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	<id>https://wiki.trainzsimulator.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Uschi0815</id>
	<title>TrainzOnline - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.trainzsimulator.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Uschi0815"/>
	<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/wiki/Special:Contributions/Uschi0815"/>
	<updated>2026-11-05T07:54:45Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.2</generator>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.onetex&amp;diff=8006</id>
		<title>M.onetex</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.onetex&amp;diff=8006"/>
		<updated>2015-01-22T23:17:03Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: /* Blender DiffuseTexture Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
Diffuse texture mapped material&lt;br /&gt;
=Preview=&lt;br /&gt;
[[Image:mat_onetex.jpg]]&lt;br /&gt;
=Max Settings=&lt;br /&gt;
[[Image:max_material_onetex.jpg]]&lt;br /&gt;
=Max Settings in detail=&lt;br /&gt;
* Ambient - Ambient color R,G,B&lt;br /&gt;
* Diffuse - Diffuse color R,G,B&lt;br /&gt;
* Specular - Specular color R,G,B&lt;br /&gt;
* Opacity - Level of transparency, 0 = transparent, 100 = opaque.&lt;br /&gt;
* Glossiness - Should be set to 32 to match game.&lt;br /&gt;
* [[Diffuse map]] - RGB = diffuse color, A = opacity&lt;br /&gt;
* [[Opacity map]] - Legacy support for Diffuse texture Alpha channel&lt;br /&gt;
=Related Links=&lt;br /&gt;
[[Material Types]] - Material types supported by Trainz.&lt;br /&gt;
&lt;br /&gt;
[[Max Exporters]] - 3D Studio Max exporters.&lt;br /&gt;
&lt;br /&gt;
[[Exporting with 3D Studio Max]] - Material setup and exporting with 3DS Max.&lt;br /&gt;
&lt;br /&gt;
[[.texture.txt Files]] - What goes into a .texture.txt file&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blender=&lt;br /&gt;
==Preview==&lt;br /&gt;
[[Image:blender_preview_onetex.jpg]]&lt;br /&gt;
==Blender Material Settings==&lt;br /&gt;
[[Image:blender_material_onetex.jpg|left|frame|material properties]]&lt;br /&gt;
: &#039;&#039;&#039;Diffuse&#039;&#039;&#039; - Color Picker and Intensity Slider combined set the diffuse color in Trainz&lt;br /&gt;
: &#039;&#039;&#039;Ambient&#039;&#039;&#039;&lt;br /&gt;
:: - default: settings for Diffuse are used for ambient color in Trainz&lt;br /&gt;
:: - alternative: use Blenders global ambient settings (panel World) as ambient color in Trainz by unchecking the Exporter option box &amp;quot;Export Diffuse as Ambient&amp;quot; &lt;br /&gt;
: &#039;&#039;&#039;Specular&#039;&#039;&#039; - Color Picker and Intensity Slider combined set the specular color in Trainz&lt;br /&gt;
: &#039;&#039;&#039;Hardness&#039;&#039;&#039; - defines the sharpness of specular highlights in Trainz; higher values give sharper highlights&lt;br /&gt;
: &#039;&#039;&#039;Emit&#039;&#039;&#039;&lt;br /&gt;
:: - default: the Emit Slider and the Diffuse Color Picker combined are used as emit color in Trainz&lt;br /&gt;
:: - alternative: the Emit Slider and the Mirror Color Picker combined are used as emit color in Trainz by checking the Exporter option box &amp;quot;Export Mirror as Emit&amp;quot;&lt;br /&gt;
: &#039;&#039;&#039;Transparency&#039;&#039;&#039; - the Alpha Slider set the level of transparency in Trainz; lesser values give more transparency&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blender DiffuseTexture Settings==&lt;br /&gt;
[[Image:blender_texture_diffuse_onetex.jpg|left|frame|diffuse texture properties]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Influence Diffuse Color&#039;&#039;&#039; - if checked the textures RGB data are used as diffuse color source, the slider let you control the amount of influence &lt;br /&gt;
:&#039;&#039;&#039;Influence Diffuse Alpha&#039;&#039;&#039; - if checked the textures A layer is used as transparency source, the slider let you control the amount of influence &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types]]&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.onetex&amp;diff=8005</id>
		<title>M.onetex</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.onetex&amp;diff=8005"/>
		<updated>2015-01-22T23:02:18Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: /* Blender DiffuseTexture Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
Diffuse texture mapped material&lt;br /&gt;
=Preview=&lt;br /&gt;
[[Image:mat_onetex.jpg]]&lt;br /&gt;
=Max Settings=&lt;br /&gt;
[[Image:max_material_onetex.jpg]]&lt;br /&gt;
=Max Settings in detail=&lt;br /&gt;
* Ambient - Ambient color R,G,B&lt;br /&gt;
* Diffuse - Diffuse color R,G,B&lt;br /&gt;
* Specular - Specular color R,G,B&lt;br /&gt;
* Opacity - Level of transparency, 0 = transparent, 100 = opaque.&lt;br /&gt;
* Glossiness - Should be set to 32 to match game.&lt;br /&gt;
* [[Diffuse map]] - RGB = diffuse color, A = opacity&lt;br /&gt;
* [[Opacity map]] - Legacy support for Diffuse texture Alpha channel&lt;br /&gt;
=Related Links=&lt;br /&gt;
[[Material Types]] - Material types supported by Trainz.&lt;br /&gt;
&lt;br /&gt;
[[Max Exporters]] - 3D Studio Max exporters.&lt;br /&gt;
&lt;br /&gt;
[[Exporting with 3D Studio Max]] - Material setup and exporting with 3DS Max.&lt;br /&gt;
&lt;br /&gt;
[[.texture.txt Files]] - What goes into a .texture.txt file&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blender=&lt;br /&gt;
==Preview==&lt;br /&gt;
[[Image:blender_preview_onetex.jpg]]&lt;br /&gt;
==Blender Material Settings==&lt;br /&gt;
[[Image:blender_material_onetex.jpg|left|frame|material properties]]&lt;br /&gt;
: &#039;&#039;&#039;Diffuse&#039;&#039;&#039; - Color Picker and Intensity Slider combined set the diffuse color in Trainz&lt;br /&gt;
: &#039;&#039;&#039;Ambient&#039;&#039;&#039;&lt;br /&gt;
:: - default: settings for Diffuse are used for ambient color in Trainz&lt;br /&gt;
:: - alternative: use Blenders global ambient settings (panel World) as ambient color in Trainz by unchecking the Exporter option box &amp;quot;Export Diffuse as Ambient&amp;quot; &lt;br /&gt;
: &#039;&#039;&#039;Specular&#039;&#039;&#039; - Color Picker and Intensity Slider combined set the specular color in Trainz&lt;br /&gt;
: &#039;&#039;&#039;Hardness&#039;&#039;&#039; - defines the sharpness of specular highlights in Trainz; higher values give sharper highlights&lt;br /&gt;
: &#039;&#039;&#039;Emit&#039;&#039;&#039;&lt;br /&gt;
:: - default: the Emit Slider and the Diffuse Color Picker combined are used as emit color in Trainz&lt;br /&gt;
:: - alternative: the Emit Slider and the Mirror Color Picker combined are used as emit color in Trainz by checking the Exporter option box &amp;quot;Export Mirror as Emit&amp;quot;&lt;br /&gt;
: &#039;&#039;&#039;Transparency&#039;&#039;&#039; - the Alpha Slider set the level of transparency in Trainz; lesser values give more transparency&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blender DiffuseTexture Settings==&lt;br /&gt;
[[Image:blender_texture_diffuse_onetex.jpg|left|frame|diffuse texture properties]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Influence Diffuse Color&#039;&#039;&#039; - if checked the textures RGB data are used as [[Diffuse_map]], the slider let you control the amount of influence &lt;br /&gt;
:&#039;&#039;&#039;Influence Diffuse Alpha&#039;&#039;&#039; - if checked the texture A data is used as [[Opacity_map]], the slider let you control the amount of influence &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types]]&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.onetex&amp;diff=8004</id>
		<title>M.onetex</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.onetex&amp;diff=8004"/>
		<updated>2015-01-22T23:01:51Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: /* Blender DiffuseTexture Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
Diffuse texture mapped material&lt;br /&gt;
=Preview=&lt;br /&gt;
[[Image:mat_onetex.jpg]]&lt;br /&gt;
=Max Settings=&lt;br /&gt;
[[Image:max_material_onetex.jpg]]&lt;br /&gt;
=Max Settings in detail=&lt;br /&gt;
* Ambient - Ambient color R,G,B&lt;br /&gt;
* Diffuse - Diffuse color R,G,B&lt;br /&gt;
* Specular - Specular color R,G,B&lt;br /&gt;
* Opacity - Level of transparency, 0 = transparent, 100 = opaque.&lt;br /&gt;
* Glossiness - Should be set to 32 to match game.&lt;br /&gt;
* [[Diffuse map]] - RGB = diffuse color, A = opacity&lt;br /&gt;
* [[Opacity map]] - Legacy support for Diffuse texture Alpha channel&lt;br /&gt;
=Related Links=&lt;br /&gt;
[[Material Types]] - Material types supported by Trainz.&lt;br /&gt;
&lt;br /&gt;
[[Max Exporters]] - 3D Studio Max exporters.&lt;br /&gt;
&lt;br /&gt;
[[Exporting with 3D Studio Max]] - Material setup and exporting with 3DS Max.&lt;br /&gt;
&lt;br /&gt;
[[.texture.txt Files]] - What goes into a .texture.txt file&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blender=&lt;br /&gt;
==Preview==&lt;br /&gt;
[[Image:blender_preview_onetex.jpg]]&lt;br /&gt;
==Blender Material Settings==&lt;br /&gt;
[[Image:blender_material_onetex.jpg|left|frame|material properties]]&lt;br /&gt;
