environment]]&lt;br /&gt;
&lt;br /&gt;
==Content Manager==&lt;br /&gt;
* [[HowTo/Menu]]&lt;br /&gt;
** [[HowTo/File]]&lt;br /&gt;
** [[HowTo/Edit]]&lt;br /&gt;
** [[HowTo/View]]&lt;br /&gt;
** [[HowTo/Help]]&lt;br /&gt;
* [[HowTo/Download Helper]]&lt;br /&gt;
* [[HowTo/Search]]&lt;br /&gt;
* [[HowTo/Pick List]]&lt;br /&gt;
* [[HowTo/Asset Details]]&lt;br /&gt;
* [[HowTo/Uploads]]&lt;br /&gt;
* [[HowTo/Archiver]]&lt;br /&gt;
* [[HowTo/Assets]]&lt;br /&gt;
** [[HowTo/Current Search]]&lt;br /&gt;
** [[HowTo/All]]&lt;br /&gt;
** [[HowTo/Archived]]&lt;br /&gt;
** [[HowTo/Disabled]]&lt;br /&gt;
** [[HowTo/Download Station]]&lt;br /&gt;
** [[HowTo/Favorite Locos]]&lt;br /&gt;
** [[HowTo/Installed]]&lt;br /&gt;
** [[HowTo/Locally Modified]]&lt;br /&gt;
** [[HowTo/Missing Dependencies]]&lt;br /&gt;
** [[HowTo/My Content]]&lt;br /&gt;
** [[HowTo/Open for Edit]]&lt;br /&gt;
** [[HowTo/Out of Date]]&lt;br /&gt;
** [[HowTo/Today]]&lt;br /&gt;
** [[HowTo/Help]]&lt;br /&gt;
&lt;br /&gt;
==Documentation Suggestions==&lt;br /&gt;
&lt;br /&gt;
* [[HowTo/Build normal maps in Blender]]&lt;br /&gt;
* [[HowTo/Build a house]]&lt;br /&gt;
* [[HowTo/Build a tree]]&lt;br /&gt;
* [[HowTo/Build a track]]&lt;br /&gt;
* [[HowTo/Build a bridge]]&lt;br /&gt;
* [[HowTo/Build a tunnel]]&lt;br /&gt;
* [[HowTo/Build a hedge]]&lt;br /&gt;
* [[HowTo/Build a fence]]&lt;br /&gt;
* [[HowTo/Build a road]]&lt;br /&gt;
* [[HowTo/Build a road crossing]]&lt;br /&gt;
* [[HowTo/Build a train car]]&lt;br /&gt;
* [[HowTo/Build a bogey]]&lt;br /&gt;
* [[HowTo/Build a ground texture]]&lt;br /&gt;
* [[HowTo/Build an interactive industry]]&lt;br /&gt;
* [[HowTo/Add attached track]]&lt;br /&gt;
* [[HowTo/Add an intro page to a session]]&lt;br /&gt;
* [[HowTo/Register with Planet Auran]]&lt;br /&gt;
* [[HowTo/Create an Achievement]]&lt;br /&gt;
* [[HowTo/Use a map to create a baseboard]]&lt;br /&gt;
* [[HowTo/Create a displacement map]]&lt;br /&gt;
&lt;br /&gt;
== See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Content Configuration]] - &#039;&#039;A reference manual covering all content types.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to guides| ]]&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo&amp;diff=7863</id>
		<title>HowTo</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo&amp;diff=7863"/>
		<updated>2014-11-09T08:38:04Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: /* Content Creation: Assets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists available &amp;quot;How To&amp;quot; Guides which describe how to achieve certain tasks related to Trainz. &lt;br /&gt;
&lt;br /&gt;
Users are encouraged to add their own guides to this page in a similar fashion, or expand on existing guides. Please keep in mind that this site is dedicated to the current version of Trainz and that techniques used should relate to this version.&lt;br /&gt;
&lt;br /&gt;
==Content Creation: Routes==&lt;br /&gt;
* [[HowTo/Techniques,_tips,_and_tricks_for_route_builders]]&lt;br /&gt;
* [[HowTo/Create a Route in 10 Minutes]]&lt;br /&gt;
* [[HowTo/Add Bumpy Track]]&lt;br /&gt;
* [[HowTo/Make a Track Cutting]]&lt;br /&gt;
* [[HowTo/Place Signals]]&lt;br /&gt;
* [[HowTo/Build a Bridge]]&lt;br /&gt;
* [[HowTo/Build a Tunnel]]&lt;br /&gt;
* [[HowTo/Build a Crossing]]&lt;br /&gt;
* [[HowTo/Build Catenary]]&lt;br /&gt;
* [[HowTo/Use Trig Stations]]&lt;br /&gt;
* [[HowTo/Configure an iPortal]]&lt;br /&gt;
&lt;br /&gt;
==Content Creation: Sessions==&lt;br /&gt;
* [[HowTo/Techniques,_tips,_and_tricks_for_session_developers]]&lt;br /&gt;
&lt;br /&gt;
==Content Creation: Assets==&lt;br /&gt;
* [[HowTo/Make your first Trainz Asset]]&lt;br /&gt;
* [[HowTo/Export from Max]]&lt;br /&gt;
* [[HowTo/Export from Blender]]&lt;br /&gt;
* [[HowTo/Solve Blender Modelling Problems]]&lt;br /&gt;
* [[HowTo/Build normal maps in Max]]&lt;br /&gt;
* [[HowTo/Localize an Asset]]&lt;br /&gt;
* [[HowTo/Build a scripted asset]]&lt;br /&gt;
* [[HowTo/Reskin an Asset]]&lt;br /&gt;
* [[HowTo/Build a Car for Traffic (stand-alone version)]]&lt;br /&gt;
* [[HowTo/Build a Car for Traffic (mesh library version)]]&lt;br /&gt;
* [[HowTo/Build a cab interior]]&lt;br /&gt;
* [[HowTo/Build a drivable car]]&lt;br /&gt;
* [[HowTo/Render to Texture]]&lt;br /&gt;
* [[HowTo/Build a simple animated scenery asset in Blender]]&lt;br /&gt;
* [[HowTo/Build Passenger Enabled Assets]]&lt;br /&gt;
* [[HowTo/Create a High Voltage Power Line Spline]]&lt;br /&gt;
* [[HowTo/Create transparent windows in Blender]]&lt;br /&gt;
* [[Getting_Started_in_TrainzScript]]&lt;br /&gt;
* [[HowTo/Create a Fence Spline Featuring LOD and Random Meshes]]&lt;br /&gt;
* [[HowTo/Create a Neon Text Effect with PhotoShop C4]]&lt;br /&gt;
* [[HowTo/Build an animated Neon Sign]]&lt;br /&gt;
&lt;br /&gt;
==Creating and Configuring Content In-game==&lt;br /&gt;
* [[HowTo/Create an Interactive Session]]&lt;br /&gt;
* [[HowTo/Add Carz Traffic to a Route]]&lt;br /&gt;
* [[HowTo/Tune a Steam Locomotive Enginespec]]&lt;br /&gt;
* [[HowTo/Configure an Interactive Industry]]&lt;br /&gt;
* [[HowTo/Implement a Destination Sign System]]&lt;br /&gt;
* [[HowTo/Upload a new asset to the DownloadStation]]&lt;br /&gt;
* [[HowTo/Update an existing asset on the DownloadStation]]&lt;br /&gt;
* [[HowTo/Download an asset from the Download Station]]&lt;br /&gt;
&lt;br /&gt;
==Menu Navigation==&lt;br /&gt;
* [[HowTo/Main Menu]]&lt;br /&gt;
* [[HowTo/Learn To Drive]]&lt;br /&gt;
* [[HowTo/Routes Menu]]&lt;br /&gt;
* [[HowTo/Session Menu]]&lt;br /&gt;
* [[HowTo/Railyard Menu]]&lt;br /&gt;
* [[HowTo/Get New Content]]&lt;br /&gt;
&lt;br /&gt;
==Driver - all things related to driving and operating trains==&lt;br /&gt;
* [[HowTo/Camera View Modes / Navigation]]&lt;br /&gt;
* [[HowTo/Cab Mode]]&lt;br /&gt;
* [[HowTo/DCC Mode]]&lt;br /&gt;
* [[HowTo/Quickdrive]]&lt;br /&gt;
* [[HowTo/Consists / Locomotives / Trains]]&lt;br /&gt;
* [[HowTo/Drivers]]&lt;br /&gt;
* [[HowTo/Driver Commands]]&lt;br /&gt;
* [[HowTo/User Tools Menu]]&lt;br /&gt;
* [[HowTo/Additional Rules Menu]]&lt;br /&gt;
* [[HowTo/iTrainz Chat]]&lt;br /&gt;
* [[HowTo/Trainz Online Browser]]&lt;br /&gt;
* [[HowTo/Driver/Main Menu]]&lt;br /&gt;
** [[HowTo/Driver/Main Menu/Options]]&lt;br /&gt;
** [[HowTo/Driver/Main Menu/Achievements]]&lt;br /&gt;
** [[HowTo/Driver/Main Menu/Save Game]]&lt;br /&gt;
** [[HowTo/Driver/Main Menu/Find Object]]&lt;br /&gt;
* [[HowTo/Pause Game]]&lt;br /&gt;
* [[HowTo/Help]]&lt;br /&gt;
&lt;br /&gt;
==Surveyor - Route and Session creation in Trainz==&lt;br /&gt;
* [[HowTo/Topology Tab]]&lt;br /&gt;
* [[HowTo/Paint Tab]]&lt;br /&gt;
* [[HowTo/Objects Tab]]&lt;br /&gt;
* [[HowTo/Tracks Tab]]&lt;br /&gt;
* [[HowTo/Tools Tab]]&lt;br /&gt;
* [[HowTo/Layers Tab]]&lt;br /&gt;
* [[HowTo/Trains Tab]]&lt;br /&gt;
* [[HowTo/Session Rules]]&lt;br /&gt;
* [[HowTo/Content Search Filter]]&lt;br /&gt;
* [[HowTo/Wireframe View]]&lt;br /&gt;
* [[HowTo/iTrainz Chat]]&lt;br /&gt;
* [[HowTo/Trainz Online Browser]]&lt;br /&gt;
* [[HowTo/Help]]&lt;br /&gt;
* [[HowTo/Main Menu]]&lt;br /&gt;
** [[HowTo/Options]]&lt;br /&gt;
*** [[HowTo/General Settings]]&lt;br /&gt;
*** [[HowTo/Video Settings]]&lt;br /&gt;
*** [[HowTo/Surveyor Settings]]&lt;br /&gt;
*** [[HowTo/Sound Settings]]&lt;br /&gt;
*** [[HowTo/Control Settings]]&lt;br /&gt;
*** [[HowTo/Global Consist Library]]&lt;br /&gt;
*** [[HowTo/Global Interface Addon]]&lt;br /&gt;
** [[HowTo/Achievements]]&lt;br /&gt;
** [[HowTo/New Route]]&lt;br /&gt;
** [[HowTo/Save]]&lt;br /&gt;
** [[HowTo/Save As]]&lt;br /&gt;
** [[HowTo/Replace Assets]]&lt;br /&gt;
** [[HowTo/Delete Missing Assets]]&lt;br /&gt;
** [[HowTo/Mini Map]]&lt;br /&gt;
** [[HowTo/Find Object]]&lt;br /&gt;
** [[HowTo/Merge Route]]&lt;br /&gt;
** [[HowTo/Edit Route]]&lt;br /&gt;
** [[HowTo/Edit Session]]&lt;br /&gt;
** [[HowTo/Edit Environment]]&lt;br /&gt;
*** [[HowTo/Time]]&lt;br /&gt;
*** [[HowTo/Location]]&lt;br /&gt;
*** [[HowTo/Environment]]&lt;br /&gt;
&lt;br /&gt;
==Content Manager==&lt;br /&gt;
* [[HowTo/Menu]]&lt;br /&gt;
** [[HowTo/File]]&lt;br /&gt;
** [[HowTo/Edit]]&lt;br /&gt;
** [[HowTo/View]]&lt;br /&gt;
** [[HowTo/Help]]&lt;br /&gt;
* [[HowTo/Download Helper]]&lt;br /&gt;
* [[HowTo/Search]]&lt;br /&gt;
* [[HowTo/Pick List]]&lt;br /&gt;
* [[HowTo/Asset Details]]&lt;br /&gt;
* [[HowTo/Uploads]]&lt;br /&gt;
* [[HowTo/Archiver]]&lt;br /&gt;
* [[HowTo/Assets]]&lt;br /&gt;
** [[HowTo/Current Search]]&lt;br /&gt;
** [[HowTo/All]]&lt;br /&gt;
** [[HowTo/Archived]]&lt;br /&gt;
** [[HowTo/Disabled]]&lt;br /&gt;
** [[HowTo/Download Station]]&lt;br /&gt;
** [[HowTo/Favorite Locos]]&lt;br /&gt;
** [[HowTo/Installed]]&lt;br /&gt;
** [[HowTo/Locally Modified]]&lt;br /&gt;
** [[HowTo/Missing Dependencies]]&lt;br /&gt;
** [[HowTo/My Content]]&lt;br /&gt;
** [[HowTo/Open for Edit]]&lt;br /&gt;
** [[HowTo/Out of Date]]&lt;br /&gt;
** [[HowTo/Today]]&lt;br /&gt;
** [[HowTo/Help]]&lt;br /&gt;
&lt;br /&gt;
==Documentation Suggestions==&lt;br /&gt;
&lt;br /&gt;
* [[HowTo/Build normal maps in Blender]]&lt;br /&gt;
* [[HowTo/Build a house]]&lt;br /&gt;
* [[HowTo/Build a tree]]&lt;br /&gt;
* [[HowTo/Build a track]]&lt;br /&gt;
* [[HowTo/Build a bridge]]&lt;br /&gt;
* [[HowTo/Build a tunnel]]&lt;br /&gt;
* [[HowTo/Build a hedge]]&lt;br /&gt;
* [[HowTo/Build a fence]]&lt;br /&gt;
* [[HowTo/Build a road]]&lt;br /&gt;
* [[HowTo/Build a road crossing]]&lt;br /&gt;
* [[HowTo/Build a train car]]&lt;br /&gt;
* [[HowTo/Build a bogey]]&lt;br /&gt;
* [[HowTo/Build a ground texture]]&lt;br /&gt;
* [[HowTo/Build an interactive industry]]&lt;br /&gt;
* [[HowTo/Add attached track]]&lt;br /&gt;
* [[HowTo/Add an intro page to a session]]&lt;br /&gt;
* [[HowTo/Register with Planet Auran]]&lt;br /&gt;
* [[HowTo/Create an Achievement]]&lt;br /&gt;
* [[HowTo/Use a map to create a baseboard]]&lt;br /&gt;
* [[HowTo/Create a displacement map]]&lt;br /&gt;
&lt;br /&gt;
== See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Content Configuration]] - &#039;&#039;A reference manual covering all content types.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to guides| ]]&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4&amp;diff=7862</id>
		<title>HowTo/Create a Neon Font Effect with PhotoShop C4</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4&amp;diff=7862"/>
		<updated>2014-11-09T08:36:50Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: /* Neon Lights Effect – Photoshop CS4 Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font face=&amp;quot;Verdana&amp;quot;# color=&amp;quot;#ff0f41&amp;quot; size=5&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
(&#039;&#039;Note:  This is a work in progress&#039;&#039;)&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Neon Text Effect – Photoshop CS4 Tutorial =&lt;br /&gt;
&lt;br /&gt;
In this tutorial I will show you how to create a Neon Text Effect, in Photoshop CS4 or even in earlier editions of PS or similar such paint programs with similar features. To be later used as a Texture for creating a Neon Sign.&lt;br /&gt;