: &#039;&#039;&#039;Diffuse&#039;&#039;&#039; - Color Picker and Intensity Slider combined set the diffuse color in Trainz&lt;br /&gt;
: &#039;&#039;&#039;Ambient&#039;&#039;&#039;&lt;br /&gt;
:: - default: settings for Diffuse are used for ambient color in Trainz&lt;br /&gt;
:: - alternative: use Blenders global ambient settings (panel World) as ambient color in Trainz by unchecking the Exporter option box &amp;quot;Export Diffuse as Ambient&amp;quot; &lt;br /&gt;
: &#039;&#039;&#039;Specular&#039;&#039;&#039; - Color Picker and Intensity Slider combined set the specular color in Trainz&lt;br /&gt;
: &#039;&#039;&#039;Hardness&#039;&#039;&#039; - defines the sharpness of specular highlights in Trainz; higher values give sharper highlights&lt;br /&gt;
: &#039;&#039;&#039;Emit&#039;&#039;&#039;&lt;br /&gt;
:: - default: the Emit Slider and the Diffuse Color Picker combined are used as emit color in Trainz&lt;br /&gt;
:: - alternative: the Emit Slider and the Mirror Color Picker combined are used as emit color in Trainz by checking the Exporter option box &amp;quot;Export Mirror as Emit&amp;quot;&lt;br /&gt;
: &#039;&#039;&#039;Transparency&#039;&#039;&#039; - the Alpha Slider set the level of transparency in Trainz; lesser values give more transparency&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blender DiffuseTexture Settings==&lt;br /&gt;
[[Image:blender_texture_diffuse_onetex.jpg|left|frame|diffuse texture properties]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Influence Diffuse Color&#039;&#039;&#039; - if checked the textures RGB data are used as [[DiffuseMap]], the slider let you control the amount of influence &lt;br /&gt;
:&#039;&#039;&#039;Influence Diffuse Alpha&#039;&#039;&#039; - if checked the texture A data is used as [[OpacityMap]], the slider let you control the amount of influence &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types]]&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.onetex&amp;diff=8003</id>
		<title>M.onetex</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.onetex&amp;diff=8003"/>
		<updated>2015-01-22T22:39:04Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
Diffuse texture mapped material&lt;br /&gt;
=Preview=&lt;br /&gt;
[[Image:mat_onetex.jpg]]&lt;br /&gt;
=Max Settings=&lt;br /&gt;
[[Image:max_material_onetex.jpg]]&lt;br /&gt;
=Max Settings in detail=&lt;br /&gt;
* Ambient - Ambient color R,G,B&lt;br /&gt;
* Diffuse - Diffuse color R,G,B&lt;br /&gt;
* Specular - Specular color R,G,B&lt;br /&gt;
* Opacity - Level of transparency, 0 = transparent, 100 = opaque.&lt;br /&gt;
* Glossiness - Should be set to 32 to match game.&lt;br /&gt;
* [[Diffuse map]] - RGB = diffuse color, A = opacity&lt;br /&gt;
* [[Opacity map]] - Legacy support for Diffuse texture Alpha channel&lt;br /&gt;
=Related Links=&lt;br /&gt;
[[Material Types]] - Material types supported by Trainz.&lt;br /&gt;
&lt;br /&gt;
[[Max Exporters]] - 3D Studio Max exporters.&lt;br /&gt;
&lt;br /&gt;
[[Exporting with 3D Studio Max]] - Material setup and exporting with 3DS Max.&lt;br /&gt;
&lt;br /&gt;
[[.texture.txt Files]] - What goes into a .texture.txt file&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blender=&lt;br /&gt;
==Preview==&lt;br /&gt;
[[Image:blender_preview_onetex.jpg]]&lt;br /&gt;
==Blender Material Settings==&lt;br /&gt;
[[Image:blender_material_onetex.jpg|left|frame|material properties]]&lt;br /&gt;
: &#039;&#039;&#039;Diffuse&#039;&#039;&#039; - Color Picker and Intensity Slider combined set the diffuse color in Trainz&lt;br /&gt;
: &#039;&#039;&#039;Ambient&#039;&#039;&#039;&lt;br /&gt;
:: - default: settings for Diffuse are used for ambient color in Trainz&lt;br /&gt;
:: - alternative: use Blenders global ambient settings (panel World) as ambient color in Trainz by unchecking the Exporter option box &amp;quot;Export Diffuse as Ambient&amp;quot; &lt;br /&gt;
: &#039;&#039;&#039;Specular&#039;&#039;&#039; - Color Picker and Intensity Slider combined set the specular color in Trainz&lt;br /&gt;
: &#039;&#039;&#039;Hardness&#039;&#039;&#039; - defines the sharpness of specular highlights in Trainz; higher values give sharper highlights&lt;br /&gt;
: &#039;&#039;&#039;Emit&#039;&#039;&#039;&lt;br /&gt;
:: - default: the Emit Slider and the Diffuse Color Picker combined are used as emit color in Trainz&lt;br /&gt;
:: - alternative: the Emit Slider and the Mirror Color Picker combined are used as emit color in Trainz by checking the Exporter option box &amp;quot;Export Mirror as Emit&amp;quot;&lt;br /&gt;
: &#039;&#039;&#039;Transparency&#039;&#039;&#039; - the Alpha Slider set the level of transparency in Trainz; lesser values give more transparency&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blender DiffuseTexture Settings==&lt;br /&gt;
[[Image:blender_texture_diffuse_onetex.jpg|left|frame|diffuse texture properties]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;to be continued&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types]]&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.notex&amp;diff=8002</id>
		<title>M.notex</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.notex&amp;diff=8002"/>
		<updated>2015-01-22T22:21:56Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: /* Material */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
Non textured material&lt;br /&gt;
&lt;br /&gt;
Material settings control diffuse and specular color and opacity.&lt;br /&gt;
=Preview=&lt;br /&gt;
[[Image:mat_notex.jpg]]&lt;br /&gt;
=Max Settings=&lt;br /&gt;
[[Image:max_material_notex.jpg]]&lt;br /&gt;
=Max Settings in detail=&lt;br /&gt;
* Ambient - Ambient color R,G,B&lt;br /&gt;
* Diffuse - Diffuse color R,G,B&lt;br /&gt;
* Specular - Specular color R,G,B&lt;br /&gt;
* Opacity - Level of transparency, 0 = transparent, 100 = opaque.&lt;br /&gt;
* Glossiness - 0-100 specular shine or power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blender=&lt;br /&gt;
==Preview==&lt;br /&gt;
[[Image:blender_preview_notex.jpg]]&lt;br /&gt;
==Blender Settings==&lt;br /&gt;
[[Image:blender_material_notex.jpg|left|frame|material properties]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
==Blender Settings in detail==&lt;br /&gt;
===Material properties===&lt;br /&gt;
* &#039;&#039;&#039;Diffuse&#039;&#039;&#039; - Color Picker and Intensity Slider combined set the diffuse color in Trainz&lt;br /&gt;
* &#039;&#039;&#039;Ambient&#039;&#039;&#039; -&lt;br /&gt;
:: default: settings for Diffuse are used for ambient color in Trainz&lt;br /&gt;
:: alternative: use Blenders global ambient settings (panel World) as ambient color in Trainz by unchecking the Exporter option box &amp;quot;Export Diffuse as Ambient&amp;quot; &lt;br /&gt;
* &#039;&#039;&#039;Specular&#039;&#039;&#039; - Color Picker and Intensity Slider combined set the specular color in Trainz&lt;br /&gt;
* &#039;&#039;&#039;Hardness&#039;&#039;&#039; - defines the sharpness of specular highlights in Trainz; higher values give sharper highlights&lt;br /&gt;
* &#039;&#039;&#039;Emit&#039;&#039;&#039; -&lt;br /&gt;
:: default: the Emit Slider and the Diffuse Color Picker combined are used as emit color in Trainz&lt;br /&gt;
:: alternative: the Emit Slider and the Mirror Color Picker combined are used as emit color in Trainz by checking the Exporter option box &amp;quot;Export Mirror as Emit&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Transparency&#039;&#039;&#039; - the Alpha Slider set the level of transparency in Trainz; lesser values give more transparency&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Material types]]&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.onetex&amp;diff=8001</id>
		<title>M.onetex</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.onetex&amp;diff=8001"/>
		<updated>2015-01-22T22:20:55Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
Diffuse texture mapped material&lt;br /&gt;
=Preview=&lt;br /&gt;
[[Image:mat_onetex.jpg]]&lt;br /&gt;
=Max Settings=&lt;br /&gt;
[[Image:max_material_onetex.jpg]]&lt;br /&gt;
=Max Settings in detail=&lt;br /&gt;
* Ambient - Ambient color R,G,B&lt;br /&gt;
* Diffuse - Diffuse color R,G,B&lt;br /&gt;
* Specular - Specular color R,G,B&lt;br /&gt;
* Opacity - Level of transparency, 0 = transparent, 100 = opaque.&lt;br /&gt;
* Glossiness - Should be set to 32 to match game.&lt;br /&gt;
* [[Diffuse map]] - RGB = diffuse color, A = opacity&lt;br /&gt;
* [[Opacity map]] - Legacy support for Diffuse texture Alpha channel&lt;br /&gt;
=Related Links=&lt;br /&gt;
[[Material Types]] - Material types supported by Trainz.&lt;br /&gt;
&lt;br /&gt;
[[Max Exporters]] - 3D Studio Max exporters.&lt;br /&gt;
&lt;br /&gt;
[[Exporting with 3D Studio Max]] - Material setup and exporting with 3DS Max.&lt;br /&gt;
&lt;br /&gt;
[[.texture.txt Files]] - What goes into a .texture.txt file&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blender=&lt;br /&gt;
==Preview==&lt;br /&gt;
[[Image:blender_preview_onetex.jpg]]&lt;br /&gt;
==Blender Settings==&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Image:blender_material_onetex.jpg|frame|material properties]]&lt;br /&gt;
|[[Image:blender_texture_diffuse_onetex.jpg|frame|diffuse texture properties]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Blender Settings in detail==&lt;br /&gt;
&lt;br /&gt;
===Material properties===&lt;br /&gt;
* &#039;&#039;&#039;Diffuse&#039;&#039;&#039; - Color Picker and Intensity Slider combined set the diffuse color in Trainz&lt;br /&gt;
* &#039;&#039;&#039;Ambient&#039;&#039;&#039; -&lt;br /&gt;
:: default: settings for Diffuse are used for ambient color in Trainz&lt;br /&gt;
:: alternative: use Blenders global ambient settings (panel World) as ambient color in Trainz by unchecking the Exporter option box &amp;quot;Export Diffuse as Ambient&amp;quot; &lt;br /&gt;
* &#039;&#039;&#039;Specular&#039;&#039;&#039; - Color Picker and Intensity Slider combined set the specular color in Trainz&lt;br /&gt;
* &#039;&#039;&#039;Hardness&#039;&#039;&#039; - defines the sharpness of specular highlights in Trainz; higher values give sharper highlights&lt;br /&gt;
* &#039;&#039;&#039;Emit&#039;&#039;&#039; -&lt;br /&gt;
:: default: the Emit Slider and the Diffuse Color Picker combined are used as emit color in Trainz&lt;br /&gt;
:: alternative: the Emit Slider and the Mirror Color Picker combined are used as emit color in Trainz by checking the Exporter option box &amp;quot;Export Mirror as Emit&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Transparency&#039;&#039;&#039; - the Alpha Slider set the level of transparency in Trainz; lesser values give more transparency&lt;br /&gt;
&lt;br /&gt;
===Diffuse texture properties===&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types]]&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:Blender_texture_diffuse_onetex.jpg&amp;diff=8000</id>
		<title>File:Blender texture diffuse onetex.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:Blender_texture_diffuse_onetex.jpg&amp;diff=8000"/>
		<updated>2015-01-22T21:55:08Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: example diffuse texture properties for an onetex material&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;example diffuse texture properties for an onetex material&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:Blender_material_onetex.jpg&amp;diff=7999</id>
		<title>File:Blender material onetex.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:Blender_material_onetex.jpg&amp;diff=7999"/>
		<updated>2015-01-22T21:53:23Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: example material properties for a onetex material&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;example material properties for a onetex material&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:Blender_preview_onetex.jpg&amp;diff=7998</id>
		<title>File:Blender preview onetex.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:Blender_preview_onetex.jpg&amp;diff=7998"/>
		<updated>2015-01-22T21:51:21Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: Preview of the given settings for a m.onetex material&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Preview of the given settings for a m.onetex material&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.notex&amp;diff=7997</id>
		<title>M.notex</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.notex&amp;diff=7997"/>
		<updated>2015-01-22T21:43:14Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
Non textured material&lt;br /&gt;
&lt;br /&gt;
Material settings control diffuse and specular color and opacity.&lt;br /&gt;
=Preview=&lt;br /&gt;
[[Image:mat_notex.jpg]]&lt;br /&gt;
=Max Settings=&lt;br /&gt;
[[Image:max_material_notex.jpg]]&lt;br /&gt;
=Max Settings in detail=&lt;br /&gt;
* Ambient - Ambient color R,G,B&lt;br /&gt;
* Diffuse - Diffuse color R,G,B&lt;br /&gt;
* Specular - Specular color R,G,B&lt;br /&gt;
* Opacity - Level of transparency, 0 = transparent, 100 = opaque.&lt;br /&gt;
* Glossiness - 0-100 specular shine or power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blender=&lt;br /&gt;
==Preview==&lt;br /&gt;
[[Image:blender_preview_notex.jpg]]&lt;br /&gt;
==Blender Settings==&lt;br /&gt;
[[Image:blender_material_notex.jpg|left|frame|material properties]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
==Blender Settings in detail==&lt;br /&gt;
===Material===&lt;br /&gt;
* Diffuse: Color Picker and Intensity Slider combined set the diffuse color in Trainz&lt;br /&gt;
* Ambient&lt;br /&gt;
** default: settings for Diffuse are used for ambient color in Trainz&lt;br /&gt;
** alternative: use Blenders global ambient settings (panel World) as ambient color in Trainz by unchecking the Exporter option box &amp;quot;Export Diffuse as Ambient&amp;quot; &lt;br /&gt;
* Specular: Color Picker and Intensity Slider combined set the specular color in Trainz&lt;br /&gt;
* Hardness: defines the sharpness of specular highlights in Trainz; higher values give sharper highlights&lt;br /&gt;
* Emit&lt;br /&gt;
** default: the Emit Slider and the Diffuse Color Picker combined are used as emit color in Trainz&lt;br /&gt;
** alternative: the Emit Slider and the Mirror Color Picker combined are used as emit color in Trainz by checking the Exporter option box &amp;quot;Export Mirror as Emit&amp;quot;&lt;br /&gt;
* Transparency: the Alpha Slider set the level of transparency in Trainz; lesser values give more transparency&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Material types]]&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:Blender_material_notex.jpg&amp;diff=7996</id>
		<title>File:Blender material notex.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:Blender_material_notex.jpg&amp;diff=7996"/>
		<updated>2015-01-22T21:24:25Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: Example settings for a notex material in Blender&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example settings for a notex material in Blender&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:Blender_preview_notex.jpg&amp;diff=7995</id>
		<title>File:Blender preview notex.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:Blender_preview_notex.jpg&amp;diff=7995"/>
		<updated>2015-01-22T21:21:37Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: Preview of the given material settings in TS12&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Preview of the given material settings in TS12&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.notex&amp;diff=4151</id>
		<title>M.notex</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.notex&amp;diff=4151"/>
		<updated>2013-03-13T09:24:53Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: /* Blender Settings in detail */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
Non textured material&lt;br /&gt;
&lt;br /&gt;
Material settings control diffuse and specular color and opacity.&lt;br /&gt;
=Preview=&lt;br /&gt;
[[Image:mat_notex.jpg]]&lt;br /&gt;
=Max Settings=&lt;br /&gt;
[[Image:max_material_notex.jpg]]&lt;br /&gt;
=Max Settings in detail=&lt;br /&gt;
* Ambient - Ambient color R,G,B&lt;br /&gt;
* Diffuse - Diffuse color R,G,B&lt;br /&gt;
* Specular - Specular color R,G,B&lt;br /&gt;
* Opacity - Level of transparency, 0 = transparent, 100 = opaque.&lt;br /&gt;
* Glossiness - 0-100 specular shine or power.&lt;br /&gt;
&lt;br /&gt;
=Blender Settings=&lt;br /&gt;
[[Image:Blender_mat_notex.png]]&lt;br /&gt;
=Blender Settings in detail=&lt;br /&gt;
* Diffuse: Color Picker and Intensity Slider combined set the diffuse color in Trainz&lt;br /&gt;
* Ambient&lt;br /&gt;
** default: settings for Diffuse are used for ambient color in Trainz&lt;br /&gt;
** alternative: use Blenders global ambient settings (panel World) as ambient color in Trainz by unchecking the Exporter option box &amp;quot;Export Diffuse as Ambient&amp;quot; &lt;br /&gt;
* Specular: Color Picker and Intensity Slider combined set the specular color in Trainz&lt;br /&gt;
* Hardness: defines the sharpness of specular highlights in Trainz; higher values give sharper highlights&lt;br /&gt;
* Emit&lt;br /&gt;
** default: the Emit Slider and the Diffuse Color Picker combined are used as emit color in Trainz&lt;br /&gt;
** alternative: the Emit Slider and the Mirror Color Picker combined are used as emit color in Trainz by checking the Exporter option box &amp;quot;Export Mirror as Emit&amp;quot;&lt;br /&gt;
* Transparency: the Alpha Slider set the level of transparency in Trainz; lesser values give more transparency&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Material types]]&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.notex&amp;diff=4150</id>
		<title>M.notex</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.notex&amp;diff=4150"/>
		<updated>2013-03-13T09:20:17Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: /* Blender Settings in detail */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
Non textured material&lt;br /&gt;
&lt;br /&gt;
Material settings control diffuse and specular color and opacity.&lt;br /&gt;
=Preview=&lt;br /&gt;
[[Image:mat_notex.jpg]]&lt;br /&gt;
=Max Settings=&lt;br /&gt;
[[Image:max_material_notex.jpg]]&lt;br /&gt;
=Max Settings in detail=&lt;br /&gt;
* Ambient - Ambient color R,G,B&lt;br /&gt;
* Diffuse - Diffuse color R,G,B&lt;br /&gt;