&lt;br /&gt;
Create a new file with a white background. Best make that a 512x512 pixel size for vertical signs or for upright signs a 1024x512 pixel size.&lt;br /&gt;
&lt;br /&gt;
::[[File:t1.jpg]]&lt;br /&gt;
&lt;br /&gt;
			&lt;br /&gt;
Type &amp;quot;HOTEL&amp;quot;; or whatever you might use for your Neon Sign, using black color with a thin font. The thin font is best for this exercise, almost any suitable &lt;br /&gt;
font will do.&lt;br /&gt;
As this is a layer, go to Layer/Flatten Image.&lt;br /&gt;
&lt;br /&gt;
Then go to Image/Adjust/Invert:&lt;br /&gt;
To get a negative, a reverse image with black background and with white letters on it.&lt;br /&gt;
&lt;br /&gt;
::[[File:t2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, add some Gaussian Blur:&lt;br /&gt;
Go to Filter/Blur/Gaussian Blur and try 2.0 as the value for Pixel Radius.&lt;br /&gt;
&lt;br /&gt;
::[[File:t3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, lets try at Filter/Stylize/Solarize:&lt;br /&gt;
Where you get this picture below and which you could use as the Neon Sign unlit tube template. You might need to adjust brightness/contrast a little bit to &lt;br /&gt;
suit.&lt;br /&gt;
&lt;br /&gt;
::[[File:t5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next go to Image/Adjustments/Level/Auto:&lt;br /&gt;
Which will give you a brighter picture of the above one.&lt;br /&gt;
&lt;br /&gt;
::[[File:t4.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the main template to use for your Neon Text Effect by adding the following settings into the Image/Adjustments/Hue/Saturation window.  As per these pictures below for red or blue. Try the &amp;quot;Hue&amp;quot; slider for any different colours you might want for your texture.&lt;br /&gt;
&lt;br /&gt;
::[[File:t6.jpg]]   [[File:t7.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Last, copy and paste the previous saved pictures which I wrote and have shown above that might be used as an unlit neon tube picture together with any other colour you might &lt;br /&gt;
use as your main texture. As said previous, make your main texture map either:&lt;br /&gt;
&lt;br /&gt;
::512x512 pixels for horizontal signs, or&lt;br /&gt;
::512x1024 (high) pixels for vertical Neon Signs.&lt;br /&gt;
&lt;br /&gt;
On the main texture below at its bottom I already pasted other textures on it, possibly needed for any add ons. Don&#039;t paste these extra textures yet.&lt;br /&gt;
&lt;br /&gt;
::[[File:t8.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This main texture will be used to generate a Normal Map of it, providing you have the NVidea Normal Filter installed in your Photo Shop. If you do not have it, Google for it to get a d/load link for this filter. The finished normal map and its settings to create it are shown below. These settings can be altered for any special need you might have for creating normal maps. Experimenting will show you. You can also safely reduce any normal map of the same size of the main texture to half its size without hardly affecting the normal mapping effect. Try it! &lt;br /&gt;
&lt;br /&gt;
By using a half size (50% reduced) normal map also cuts down on CDP file size etc.&lt;br /&gt;
It goes without saying, if you reduce the normal map size by half, these need to be 256x256 or 256x512 pixels, depending on what size you used to start with.&lt;br /&gt;
&lt;br /&gt;
::[[File:t9.jpg]]   [[File:t10.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Last to copy and paste any extra textures (the ones already seen on the main texture map) one might need for the Neon Sign Box, any posts or attachments to place/hang this onto buildings which one can see in the main texture further above already copied on any unused space in your texture map. Otherwise you need to blank this out in the normal map, if you created a normal effect for that extra texture.&lt;br /&gt;
&lt;br /&gt;
Now to place any shine of the lit neon sign onto the letters, again in PhotoShop, use a layer over the main texture, set this to anywhere from 30% to 80%, depending how much shine one requires. Experiment! Remember, too much shine makes the effect too bright, experiment until satisfied. Use a soft diffuse brush at the required size fitting the letters, the picture will show you generally how to set that up. With the brush, shine the outline of the neon texture first, then the inside if needed.&lt;br /&gt;
&lt;br /&gt;
Experiment with different fonts and settings of all these different settings shown here, you will be surprised that one particular setting shown here might not necessarily fit all Neon Text Effects.&lt;br /&gt;
&lt;br /&gt;
::[[File:t11.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, if you went through all these steps above successfully, you have just created your first Neon Text Effect texture and how to implement this into your main texture map for creating a Neon Sign.&lt;br /&gt;
&lt;br /&gt;
How to create a Neon Sign in 3DS Max will be another Tutorial soon (tm).&lt;br /&gt;
&lt;br /&gt;
Original tutorial and images by Lendorf (Lennard Dorfer)&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to guides]]&lt;br /&gt;
&lt;br /&gt;
Lennard Dorfer aka Lendorf&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4&amp;diff=7861</id>
		<title>HowTo/Create a Neon Font Effect with PhotoShop C4</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4&amp;diff=7861"/>