* Specular - Specular color R,G,B&lt;br /&gt;
* Opacity - Level of transparency, 0 = transparent, 100 = opaque.&lt;br /&gt;
* Glossiness - 0-100 specular shine or power.&lt;br /&gt;
&lt;br /&gt;
=Blender Settings=&lt;br /&gt;
[[Image:Blender_mat_notex.png]]&lt;br /&gt;
=Blender Settings in detail=&lt;br /&gt;
* Diffuse: Color Picker and Intensity Bar combined set the diffuse color in Trainz&lt;br /&gt;
* Ambient&lt;br /&gt;
** default: settings for Diffuse are used for ambient color in Trainz&lt;br /&gt;
** alternative: use Blenders global ambient settings (panel World) as ambient color in Trainz by unchecking the Exporter option box &amp;quot;Export Diffuse as Ambient&amp;quot; &lt;br /&gt;
* Specular: Color Picker and Intensity Bar combined set the specular color in Trainz&lt;br /&gt;
* Hardness: defines the sharpness of specular highlights in Trainz; higher values give sharper highlights&lt;br /&gt;
* Emit&lt;br /&gt;
** default: the Emit Intensity Bar and the Diffuse Color Picker combined are used as emit color in Trainz&lt;br /&gt;
** alternative: the Emit Intensity Bar and the Mirror Color Picker combined are used as emit color in Trainz by checking the Exporter option box &amp;quot;Export Mirror as Emit&amp;quot;&lt;br /&gt;
* Transparency: the Alpha Intensity Bar set the level of transparency in Trainz; lesser values give more transparency&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Material types]]&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.notex&amp;diff=4149</id>
		<title>M.notex</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.notex&amp;diff=4149"/>
		<updated>2013-03-13T09:18:39Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: /* Blender Settings in detail */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
Non textured material&lt;br /&gt;
&lt;br /&gt;
Material settings control diffuse and specular color and opacity.&lt;br /&gt;
=Preview=&lt;br /&gt;
[[Image:mat_notex.jpg]]&lt;br /&gt;
=Max Settings=&lt;br /&gt;
[[Image:max_material_notex.jpg]]&lt;br /&gt;
=Max Settings in detail=&lt;br /&gt;
* Ambient - Ambient color R,G,B&lt;br /&gt;
* Diffuse - Diffuse color R,G,B&lt;br /&gt;
* Specular - Specular color R,G,B&lt;br /&gt;
* Opacity - Level of transparency, 0 = transparent, 100 = opaque.&lt;br /&gt;
* Glossiness - 0-100 specular shine or power.&lt;br /&gt;
&lt;br /&gt;
=Blender Settings=&lt;br /&gt;
[[Image:Blender_mat_notex.png]]&lt;br /&gt;
=Blender Settings in detail=&lt;br /&gt;
* Diffuse: Color Picker and Intensity Bar combined set the diffuse color in Trainz&lt;br /&gt;
* Ambient&lt;br /&gt;
** default: settings for Diffuse are used for ambient color in Trainz&lt;br /&gt;
** alternative: use Blenders global ambient settings (panel World) as ambient color in Trainz by unchecking the Exporter option box &amp;quot;Export Diffuse as Ambient&amp;quot; &lt;br /&gt;
* Specular: Color Picker and Intensity Bar combined set the specular color in Trainz&lt;br /&gt;
* Hardness: defines the sharpness of specular highlights in Trainz; higher values give sharper highlights&lt;br /&gt;
* Emit&lt;br /&gt;
** default: the Emit Intensity Bar and the Diffuse Color Picker combined are used as emit color in Trainz&lt;br /&gt;
** alternative: the Emit Intensity Bar and the Mirror Color Picker combined are used as emit color in Trainz by checking the Exporter option box &amp;quot;Export Mirror as Emit&amp;quot;&lt;br /&gt;
* Transparency: the Alpha Intensity Bar set the amount of opacity in Trainz; higher values give more opacity&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Material types]]&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.notex&amp;diff=4148</id>
		<title>M.notex</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.notex&amp;diff=4148"/>
		<updated>2013-03-13T08:41:53Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: add Blender Screenshot, details about settings will follow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
Non textured material&lt;br /&gt;
&lt;br /&gt;
Material settings control diffuse and specular color and opacity.&lt;br /&gt;
=Preview=&lt;br /&gt;
[[Image:mat_notex.jpg]]&lt;br /&gt;
=Max Settings=&lt;br /&gt;
[[Image:max_material_notex.jpg]]&lt;br /&gt;
=Max Settings in detail=&lt;br /&gt;
* Ambient - Ambient color R,G,B&lt;br /&gt;
* Diffuse - Diffuse color R,G,B&lt;br /&gt;
* Specular - Specular color R,G,B&lt;br /&gt;
* Opacity - Level of transparency, 0 = transparent, 100 = opaque.&lt;br /&gt;
* Glossiness - 0-100 specular shine or power.&lt;br /&gt;
&lt;br /&gt;
=Blender Settings=&lt;br /&gt;
[[Image:Blender_mat_notex.png]]&lt;br /&gt;
=Blender Settings in detail=&lt;br /&gt;
* todo&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types]]&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:Blender_mat_notex.png&amp;diff=4147</id>
		<title>File:Blender mat notex.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:Blender_mat_notex.png&amp;diff=4147"/>
		<updated>2013-03-13T08:36:57Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: example settings for a m.notex material in Blender&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;example settings for a m.notex material in Blender&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_a_simple_animated_scenery_asset_in_Blender&amp;diff=4085</id>
		<title>HowTo/Build a simple animated scenery asset in Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_a_simple_animated_scenery_asset_in_Blender&amp;diff=4085"/>
		<updated>2013-02-20T05:08:19Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: /* CONFIG.TXT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Caveat==&lt;br /&gt;
[http://www.blender.org Blender] is not currently supported by N3V as a modeling source for Trainz, however third-party tools exist for this purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
This tutorial demonstrates how to animate a simple ball scenery asset to make it bounce one metre and rotate through 360 degrees.  The asset has no practical purpose in Trainz other than to demonstrate how animation can be used on scenery objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Requirements =&lt;br /&gt;
&lt;br /&gt;
To export from Trainz you need the following:&lt;br /&gt;
&lt;br /&gt;
:*  Trainz (TS09 or later preferred)&lt;br /&gt;
:*  [http://online.ts2009.com/mediaWiki/index.php5/Downloads TrainzMeshImporter.exe].   This is provided by N3V.&lt;br /&gt;
:*  Blender V2.57 or later.&lt;br /&gt;
:*  [https://bitbucket.org/uschi0815/blender-exporter-for-trainz/downloads/ The Blender Exporter]. &lt;br /&gt;
:*  Windows Vista or Windows 7 (32 or 64 bit).&lt;br /&gt;
:*  Some experience in the use of Blender to create assets for Trainz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Animating meshes in Blender =&lt;br /&gt;
&lt;br /&gt;
Blender will allow the direct animation of meshes but that will not work for Trainz purposes.  Meshes to be animated must be linked to lattices or armatures and bones.  You must rotate or position the lattices or pose the armatures and bones to enable animation.  Animation in Blender, and particularly for armatures and bones, can be complex.  However, lattice animation is much simpler and a good place to start.&lt;br /&gt;
&lt;br /&gt;
This tutorial animates a beachball mesh by rotating and locating a lattice that is a parent of the beachball.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Process =&lt;br /&gt;
&lt;br /&gt;
== Create the mesh ==&lt;br /&gt;
&lt;br /&gt;
*In Blender create a new sphere object and name it Beachball.&lt;br /&gt;
*Create a simple material called &amp;quot;beachball.m.onetex&amp;quot;.&lt;br /&gt;
*Allocate a simple texture and uvmap the sphere to the texture.  This example uses a red 16*16 pixel TGA file.&lt;br /&gt;
*Position the beachball so it just touches the ground.&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender Simple Animation Tute-The Beachball.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Create the lattices ==&lt;br /&gt;
&lt;br /&gt;
This asset requires two lattices.  The main lattice, appropriately called b.r.main, is the parent lattice and is not animated.  The second lattice, b.r.beachball will be the parent of the beachball mesh and will be animated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Create the b.r.main lattice ===&lt;br /&gt;
&lt;br /&gt;
The most important lattice is one called b.r.main.  This should be positioned at grid centre (X=0, Y=0, Z=0).&lt;br /&gt;
&lt;br /&gt;
*Position the cursor at the centre using &#039;&#039;&#039;&#039;&#039;Shift S -&amp;gt;Cursor to center&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Add a lattice and name it b.r.main.  The name is important and it should be in lowercase.  You can resize to whatever size suits you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender Simple Animation Tute-b.r.main lattice.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Create the b.r.beachball lattice ===&lt;br /&gt;
&lt;br /&gt;
*Select the beachball object and position the cursor at the centre of the beachball using &#039;&#039;&#039;&#039;&#039;Shift S &amp;gt;Cursor to selected&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note:  In this case the origin of the beachball will be at the centre of the beachball, but if it is not then you can position the origin by selecting the beachball, select Object from the menu bar, then &#039;&#039;&#039;Transform -&amp;gt;Origin to geometry&#039;&#039;&#039;.  Sometimes it is useful to have the origin elsewhere but for this example we need it at the centre of the beachball.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Add a lattice and call it b.r.beachball.  The name can be anything but must be preceded by &amp;quot;b.r.&amp;quot; and should be in lowercase.  The centre of the lattice should be at the centre of the beachball.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender Simple Animation Tute-b.r.beachball lattice.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Set up the parent-child relationships ==&lt;br /&gt;
&lt;br /&gt;
=== Make the beachball a child of b.r.beachball ===&lt;br /&gt;
&lt;br /&gt;
*Select the beachball and, while holding down the ShiftKey, select b.r.beachball.&lt;br /&gt;
*Press Ctrl P and then select the Object option.  This makes the beachball mesh a child of b.r.beachball.  This is important because when we animate b.r.beachball, the beachball mesh will animate as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender Simple Animation Tute-Parenting the beachball.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Make the b.r.beachball lattice a child of b.r.main ===&lt;br /&gt;
&lt;br /&gt;
All lattices and their children must be a child of b.r.main for the exporter to work.&lt;br /&gt;
&lt;br /&gt;
*Now select b.r.beachball and while holding down the ShiftKey select b.r.main.&lt;br /&gt;
*Press Ctrl P and then select the Object option.  This makes the b.r.beachball lattice a child of b.r.main.&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender Simple Animation Tute-Parenting the beachball lattice.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Outliner Window in Blender will show the parent-child relations as well as other attibutes.  It should look like the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender Simple Animation Tute-Outliner window.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Set up the animation period ==&lt;br /&gt;
&lt;br /&gt;
Now we are ready to animate the beachball.  Our animation consists of the ball bouncing up and down and spinning at the same time.&lt;br /&gt;
&lt;br /&gt;
*Arrange the screen layout as you wish but make sure you include a Timeline window.  This is my layout for this session that has the Timeline Window at the bottom.&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender Simple Animation Tute-Screen layout.jpg]]&lt;br /&gt;
&lt;br /&gt;
*In the Timeline window, change the End frame to 30 and set the current frame to 1.  For Trainz the animation rate is 30 frames per second.&lt;br /&gt;
*Go to the Render window and set the playback rate to 30 fps. &lt;br /&gt;
&lt;br /&gt;
[[Image:Blender Simple Animation Tute-Frame rate.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Animate the lattices ==&lt;br /&gt;
&lt;br /&gt;
Animation uses what are called I frames to make a &amp;quot;snapshot&amp;quot; of the rotation and position of lattices.  This sequence creates those I frames in order from the first to last frame.  The last frame, 30 in our case, is also deemed to be frame 0 (zero).  This makes the animation loop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is the tricky bit.  Read through the sequence first so you have an idea of what is to be done.  The sequence is important.  If you make a mistake then delete I frames so that the last I frame is at frame 1.  Creating I frames is done by using the letter i key on the keyboard.  This brings up a menu.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
*Go back to the 3D View.&lt;br /&gt;
*Select the lattice b.r.beachball.&lt;br /&gt;
*Move the cursor to that lattice by pressing &#039;&#039;&#039;&#039;&#039;Shift S -&amp;gt;Cursor to selected&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Bring up the Properties menu by pressing or toggling N (the cursor has to be in the 3D View for this to work).&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
In the Transform area of the Properties menu, the Z location of the selected object (b.r.beachball) should be 1.0.  If it slightly out then just change it manually.&lt;br /&gt;
Similarly in the 3D Cursor location in the Properties menu the Z location should also be 1.0.&lt;br /&gt;
&lt;br /&gt;
We are now going to insert the animation keyframes and for this to work the mouse cursor must be in the 3D View window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*With b.r.beachball selected, press I to bring up the Insert Keyframe Menu.&lt;br /&gt;
&lt;br /&gt;
*Select LocRot (location, rotation).  You may notice the transform location windows changing to a yellow colour and the name of the selected object changing to an orange colour.  This means that an I frame exists for that object at this particular frame.  Frame 1 in this case.&lt;br /&gt;
&lt;br /&gt;
*In the Timeline window, change the frame position from frame 1 to frame 15 by typing the number in the Current Frame position.&lt;br /&gt;
&lt;br /&gt;
*With b.r.beachball still selected, in the &#039;&#039;&#039;&#039;&#039;Properties -&amp;gt; Transform -&amp;gt; Location menu&#039;&#039;&#039;&#039;&#039;, change the Z location from 1.0 to 2.0. You can just click on the 1.0 value and type the change.&lt;br /&gt;
&lt;br /&gt;
*Press the Enter key and you will see the lattice and the beachball mesh move upwards.  Note you can also move the lattice by pressing G and then Z and dragging it upwards in the Z axis.&lt;br /&gt;
&lt;br /&gt;
*With b.r.beachball still selected, in the &#039;&#039;&#039;&#039;&#039;Properties -&amp;gt; Transform -&amp;gt; Rotation menu&#039;&#039;&#039;&#039;&#039;, change the Z rotation value from 0 to 180.  You will not see any visible change but that&#039;s OK.&lt;br /&gt;
&lt;br /&gt;
*Back in the 3D Window press I and select LocRot.  This inserts our second I frame at frame 15.&lt;br /&gt;
&lt;br /&gt;
*In the Timeline Window, change the frame position from frame 15 to frame 30 by typing the number in the Current Frame position or by clicking on the Jump to Last Frame button ( &amp;gt;&amp;gt;| ).&lt;br /&gt;
&lt;br /&gt;
*In the Transform Window change the b.r.beachball Z location back to 1.0 and the Z rotation to 360.&lt;br /&gt;
&lt;br /&gt;
*Back in the 3D Window press I and select LocRot.  This inserts our last I frame at frame 30.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following shows the frames for the beachball lattice.  The frames at 1, 15 and 30 are in yellow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender Simple Anim Tute-Beachball lattice animation frames.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Running the animation ==&lt;br /&gt;
 &lt;br /&gt;
To test the animation click on the right pointing arrow (Play) key in the Timeline Window.  You might want to change to solid or texture view to see it better.  The ball should bounce every second and do a full rotation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exporting ==&lt;br /&gt;
&lt;br /&gt;
*Save the Blender file.&lt;br /&gt;
*To export, select &#039;&#039;&#039;&#039;&#039;File -&amp;gt;Export -&amp;gt; Trainz Mesh and Animation&#039;&#039;&#039;&#039;&#039;.  In the dialog box make sure the Export Animation Data checkbox is checked.  &lt;br /&gt;
&lt;br /&gt;
[[Image:Blender Simple Anim Tute-Exporting.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CONFIG.TXT ==&lt;br /&gt;
&lt;br /&gt;
The config.txt for the asset should look something like this:&lt;br /&gt;
&lt;br /&gt;
 kuid                                    &amp;lt;kuid:xxx:xxx&amp;gt;&lt;br /&gt;
 username                                &amp;quot;AAA Bouncing Beachball&amp;quot;&lt;br /&gt;
 description                             &amp;quot;Beachball animation scenery asset&amp;quot;&lt;br /&gt;
 trainz-build                            3.5&lt;br /&gt;
 kind                                    &amp;quot;scenery&amp;quot;&lt;br /&gt;
 category-era                            &amp;quot;1800s&amp;quot;&lt;br /&gt;
 category-class                          &amp;quot;XVG&amp;quot;&lt;br /&gt;
 category-region                         &amp;quot;00&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 mesh-table&lt;br /&gt;
 {&lt;br /&gt;
   default&lt;br /&gt;
   {&lt;br /&gt;
     mesh                                &amp;quot;beachball.im&amp;quot;&lt;br /&gt;
     light                               1&lt;br /&gt;
     auto-create                         1&lt;br /&gt;
     anim                                &amp;quot;beachball.kin&amp;quot;&lt;br /&gt;
     animation-loop-speed                1.00&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 thumbnails&lt;br /&gt;
 {&lt;br /&gt;
   0&lt;br /&gt;
   {&lt;br /&gt;
     image                               &amp;quot;$screenshot$.jpg&amp;quot;&lt;br /&gt;