		<updated>2014-11-09T08:34:38Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font face=&amp;quot;Verdana&amp;quot;# color=&amp;quot;#ff0f41&amp;quot; size=5&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
(&#039;&#039;Note:  This is a work in progress&#039;&#039;)&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Neon Lights Effect – Photoshop CS4 Tutorial =&lt;br /&gt;
&lt;br /&gt;
In this tutorial I will show you how to create a Neon Effect, in Photoshop CS4 or even in earlier editions of PS or similar such paint programs with similar features. To be later used as a Texture for creating a Neon Sign.&lt;br /&gt;
&lt;br /&gt;
Create a new file with a white background. Best make that a 512x512 pixel size for vertical signs or for upright signs a 1024x512 pixel size.&lt;br /&gt;
&lt;br /&gt;
::[[File:t1.jpg]]&lt;br /&gt;
&lt;br /&gt;
			&lt;br /&gt;
Type &amp;quot;HOTEL&amp;quot;; or whatever you might use for your Neon Sign, using black color with a thin font. The thin font is best for this exercise, almost any suitable &lt;br /&gt;
font will do.&lt;br /&gt;
As this is a layer, go to Layer/Flatten Image.&lt;br /&gt;
&lt;br /&gt;
Then go to Image/Adjust/Invert:&lt;br /&gt;
To get a negative, a reverse image with black background and with white letters on it.&lt;br /&gt;
&lt;br /&gt;
::[[File:t2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, add some Gaussian Blur:&lt;br /&gt;
Go to Filter/Blur/Gaussian Blur and try 2.0 as the value for Pixel Radius.&lt;br /&gt;
&lt;br /&gt;
::[[File:t3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, lets try at Filter/Stylize/Solarize:&lt;br /&gt;
Where you get this picture below and which you could use as the Neon Sign unlit tube template. You might need to adjust brightness/contrast a little bit to &lt;br /&gt;
suit.&lt;br /&gt;
&lt;br /&gt;
::[[File:t5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next go to Image/Adjustments/Level/Auto:&lt;br /&gt;
Which will give you a brighter picture of the above one.&lt;br /&gt;
&lt;br /&gt;
::[[File:t4.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the main template to use for your Neon Text Effect by adding the following settings into the Image/Adjustments/Hue/Saturation window.  As per these pictures below for red or blue. Try the &amp;quot;Hue&amp;quot; slider for any different colours you might want for your texture.&lt;br /&gt;
&lt;br /&gt;
::[[File:t6.jpg]]   [[File:t7.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Last, copy and paste the previous saved pictures which I wrote and have shown above that might be used as an unlit neon tube picture together with any other colour you might &lt;br /&gt;
use as your main texture. As said previous, make your main texture map either:&lt;br /&gt;
&lt;br /&gt;
::512x512 pixels for horizontal signs, or&lt;br /&gt;
::512x1024 (high) pixels for vertical Neon Signs.&lt;br /&gt;
&lt;br /&gt;
On the main texture below at its bottom I already pasted other textures on it, possibly needed for any add ons. Don&#039;t paste these extra textures yet.&lt;br /&gt;
&lt;br /&gt;
::[[File:t8.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This main texture will be used to generate a Normal Map of it, providing you have the NVidea Normal Filter installed in your Photo Shop. If you do not have it, Google for it to get a d/load link for this filter. The finished normal map and its settings to create it are shown below. These settings can be altered for any special need you might have for creating normal maps. Experimenting will show you. You can also safely reduce any normal map of the same size of the main texture to half its size without hardly affecting the normal mapping effect. Try it! &lt;br /&gt;
&lt;br /&gt;
By using a half size (50% reduced) normal map also cuts down on CDP file size etc.&lt;br /&gt;
It goes without saying, if you reduce the normal map size by half, these need to be 256x256 or 256x512 pixels, depending on what size you used to start with.&lt;br /&gt;
&lt;br /&gt;
::[[File:t9.jpg]]   [[File:t10.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Last to copy and paste any extra textures (the ones already seen on the main texture map) one might need for the Neon Sign Box, any posts or attachments to place/hang this onto buildings which one can see in the main texture further above already copied on any unused space in your texture map. Otherwise you need to blank this out in the normal map, if you created a normal effect for that extra texture.&lt;br /&gt;
&lt;br /&gt;
Now to place any shine of the lit neon sign onto the letters, again in PhotoShop, use a layer over the main texture, set this to anywhere from 30% to 80%, depending how much shine one requires. Experiment! Remember, too much shine makes the effect too bright, experiment until satisfied. Use a soft diffuse brush at the required size fitting the letters, the picture will show you generally how to set that up. With the brush, shine the outline of the neon texture first, then the inside if needed.&lt;br /&gt;
&lt;br /&gt;
Experiment with different fonts and settings of all these different settings shown here, you will be surprised that one particular setting shown here might not necessarily fit all Neon Text Effects.&lt;br /&gt;
&lt;br /&gt;
::[[File:t11.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, if you went through all these steps above successfully, you have just created your first Neon Text Effect texture and how to implement this into your main texture map for creating a Neon Sign.&lt;br /&gt;