     width                               240&lt;br /&gt;
     height                              180&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Note the use of the tags &amp;quot;anim&amp;quot; and &amp;quot;animation-loop-speed&amp;quot;.  A value of 1 for animation-loop-speed gives normal animation.  You can slow or speed up the animation with different values.&lt;br /&gt;
&lt;br /&gt;
= Conclusion =&lt;br /&gt;
&lt;br /&gt;
This has been a very simple introduction to animation for Trainz with Blender.  The key points to remember are:&lt;br /&gt;
&lt;br /&gt;
:*Meshes cannot be animated for Trainz.  Create a lattice for each mesh, make the mesh a child of the lattice and animate the lattice.&lt;br /&gt;
:*Lattices must be identified with the &amp;quot;b.r.&amp;quot; naming convention. &lt;br /&gt;
:*All lattices must be a child of b.r.main.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The beachball in Trainz Surveyor =&lt;br /&gt;
&lt;br /&gt;
Here is the beachball in Trainz Surveyor bouncing next to another test asset of a simple lighthouse with a flashing cursor.&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender Simple Anim Tute-In Trainz.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to guides]]&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Export_from_Blender&amp;diff=4084</id>
		<title>HowTo/Export from Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Export_from_Blender&amp;diff=4084"/>
		<updated>2013-02-20T04:41:05Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Caveat==&lt;br /&gt;
[http://www.blender.org Blender] is not currently supported by N3V as a modeling source for Trainz, however third-party tools exist for this purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= About This Tutorial =&lt;br /&gt;
&lt;br /&gt;
The scope of this tutorial has been extended to include installation of Blender and installation of the Blender Exporter since this has been an issue discussed several times in the N3V Content Creation forum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
[http://www.blender.org Blender] is a free 3D modelling tool supported by the user community.  For more information on Blender and its capabilities, please visit the [http://www.blender.org Blender] website.  Blender evolves rapidly and it is not uncommon to see several minor releases each year.  The current version, as at February 2013, is Version 2.65a.&lt;br /&gt;
&lt;br /&gt;
Blender is an extendable program through the use of &amp;quot;add-ons&amp;quot; produced either by the Blender Foundation or by Blender users.  One of those add-ons is the Trainz Blender exporter that was built and is maintained by USCHI0815 (Torsten).  Torsten usually announces updates to the Exporter through the Trainz Content Creation Support forum.&lt;br /&gt;
&lt;br /&gt;
= Requirements =&lt;br /&gt;
&lt;br /&gt;
To export from Trainz you need the following:&lt;br /&gt;
&lt;br /&gt;
:*  Trainz (TS09 or later preferred)&lt;br /&gt;
:*  [http://online.ts2009.com/mediaWiki/index.php5/Downloads TrainzMeshImporter.exe].   This is provided by N3V.&lt;br /&gt;
:*  Blender V2.57 or later.&lt;br /&gt;
:*  [https://bitbucket.org/uschi0815/blender-exporter-for-trainz/downloads/ The Blender Exporter]. &lt;br /&gt;
:*  Windows Vista or Windows 7 (32 or 64 bit).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Blender Installation Notes =&lt;br /&gt;
&lt;br /&gt;
Blender is available for a number of operating systems including Windows XP, Windows Vista and Windows 7.  Both 32 bit and 64 bit versions are available.&lt;br /&gt;
You can choose either the installer version or a zip archive.  Please read any notes on the Blender.org download page: particularly if you are upgrading from a previous version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installer Version ==&lt;br /&gt;
&lt;br /&gt;
The Installer Version is the easiest way to install Blender but there can be complications.  If you install Blender into the default directory you should choose &amp;quot;Use Application Data Directory&amp;quot; during installation of Blender. Otherwise it might not be possible to save your preferred Exporter options due to insufficient permissions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Blender Zip Archive Version ==&lt;br /&gt;
&lt;br /&gt;
The zip archive version allows you to unzip the entire Blender folder structure and locate it in any location that suits you.  The only drawback is that you will need to set up your own links to the Blender executable (Blender.exe). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Installing the Exporter =&lt;br /&gt;
&lt;br /&gt;
The Blender exporter add-on must be installed in the &amp;quot;scripts\addons&amp;quot; area of the Blender data space. The following process will install it in the correct location.&lt;br /&gt;
&lt;br /&gt;
== Install Blender Exporter for Trainz ==&lt;br /&gt;
&lt;br /&gt;
:* Download the exporter.&lt;br /&gt;
:* Start Blender.&lt;br /&gt;
:* Open a new project(File -&amp;gt; New).&lt;br /&gt;
:* Open User Preferences(File -&amp;gt; User Preferences...).&lt;br /&gt;
:* Select Add-Ons panel and press button &amp;quot;Install Add-On...&amp;quot; down at the panel button bar.&lt;br /&gt;
:* Select and install downloaded file: you don&#039;t need to extract it.&lt;br /&gt;
:* Enable &amp;quot;TRAINZ Exporter&amp;quot; in Add-On list and press button &amp;quot;Save As Default&amp;quot; to keep it enabled for all subsequent Blender starts.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
== Install the N3V TrainzMeshImporter ==&lt;br /&gt;
&lt;br /&gt;
:* Download the [http://online.ts2009.com/mediaWiki/index.php5/Downloads TrainzMeshImporter.exe].  The file is in the RAR format that can be extracted by most zip file management programs.&lt;br /&gt;
:* Before using the exporter you must copy the TrainzMeshExporter.exe to the same location as the Blender Exporter add-on.  The following will help find that location:&lt;br /&gt;
&lt;br /&gt;
:* Start Blender and leave the default cube mesh in place.&lt;br /&gt;
:* If necessary, open the console window so you can read the error messages. In versions 2.5 through 2.63a, the console window is opened using the &amp;quot;toggle system console&amp;quot; menu entry in the &amp;quot;help&amp;quot; menu in the Blender menu bar. Beginning with version 2.64, the &amp;quot;toggle system console&amp;quot; menu has been moved to the &amp;quot;window&amp;quot; menu in the Blender menu bar. Those running a Blender version 2.49 or earlier can disregard this step, as the system console is in a window that is open whenever Blender is active. &lt;br /&gt;
:* Go to File-&amp;gt;Export and select &amp;quot;Trainz Mesh and Animation&amp;quot;.  Use the default settings but make sure that the save location is a temporary or working space.&lt;br /&gt;
:* The Exporter will complain about a missing file in a specific folder.   The missing file is TrainzMeshImporter and the folder name is the location you need.&lt;br /&gt;
:* The location is usually in the form of &amp;quot;ERROR&amp;quot;  file &amp;quot;C:Users\your name\AppData\Roaming\Blender Foundation\Blender\2.59\scripts\addons\TrainzMeshExporter.exe&amp;quot; not found&amp;quot;.  This example is typical of using the default Blender Installer.  If you chose to install Blender using the zip archive then the location will be different.&lt;br /&gt;
:* Copy TrainzMeshExporter.exe to the location provided.  If you cannot access the AppData folder see the [http://online.ts2009.com/mediaWiki/index.php5?title=HowTo/Export_from_Blender&amp;amp;action=submit#Additional_Notes Additional Notes] section for help.&lt;br /&gt;
:* Once you have copied TrainzMeshExporter.exe to the correct location retry the export.&lt;br /&gt;
&lt;br /&gt;
= Exporting an Asset =&lt;br /&gt;
&lt;br /&gt;
The creation of an asset suitable for Trainz is a long and complex process.  For the purposes of this tutorial we will only export the standard Blender cube.  Some knowledge of Blender and creation of assets for Trainz purposes is assumed.&lt;br /&gt;
&lt;br /&gt;
:* Start Blender and save the default cube as &amp;quot;cube.blend&amp;quot; in your preferred working location.&lt;br /&gt;
:* Create a simple material such as &amp;quot;cube.m.onetex&amp;quot; and allocate a simple colour texture file. For the purpose of this tutorial leave the default mapping technique to &amp;quot;generated&amp;quot;.  This will cause an error.&lt;br /&gt;
:* UV map the cube to the texture.&lt;br /&gt;
:* Save the Blender file.&lt;br /&gt;
:* Go to File-&amp;gt;Export and select Trainz Mesh and Animation.&lt;br /&gt;
:* The dialog box that appears gives a output save location for the XML, log, texture description and other files produced by the process.  Select your preferred location.&lt;br /&gt;
:* All the other options can be left as default.  If you were exporting a mesh that included animation, then you would also select &amp;quot;Export Animation Data&amp;quot;.&lt;br /&gt;
:* When you are ready, select &amp;quot;Export Trainz&amp;quot; in the top right hand corner.&lt;br /&gt;
:* This export process will fail with an error since the &amp;quot;generated&amp;quot; mapping option for textures is not supported when using an image file.  Go back to the Texture section and change the mapping option to UV and then export again.  This time it should export correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Exporter Output =&lt;br /&gt;
&lt;br /&gt;
== Files Created ==&lt;br /&gt;
The Exporter produces:&lt;br /&gt;
&lt;br /&gt;
:* An XML file.  This is used by TrainzMeshImporter.&lt;br /&gt;
:* The IM mesh file required by Trainz.&lt;br /&gt;
:* The texture description files (nnn.texture.txt) required by Trainz.&lt;br /&gt;
:* The KIN animation file required by Trainz if animation is used.&lt;br /&gt;
:* A log of the export process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Error Reporting ==&lt;br /&gt;
Errors are reported in the Blender System Console and the Exporter log. Errors will prevent the production of the target IM file and therefore must be addressed.&lt;br /&gt;
Typical errors are:&lt;br /&gt;
&lt;br /&gt;
=== Mesh Errors ===&lt;br /&gt;
&lt;br /&gt;
:*Objects without a parent where a root bone exists.&lt;br /&gt;
&lt;br /&gt;
=== Material Related Errors ===&lt;br /&gt;
&lt;br /&gt;
:* No UV layer for UV mapped objects. Blender usually creates a default.&lt;br /&gt;
:* Use of the same material for both single and double sided meshes.  Recommend only using single sided meshes.&lt;br /&gt;
:* Objects without an assigned material.  Recommend assigning a material for each object.&lt;br /&gt;
:* Faces without a material in an object.  The faces will have been collected into a Vertex Group to enable correction.  &lt;br /&gt;
:* Use of similar material names if character case is ignored.  i.e. &amp;quot;Black&amp;quot; and &amp;quot;black&amp;quot; are considered the same by Trainz.&lt;br /&gt;
:* Not using UV mapping for textures that are either using alpha, normal or specular.&lt;br /&gt;
:* Not using UV or reflect mapping for diffuse textures.&lt;br /&gt;
&lt;br /&gt;
=== Animation Errors ===&lt;br /&gt;
&lt;br /&gt;
:* More than one root bone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Warnings ==&lt;br /&gt;
Warnings are basically flaws or possible flaws that the user may wish to address.  Warnings do not prevent production of the IM output files. Some typicals warnings include:&lt;br /&gt;
&lt;br /&gt;
=== Animation Warnings ===&lt;br /&gt;
&lt;br /&gt;
:* Possible incorrect location and rotation of root bone.&lt;br /&gt;
:* Bones not found or no animation data found.&lt;br /&gt;
:* Events not found or unrecognised.&lt;br /&gt;
:* Event frame numbers in wrong positions.&lt;br /&gt;
&lt;br /&gt;
=== Mesh Warnings ===&lt;br /&gt;
&lt;br /&gt;
:* Vertices influenced by more than four vertex groups.&lt;br /&gt;
&lt;br /&gt;
=== Name Warnings ===&lt;br /&gt;
&lt;br /&gt;
:* Unrecommended characters.  Material, texture, object and path names should only be composed of a-z, A-Z, 0-9 or -_./\ characters.  A typical error is use of a space character in a path name.  The Exporter will change Blender file names that include upper case letters to lower case letters.  Generally, it is recommended you avoid the use of upper case characters in names.&lt;br /&gt;
&lt;br /&gt;
=== Material Warnings ===&lt;br /&gt;
&lt;br /&gt;
:* Surfaceless faces in an object.  The Exporter will gather these faces and put them into a Vertex Group to aid identification. The Vertex Group can be found in the triangle panel associated with the Safety Valve object.&lt;br /&gt;
:* Objects exported with double sided faces.   This will become an error if a material is used for both single and double sided objects.&lt;br /&gt;
:* Material renamed.  If the name does not match one of the standard Trainz material names then the Exporter will try and effect a solution.  Typically a name such as &amp;quot;black&amp;quot; will be renamed &amp;quot;blackm.onetex&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Export Log ==&lt;br /&gt;
&lt;br /&gt;
The Exporter Log contains a record of events during the export process including errors and warnings.  The numTriangles report is the number of polygons (aka polys) in the mesh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Material Recognition by the Exporter =&lt;br /&gt;
&lt;br /&gt;
The Exporter tries to identify materials in use by the asset mesh and will provide a warning if the detected material decoration varies from that declared in the Blender file.  The term &amp;quot;material decoration&amp;quot; is one of the standard Trainz material names such as &amp;quot;m.onetext&amp;quot; or &amp;quot;m.tbumptex&amp;quot;. The following decision process, provided by Torsten, may be useful for developers.&lt;br /&gt;
&lt;br /&gt;
The decision which material decoration is used is made by the texturing schema used for the material:&lt;br /&gt;
&lt;br /&gt;
: no texture used -&amp;gt; &#039;&#039;&#039;m.onetex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: one texture used:&lt;br /&gt;
:: invalid texture     -&amp;gt; &#039;&#039;&#039;m.onetex&#039;&#039;&#039;&lt;br /&gt;
:: diffuse texture     -&amp;gt; &#039;&#039;&#039;m.onetex&#039;&#039;&#039;&lt;br /&gt;
:: reflection texture  -&amp;gt; &#039;&#039;&#039;m.reflect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: two textures used:&lt;br /&gt;
:: diffuse &amp;amp; alpha -&amp;gt; &#039;&#039;&#039;m.onetex&#039;&#039;&#039;&lt;br /&gt;
:: diffuse &amp;amp; reflection -&amp;gt; &#039;&#039;&#039;m.reflect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: three textures used:&lt;br /&gt;
:: diffuse &amp;amp; alpha &amp;amp; reflection -&amp;gt;&#039;&#039;&#039; m.gloss&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: normal texture used:&lt;br /&gt;
:: normal &amp;amp; diffuse &amp;amp; alpha &amp;amp; no reflection -&amp;gt; &#039;&#039;&#039;m.tbumptex&#039;&#039;&#039;&lt;br /&gt;
:: normal &amp;amp; diffuse &amp;amp; reflection &amp;amp; no alpha -&amp;gt; &#039;&#039;&#039;m.tbumpgloss&#039;&#039;&#039;&lt;br /&gt;
:: normal &amp;amp; diffuse &amp;amp; no alpha &amp;amp; no reflection-&amp;gt; &#039;&#039;&#039;m.tbumpenv&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As material &#039;&#039;&#039;m.notex&#039;&#039;&#039; causes problems with specific assets&#039;&#039;&#039;, m.onetex&#039;&#039;&#039; is used instead. It also works perfectly without any texture.&lt;br /&gt;
The problem with &#039;&#039;&#039;m.tbumptex&#039;&#039;&#039; and &#039;&#039;&#039;m.tbumpenv&#039;&#039;&#039; is that, besides the usage of an alpha texture (which is not used for &#039;&#039;&#039;m.tbumpenv&#039;&#039;&#039;), both use a diffuse and normal texture. In this case &#039;&#039;&#039;m.tbumpenv&#039;&#039;&#039; is chosen.&lt;br /&gt;
&lt;br /&gt;
Generally, you can use any material decoration you want. The script does not change a syntactically correct material decoration(e.g. Material&#039;&#039;&#039;m.billboard&#039;&#039;&#039; would pass unchanged).  It only drops a message to remind you that you either use an unsupported material(as warning) or that it had chosen another material(as info).&lt;br /&gt;
&lt;br /&gt;
If you check the issue and find it to be OK than you can safely ignore those messages.&lt;br /&gt;
&lt;br /&gt;
Blenders texture influences are nearly equivalent to MAX material maps. Because diffuse textures and reflection textures both influence diffuse color, the decision between them is made by checking texture mapping coordinates to:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;MAX map -&amp;gt; Blender texture influence&#039;&#039;&#039;&lt;br /&gt;
: Ambient Color -&amp;gt; Shading Ambient&lt;br /&gt;
: Diffuse Color -&amp;gt; Diffuse Color &amp;amp; UV mapping&lt;br /&gt;
: Specular Color -&amp;gt; Specular Color&lt;br /&gt;
: Specular Level -&amp;gt; Specular Intensity&lt;br /&gt;
: Glossiness -&amp;gt; Specular Hardness&lt;br /&gt;
: Self-Illumination -&amp;gt; Shading Emit&lt;br /&gt;
: Opacity -&amp;gt; Diffuse Alpha&lt;br /&gt;
: Filter Color -&amp;gt; Diffuse Translucency&lt;br /&gt;
: Bump -&amp;gt; Geometry Normal&lt;br /&gt;
: Reflection -&amp;gt; Diffuse Color &amp;amp; Reflection mapping &lt;br /&gt;
: Refraction -&amp;gt; not available(not found?)&lt;br /&gt;
: Displacement -&amp;gt; Geometry Displacement&lt;br /&gt;
&lt;br /&gt;
= Torsten&#039;s Hints  =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These hints are reproduced from the Exporter script since many will not want to edit or view the actual script contents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Trainz models you can have two kinds of special objects: attachment points and bones. For attachment points, the exporter expects objects of type &amp;quot;Empty&amp;quot;. For bones, objects of type &amp;quot;Lattice&amp;quot; and &amp;quot;Armature&amp;quot; will be accepted.  All of them need to be named according the naming conventions in effect for attachements( a.* ) and bones( b.r.* ). Objects of other type and objects with proper type but names not matching this conventions will be ignored as attachment points or bones.&lt;br /&gt;