&lt;br /&gt;
How to create a Neon Sign in 3DS Max will be another Tutorial soon (tm).&lt;br /&gt;
&lt;br /&gt;
Original tutorial and images by Lendorf (Lennard Dorfer)&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to guides]]&lt;br /&gt;
&lt;br /&gt;
Lennard Dorfer aka Lendorf&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4&amp;diff=7860</id>
		<title>HowTo/Create a Neon Font Effect with PhotoShop C4</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4&amp;diff=7860"/>
		<updated>2014-11-09T08:29:38Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font face=&amp;quot;Verdana&amp;quot;# color=&amp;quot;#ff0f41&amp;quot; size=5&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
(&#039;&#039;Note:  This is a work in progress&#039;&#039;)&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Neon Lights Effect – Photoshop CS4 Tutorial =&lt;br /&gt;
&lt;br /&gt;
In this tutorial I will show you how to create a Neon Effect, in Photoshop CS4 or even in earlier editions of PS or similar such paint programs with similar features. To be later used as a Texture for creating a Neon Sign.&lt;br /&gt;
&lt;br /&gt;
Create a new file with a white background. Best make that a 512x512 pixel size for vertical signs or for upright signs a 1024x512 pixel size.&lt;br /&gt;
&lt;br /&gt;
::[[File:t1.jpg]]&lt;br /&gt;
&lt;br /&gt;
			&lt;br /&gt;
Type &amp;quot;HOTEL&amp;quot;; or whatever you might use for your Neon Sign, using black color with a thin font. The thin font is best for this exercise, almost any suitable &lt;br /&gt;
font will do.&lt;br /&gt;
As this is a layer, go to Layer/Flatten Image.&lt;br /&gt;
&lt;br /&gt;
Then go to Image/Adjust/Invert:&lt;br /&gt;
To get a negative, a reverse image with black background and with white letters on it.&lt;br /&gt;
&lt;br /&gt;
::[[File:t2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, add some Gaussian Blur:&lt;br /&gt;
Go to Filter/Blur/Gaussian Blur and try 2.0 as the value for Pixel Radius.&lt;br /&gt;
&lt;br /&gt;
::[[File:t3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, lets try at Filter/Stylize/Solarize:&lt;br /&gt;
Where you get this picture below and which you could use as the Neon Light unlit tube template. You might need to adjust brightness/contrast a little bit to &lt;br /&gt;
suit.&lt;br /&gt;
&lt;br /&gt;
::[[File:t5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next go to Image/Adjustments/Level/Auto:&lt;br /&gt;
Which will give you a brighter picture of the above one.&lt;br /&gt;
&lt;br /&gt;
::[[File:t4.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the main template to use for your Neon Effect by adding the following settings into the Image/Adjustments/Hue/Saturation window.  As per these pictures below for red or blue. Try the &amp;quot;Hue&amp;quot; slider for any different colours you might want for your texture.&lt;br /&gt;
&lt;br /&gt;
::[[File:t6.jpg]]   [[File:t7.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Last, copy and paste the previous saved pictures which I wrote about above that might be used as an unlit neon tube picture together with any other colour you might &lt;br /&gt;
use as your main texture. As said previous, make your main texture map either:&lt;br /&gt;
&lt;br /&gt;
::512x512 pixels for horizontal signs, or&lt;br /&gt;
::512x1024 (high) pixels for vertical Neon Signs.&lt;br /&gt;
&lt;br /&gt;
On the main texture below at its bottom I already pasted other textures on it, possibly needed for any add ons. Don&#039;t paste these extra textures yet.&lt;br /&gt;
&lt;br /&gt;
::[[File:t8.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This main texture will be used to generate a Normal Map of it, providing you have the NVidea Normal Filter installed in your Photo Shop. If you do not have &lt;br /&gt;
it, Google for it to get a d/load link for this filter. The finished normal map and its settings to create it are shown below. These settings can be altered for any special need you might have for creating normal maps. Experimenting will show you. You can also safely reduce any normal map of the same size of the main texture to half its size without hardly affecting the normal mapping effect. Try it! &lt;br /&gt;
&lt;br /&gt;
By using a half size (50% reduced) normal map also cuts down on CDP file size etc.&lt;br /&gt;
It goes without saying, if you reduce the normal map size by half, these need to be 256x256 or 256x512 pixels, depending on what size you used to start with.&lt;br /&gt;
&lt;br /&gt;
::[[File:t9.jpg]]   [[File:t10.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Last to copy and paste any extra textures (the ones already seen on the main texture map) one might need for the Neon Sign Box, any posts or attachments to place/hang this onto buildings which one can see in &lt;br /&gt;
the main texture further above already copied on any unused space in your texture map. Otherwise you need to blank this out in the normal map, if you created a normal effect for that extra texture.&lt;br /&gt;
&lt;br /&gt;
Now to place any shine of the lit neon sign onto the letters, again in PhotoShop, use a layer over the main texture, set this to anywhere from 30% to 80%, depending how much shine one requires. Experiment! Remember, too much shine makes the &lt;br /&gt;
effect too bright, experiment until satisfied. Use a soft diffuse brush at the required size fitting the letters, the picture will show you generally how to set that up. With the &lt;br /&gt;
brush, shine the outline of the neon texture first, then the inside if needed.&lt;br /&gt;
&lt;br /&gt;
Experiment with different fonts and settings of all these different settings shown here, you will be surprised that one particular setting shown here might not necessarily fit all Neon Text Effects.&lt;br /&gt;
&lt;br /&gt;
::[[File:t11.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, if you went through all these above steps successfully, you have just created your first Neon Text Effect texture and how to implement this into your main texture map for creating a Neon Sign.&lt;br /&gt;
&lt;br /&gt;
How to create a Neon Sign in 3DS Max will be another Tutorial soon (tm).&lt;br /&gt;
&lt;br /&gt;
Original tutorial and images by Lendorf (Lennard Dorfer)&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to guides]]&lt;br /&gt;
&lt;br /&gt;
Lennard Dorfer aka Lendorf&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4&amp;diff=7859</id>
		<title>HowTo/Create a Neon Font Effect with PhotoShop C4</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4&amp;diff=7859"/>
		<updated>2014-11-09T08:28:53Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font face=&amp;quot;Verdana&amp;quot;# color=&amp;quot;#ff0f41&amp;quot; size=5&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
(&#039;&#039;Note:  This is a work in progress&#039;&#039;)&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Neon Lights Effect – Photoshop CS4 Tutorial =&lt;br /&gt;
&lt;br /&gt;
In this tutorial I will show you how to create a Neon Effect, in Photoshop CS4 or even in earlier editions of PS or similar such paint programs with similar features. To be later used as a Texture for creating a Neon Sign.&lt;br /&gt;
&lt;br /&gt;
Create a new file with a white background. Best make that a 512x512 pixel size for vertical signs or for upright signs a 1024x512 pixel size.&lt;br /&gt;
&lt;br /&gt;
::[[File:t1.jpg]]&lt;br /&gt;
&lt;br /&gt;
			&lt;br /&gt;
Type &amp;quot;HOTEL&amp;quot;; or whatever you might use for your Neon Sign, using black color with a thin font. The thin font is best for this exercise, almost any suitable &lt;br /&gt;
font will do.&lt;br /&gt;
As this is a layer, go to Layer/Flatten Image.&lt;br /&gt;
&lt;br /&gt;
Then go to Image/Adjust/Invert:&lt;br /&gt;
To get a negative, a reverse image with black background and with white letters on it.&lt;br /&gt;
&lt;br /&gt;
::[[File:t2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, add some Gaussian Blur:&lt;br /&gt;
Go to Filter/Blur/Gaussian Blur and try 2.0 as the value for Pixel Radius.&lt;br /&gt;
&lt;br /&gt;
::[[File:t3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, lets try at Filter/Stylize/Solarize:&lt;br /&gt;
Where you get this picture below and which you could use as the Neon Light unlit tube template. You might need to adjust brightness/contrast a little bit to &lt;br /&gt;
suit.&lt;br /&gt;
&lt;br /&gt;
::[[File:t5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next go to Image/Adjustments/Level/Auto:&lt;br /&gt;
Which will give you a brighter picture of the above one.&lt;br /&gt;
&lt;br /&gt;
::[[File:t4.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the main template to use for your Neon Effect by adding the following settings into the Image/Adjustments/Hue/Saturation window.  As per these pictures below for red or blue. Try the &amp;quot;Hue&amp;quot; slider for any different colours you might want for your texture.&lt;br /&gt;
&lt;br /&gt;
::[[File:t6.jpg]]   [[File:t7.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Last, copy and paste the previous saved pictures which I wrote about above that might be used as an unlit neon tube picture together with any other colour you might &lt;br /&gt;
use as your main texture. As said previous, make your main texture map either:&lt;br /&gt;
&lt;br /&gt;
::512x512 pixels for horizontal signs, or&lt;br /&gt;
::512x1024 (high) pixels for vertical Neon Signs.&lt;br /&gt;
&lt;br /&gt;
On the main texture below at its bottom I already pasted other textures on it, possibly needed for any add ons. Don&#039;t paste these extra textures yet.&lt;br /&gt;
&lt;br /&gt;
::[[File:t8.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This main texture will be used to generate a Normal Map of it, providing you have the NVidea Normal Filter installed in your Photo Shop. If you do not have &lt;br /&gt;
it, Google for it to get a d/load link for this filter. The finished normal map and its settings to create it are shown below. These settings can be altered for any special need you might have for creating normal maps. Experimenting will show you. You can also safely reduce any normal map of the same size of the main texture to half its size without hardly affecting the normal mapping effect. Try it! &lt;br /&gt;
&lt;br /&gt;
By using a half size (50% reduced) normal map also cuts down on CDP file size etc.&lt;br /&gt;
It goes without saying, if you reduce the normal map size by half, these need to be 256x256 or 256x512 pixels, depending on what size you used to start with.&lt;br /&gt;
&lt;br /&gt;
::[[File:t9.jpg]]   [[File:t10.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Last to copy and paste any extra textures (the ones already seen on the main texture map) one might need for the Neon Sign Box, any posts or attachments to place/hang this onto buildings which one can see in &lt;br /&gt;
the main texture further above already copied on any unused space in your texture map. Otherwise you need to blank this out in the normal map, if you created a normal effect for that extra texture.&lt;br /&gt;
&lt;br /&gt;
Now to place any shine of the lit neon sign onto the letters, again in PhotoShop, use a layer over the main texture, set this to anywhere from 30% to 80%, depending how much shine one requires. Experiment! Remember, too much shine makes the &lt;br /&gt;
effect too bright, experiment until satisfied. Use a soft diffuse brush at the required size fitting the letters, the picture will show you generally how to set that up. With the &lt;br /&gt;
brush, shine the outline of the neon texture first, then the inside if needed.&lt;br /&gt;
&lt;br /&gt;
Experiment with different fonts and settings of all these different settings shown here, you will be surprised that one particular setting shown here might not necessarily fit all Neon Text Effects.&lt;br /&gt;
&lt;br /&gt;
::[[File:t11.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, if you went through all these above steps successfully, you have just created your first Neon Text Effect texture and how to implement this into your main texture map for creating a Neon Sign.&lt;br /&gt;
&lt;br /&gt;
How to create a Neon Sign in 3DS Max will be another Tutorial soon (tm).&lt;br /&gt;
&lt;br /&gt;
Original tutorial and images by Lendorf (Lennard Dorfer)&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to guides]]&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;Notes: remove text below when tutorial finished&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Lennard Dorfer aka Lendorf&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4&amp;diff=7846</id>
		<title>HowTo/Create a Neon Font Effect with PhotoShop C4</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Create_a_Neon_Font_Effect_with_PhotoShop_C4&amp;diff=7846"/>
		<updated>2014-11-06T08:16:41Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: Created page with &amp;quot;Please follow this link below until this proper PHP page is constructed:  http://the-commander.com/tuts/neontext.htm  The 3DS Max animation tutorial will follow in a few days ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please follow this link below until this proper PHP page is constructed:&lt;br /&gt;
&lt;br /&gt;
http://the-commander.com/tuts/neontext.htm&lt;br /&gt;
&lt;br /&gt;
The 3DS Max animation tutorial will follow in a few days time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lennard Dorfer aka Lendorf&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:T1.jpg&amp;diff=7845</id>
		<title>File:T1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:T1.jpg&amp;diff=7845"/>
		<updated>2014-11-06T07:47:22Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: Lendorf uploaded a new version of &amp;amp;quot;File:T1.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:T1.jpg&amp;diff=7844</id>
		<title>File:T1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:T1.jpg&amp;diff=7844"/>
		<updated>2014-11-06T07:46:50Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo&amp;diff=7843</id>
		<title>HowTo</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo&amp;diff=7843"/>
		<updated>2014-11-06T06:48:02Z</updated>

		<summary type="html">&lt;p&gt;Lendorf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists available &amp;quot;How To&amp;quot; Guides which describe how to achieve certain tasks related to Trainz. &lt;br /&gt;
&lt;br /&gt;
Users are encouraged to add their own guides to this page in a similar fashion, or expand on existing guides. Please keep in mind that this site is dedicated to the current version of Trainz and that techniques used should relate to this version.&lt;br /&gt;
&lt;br /&gt;
==Content Creation: Routes==&lt;br /&gt;
* [[HowTo/Techniques,_tips,_and_tricks_for_route_builders]]&lt;br /&gt;
* [[HowTo/Create a Route in 10 Minutes]]&lt;br /&gt;
* [[HowTo/Add Bumpy Track]]&lt;br /&gt;
* [[HowTo/Make a Track Cutting]]&lt;br /&gt;
* [[HowTo/Place Signals]]&lt;br /&gt;
* [[HowTo/Build a Bridge]]&lt;br /&gt;
* [[HowTo/Build a Tunnel]]&lt;br /&gt;
* [[HowTo/Build a Crossing]]&lt;br /&gt;
* [[HowTo/Build Catenary]]&lt;br /&gt;
* [[HowTo/Use Trig Stations]]&lt;br /&gt;
* [[HowTo/Configure an iPortal]]&lt;br /&gt;
&lt;br /&gt;
==Content Creation: Sessions==&lt;br /&gt;
* [[HowTo/Techniques,_tips,_and_tricks_for_session_developers]]&lt;br /&gt;
&lt;br /&gt;
==Content Creation: Assets==&lt;br /&gt;
* [[HowTo/Make your first Trainz Asset]]&lt;br /&gt;
* [[HowTo/Export from Max]]&lt;br /&gt;
* [[HowTo/Export from Blender]]&lt;br /&gt;
* [[HowTo/Solve Blender Modelling Problems]]&lt;br /&gt;
* [[HowTo/Build normal maps in Max]]&lt;br /&gt;
* [[HowTo/Localize an Asset]]&lt;br /&gt;
* [[HowTo/Build a scripted asset]]&lt;br /&gt;
* [[HowTo/Reskin an Asset]]&lt;br /&gt;
* [[HowTo/Build a Car for Traffic (stand-alone version)]]&lt;br /&gt;
* [[HowTo/Build a Car for Traffic (mesh library version)]]&lt;br /&gt;
* [[HowTo/Build a cab interior]]&lt;br /&gt;
* [[HowTo/Build a drivable car]]&lt;br /&gt;
* [[HowTo/Render to Texture]]&lt;br /&gt;
* [[HowTo/Build a simple animated scenery asset in Blender]]&lt;br /&gt;
* [[HowTo/Build Passenger Enabled Assets]]&lt;br /&gt;
* [[HowTo/Create a High Voltage Power Line Spline]]&lt;br /&gt;
* [[HowTo/Create transparent windows in Blender]]&lt;br /&gt;
* [[Getting_Started_in_TrainzScript]]&lt;br /&gt;
* [[HowTo/Create a Fence Spline Featuring LOD and Random Meshes]]&lt;br /&gt;
* [[HowTo/Create a Neon Font Effect with PhotoShop C4]]&lt;br /&gt;
* [[HowTo/Build an animated Neon Sign]]&lt;br /&gt;
&lt;br /&gt;
==Creating and Configuring Content In-game==&lt;br /&gt;
* [[HowTo/Create an Interactive Session]]&lt;br /&gt;
* [[HowTo/Add Carz Traffic to a Route]]&lt;br /&gt;
* [[HowTo/Tune a Steam Locomotive Enginespec]]&lt;br /&gt;
* [[HowTo/Configure an Interactive Industry]]&lt;br /&gt;
* [[HowTo/Implement a Destination Sign System]]&lt;br /&gt;
* [[HowTo/Upload a new asset to the DownloadStation]]&lt;br /&gt;
* [[HowTo/Update an existing asset on the DownloadStation]]&lt;br /&gt;
* [[HowTo/Download an asset from the Download Station]]&lt;br /&gt;
&lt;br /&gt;
==Menu Navigation==&lt;br /&gt;
* [[HowTo/Main Menu]]&lt;br /&gt;
* [[HowTo/Learn To Drive]]&lt;br /&gt;
* [[HowTo/Routes Menu]]&lt;br /&gt;
* [[HowTo/Session Menu]]&lt;br /&gt;
* [[HowTo/Railyard Menu]]&lt;br /&gt;
* [[HowTo/Get New Content]]&lt;br /&gt;
&lt;br /&gt;
==Driver - all things related to driving and operating trains==&lt;br /&gt;
* [[HowTo/Camera View Modes / Navigation]]&lt;br /&gt;
* [[HowTo/Cab Mode]]&lt;br /&gt;
* [[HowTo/DCC Mode]]&lt;br /&gt;
* [[HowTo/Quickdrive]]&lt;br /&gt;
* [[HowTo/Consists / Locomotives / Trains]]&lt;br /&gt;
* [[HowTo/Drivers]]&lt;br /&gt;
* [[HowTo/Driver Commands]]&lt;br /&gt;
* [[HowTo/User Tools Menu]]&lt;br /&gt;
* [[HowTo/Additional Rules Menu]]&lt;br /&gt;
* [[HowTo/iTrainz Chat]]&lt;br /&gt;
* [[HowTo/Trainz Online Browser]]&lt;br /&gt;
* [[HowTo/Driver/Main Menu]]&lt;br /&gt;
** [[HowTo/Driver/Main Menu/Options]]&lt;br /&gt;
** [[HowTo/Driver/Main Menu/Achievements]]&lt;br /&gt;
** [[HowTo/Driver/Main Menu/Save Game]]&lt;br /&gt;
** [[HowTo/Driver/Main Menu/Find Object]]&lt;br /&gt;
* [[HowTo/Pause Game]]&lt;br /&gt;
* [[HowTo/Help]]&lt;br /&gt;
&lt;br /&gt;
==Surveyor - Route and Session creation in Trainz==&lt;br /&gt;
* [[HowTo/Topology Tab]]&lt;br /&gt;
* [[HowTo/Paint Tab]]&lt;br /&gt;
* [[HowTo/Objects Tab]]&lt;br /&gt;
* [[HowTo/Tracks Tab]]&lt;br /&gt;
* [[HowTo/Tools Tab]]&lt;br /&gt;
* [[HowTo/Layers Tab]]&lt;br /&gt;
* [[HowTo/Trains Tab]]&lt;br /&gt;
* [[HowTo/Session Rules]]&lt;br /&gt;
* [[HowTo/Content Search Filter]]&lt;br /&gt;
* [[HowTo/Wireframe View]]&lt;br /&gt;
* [[HowTo/iTrainz Chat]]&lt;br /&gt;
* [[HowTo/Trainz Online Browser]]&lt;br /&gt;
* [[HowTo/Help]]&lt;br /&gt;
* [[HowTo/Main Menu]]&lt;br /&gt;
** [[HowTo/Options]]&lt;br /&gt;
*** [[HowTo/General Settings]]&lt;br /&gt;
*** [[HowTo/Video Settings]]&lt;br /&gt;
*** [[HowTo/Surveyor Settings]]&lt;br /&gt;
*** [[HowTo/Sound Settings]]&lt;br /&gt;
*** [[HowTo/Control Settings]]&lt;br /&gt;
*** [[HowTo/Global Consist Library]]&lt;br /&gt;
*** [[HowTo/Global Interface Addon]]&lt;br /&gt;
** [[HowTo/Achievements]]&lt;br /&gt;
** [[HowTo/New Route]]&lt;br /&gt;
** [[HowTo/Save]]&lt;br /&gt;
** [[HowTo/Save As]]&lt;br /&gt;
** [[HowTo/Replace Assets]]&lt;br /&gt;
** [[HowTo/Delete Missing Assets]]&lt;br /&gt;
** [[HowTo/Mini Map]]&lt;br /&gt;
** [[HowTo/Find Object]]&lt;br /&gt;
** [[HowTo/Merge Route]]&lt;br /&gt;
** [[HowTo/Edit Route]]&lt;br /&gt;
** [[HowTo/Edit Session]]&lt;br /&gt;
** [[HowTo/Edit Environment]]&lt;br /&gt;
*** [[HowTo/Time]]&lt;br /&gt;
*** [[HowTo/Location]]&lt;br /&gt;
*** [[HowTo/Environment]]&lt;br /&gt;
&lt;br /&gt;
==Content Manager==&lt;br /&gt;
* [[HowTo/Menu]]&lt;br /&gt;
** [[HowTo/File]]&lt;br /&gt;
** [[HowTo/Edit]]&lt;br /&gt;
** [[HowTo/View]]&lt;br /&gt;
** [[HowTo/Help]]&lt;br /&gt;
* [[HowTo/Download Helper]]&lt;br /&gt;
* [[HowTo/Search]]&lt;br /&gt;
* [[HowTo/Pick List]]&lt;br /&gt;
* [[HowTo/Asset Details]]&lt;br /&gt;
* [[HowTo/Uploads]]&lt;br /&gt;
* [[HowTo/Archiver]]&lt;br /&gt;
* [[HowTo/Assets]]&lt;br /&gt;
** [[HowTo/Current Search]]&lt;br /&gt;
** [[HowTo/All]]&lt;br /&gt;
** [[HowTo/Archived]]&lt;br /&gt;
** [[HowTo/Disabled]]&lt;br /&gt;
** [[HowTo/Download Station]]&lt;br /&gt;
** [[HowTo/Favorite Locos]]&lt;br /&gt;
** [[HowTo/Installed]]&lt;br /&gt;
** [[HowTo/Locally Modified]]&lt;br /&gt;
** [[HowTo/Missing Dependencies]]&lt;br /&gt;
** [[HowTo/My Content]]&lt;br /&gt;
** [[HowTo/Open for Edit]]&lt;br /&gt;
** [[HowTo/Out of Date]]&lt;br /&gt;
** [[HowTo/Today]]&lt;br /&gt;
** [[HowTo/Help]]&lt;br /&gt;
&lt;br /&gt;
==Documentation Suggestions==&lt;br /&gt;
&lt;br /&gt;
* [[HowTo/Build normal maps in Blender]]&lt;br /&gt;
* [[HowTo/Build a house]]&lt;br /&gt;
* [[HowTo/Build a tree]]&lt;br /&gt;
* [[HowTo/Build a track]]&lt;br /&gt;
* [[HowTo/Build a bridge]]&lt;br /&gt;
* [[HowTo/Build a tunnel]]&lt;br /&gt;
* [[HowTo/Build a hedge]]&lt;br /&gt;
* [[HowTo/Build a fence]]&lt;br /&gt;
* [[HowTo/Build a road]]&lt;br /&gt;
* [[HowTo/Build a road crossing]]&lt;br /&gt;
* [[HowTo/Build a train car]]&lt;br /&gt;
* [[HowTo/Build a bogey]]&lt;br /&gt;
* [[HowTo/Build a ground texture]]&lt;br /&gt;
* [[HowTo/Build an interactive industry]]&lt;br /&gt;
* [[HowTo/Add attached track]]&lt;br /&gt;
* [[HowTo/Add an intro page to a session]]&lt;br /&gt;
* [[HowTo/Register with Planet Auran]]&lt;br /&gt;
* [[HowTo/Create an Achievement]]&lt;br /&gt;
* [[HowTo/Use a map to create a baseboard]]&lt;br /&gt;
* [[HowTo/Create a displacement map]]&lt;br /&gt;
&lt;br /&gt;
== See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Content Configuration]] - &#039;&#039;A reference manual covering all content types.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to guides| ]]&lt;/div&gt;</summary>
		<author><name>Lendorf</name></author>
	</entry>
</feed>