&lt;br /&gt;
If you want to export animations with events, than you have to create a Blender TX object and enter the lines as you would do to create an event file. By renaming this object to &amp;quot;events&amp;quot; you ensure the exporter will not ignore your event list.&lt;br /&gt;
&lt;br /&gt;
It is possible to make parent-child-relations between meshes to simplify the design process. However, the chain must be end with a valid parent bone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Additional Notes =&lt;br /&gt;
&lt;br /&gt;
== Blender Data Files ==&lt;br /&gt;
 &lt;br /&gt;
Blender keeps certain data files, such as add-on utilities, in a special location. This has given Trainz content creators some difficulties due to access rights. If you used the Blender Installer then this is usually in the Windows logged on user space.&lt;br /&gt;
&lt;br /&gt;
Say, for example, your user name is Patrick, then the location is likely to be similiar to &amp;quot;C:\Users\Patrick\AppData\Roaming\Blender Foundation\Blender\2.59\scripts\addons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you cannot see this folder in the user folder then it is likely the folder has been hidden by Windows.  You can unhide folders in the Windows Explorer by going to Tools-&amp;gt;Folder Options-&amp;gt;View and selecting &amp;quot;Show hidden files, folders and drives&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Under The Hood or, How the Exporter Works =&lt;br /&gt;
&lt;br /&gt;
Basically the Blender export process works in three phases:&lt;br /&gt;
&lt;br /&gt;
:* Phase 1 is the checking process where the Exporter does some validation.  Where it can, the Exporter will make minor corrections and just issue a warning.  Warnings do not stop the process but an error will.  The warnings and errors should provide enough information to enable correction.&lt;br /&gt;
:* Phase 2 is the creation of the XML file required by the TrainzMeshImporter.  The XML file is a text file using a common language used by many applications.  It is also N3V&#039;s preferred import format.&lt;br /&gt;
:* On succession completion of the first two phases, the Exporter passes control to the TrainzMeshImport program which takes the XML file plus other information and produces the IM mesh file used by Trainz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Acknowledgements =&lt;br /&gt;
&lt;br /&gt;
Many thanks to USCHI0815 (Torsten) for his time and effort that went into producing and supporting the Blender Exporter.  Without it there would be no Blender models in Trainz.&lt;br /&gt;
&lt;br /&gt;
Thanks to Mick_Berg and Jananton for their comments, and to Mick_Berg for his [http://www.mickberg.com/blenderexport1.html Blender installation tutorial].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tutorial Updates =&lt;br /&gt;
Please feel free to update as necessary and correct errors in this tutorial.  It is a WiKi contribution and intended to be maintained this way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
[[Material Types]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[Category:How-to guides]]&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Export_from_Blender&amp;diff=4083</id>
		<title>HowTo/Export from Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Export_from_Blender&amp;diff=4083"/>
		<updated>2013-02-20T04:34:09Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: /* Material Recognition by the Exporter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Caveat==&lt;br /&gt;
[http://www.blender.org Blender] is not currently supported by N3V as a modeling source for Trainz, however third-party tools exist for this purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= About This Tutorial =&lt;br /&gt;
&lt;br /&gt;
The scope of this tutorial has been extended to include installation of Blender and installation of the Blender Exporter since this has been an issue discussed several times in the N3V Content Creation forum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
[http://www.blender.org Blender] is a free 3D modelling tool supported by the user community.  For more information on Blender and its capabilities, please visit the [http://www.blender.org Blender] website.  Blender evolves rapidly and it is not uncommon to see several minor releases each year.  The current version, as at October 2011, is Version 2.60a.&lt;br /&gt;
&lt;br /&gt;
Blender is an extendable program through the use of &amp;quot;add-ons&amp;quot; produced either by the Blender Foundation or by Blender users.  One of those add-ons is the Trainz Blender exporter that was built and is maintained by USCHI0815 (Torsten).  Torsten usually announces updates to the Exporter through the Trainz Content Creation Support forum.&lt;br /&gt;
&lt;br /&gt;
= Requirements =&lt;br /&gt;
&lt;br /&gt;
To export from Trainz you need the following:&lt;br /&gt;
&lt;br /&gt;
:*  Trainz (TS09 or later preferred)&lt;br /&gt;
:*  [http://online.ts2009.com/mediaWiki/index.php5/Downloads TrainzMeshImporter.exe].   This is provided by N3V.&lt;br /&gt;
:*  Blender V2.57 or later.&lt;br /&gt;
:*  [https://bitbucket.org/uschi0815/blender-exporter-for-trainz/downloads/ The Blender Exporter]. &lt;br /&gt;
:*  Windows Vista or Windows 7 (32 or 64 bit).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Blender Installation Notes =&lt;br /&gt;
&lt;br /&gt;
Blender is available for a number of operating systems including Windows XP, Windows Vista and Windows 7.  Both 32 bit and 64 bit versions are available.&lt;br /&gt;
You can choose either the installer version or a zip archive.  Please read any notes on the Blender.org download page: particularly if you are upgrading from a previous version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installer Version ==&lt;br /&gt;
&lt;br /&gt;
The Installer Version is the easiest way to install Blender but there can be complications.  If you install Blender into the default directory you should choose &amp;quot;Use Application Data Directory&amp;quot; during installation of Blender. Otherwise it might not be possible to save your preferred Exporter options due to insufficient permissions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Blender Zip Archive Version ==&lt;br /&gt;
&lt;br /&gt;
The zip archive version allows you to unzip the entire Blender folder structure and locate it in any location that suits you.  The only drawback is that you will need to set up your own links to the Blender executable (Blender.exe). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Installing the Exporter =&lt;br /&gt;
&lt;br /&gt;
The Blender exporter add-on must be installed in the &amp;quot;scripts\addons&amp;quot; area of the Blender data space. The following process will install it in the correct location.&lt;br /&gt;
&lt;br /&gt;
== Install Blender Exporter for Trainz ==&lt;br /&gt;
&lt;br /&gt;
:* Download the exporter.&lt;br /&gt;
:* Start Blender.&lt;br /&gt;
:* Open a new project(File -&amp;gt; New).&lt;br /&gt;
:* Open User Preferences(File -&amp;gt; User Preferences...).&lt;br /&gt;
:* Select Add-Ons panel and press button &amp;quot;Install Add-On...&amp;quot; down at the panel button bar.&lt;br /&gt;
:* Select and install downloaded file: you don&#039;t need to extract it.&lt;br /&gt;
:* Enable &amp;quot;TRAINZ Exporter&amp;quot; in Add-On list and press button &amp;quot;Save As Default&amp;quot; to keep it enabled for all subsequent Blender starts.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
== Install the N3V TrainzMeshImporter ==&lt;br /&gt;
&lt;br /&gt;
:* Download the [http://online.ts2009.com/mediaWiki/index.php5/Downloads TrainzMeshImporter.exe].  The file is in the RAR format that can be extracted by most zip file management programs.&lt;br /&gt;
:* Before using the exporter you must copy the TrainzMeshExporter.exe to the same location as the Blender Exporter add-on.  The following will help find that location:&lt;br /&gt;
&lt;br /&gt;
:* Start Blender and leave the default cube mesh in place.&lt;br /&gt;
:* If necessary, open the console window so you can read the error messages. In versions 2.5 through 2.63a, the console window is opened using the &amp;quot;toggle system console&amp;quot; menu entry in the &amp;quot;help&amp;quot; menu in the Blender menu bar. Beginning with version 2.64, the &amp;quot;toggle system console&amp;quot; menu has been moved to the &amp;quot;window&amp;quot; menu in the Blender menu bar. Those running a Blender version 2.49 or earlier can disregard this step, as the system console is in a window that is open whenever Blender is active. &lt;br /&gt;
:* Go to File-&amp;gt;Export and select &amp;quot;Trainz Mesh and Animation&amp;quot;.  Use the default settings but make sure that the save location is a temporary or working space.&lt;br /&gt;
:* The Exporter will complain about a missing file in a specific folder.   The missing file is TrainzMeshImporter and the folder name is the location you need.&lt;br /&gt;
:* The location is usually in the form of &amp;quot;ERROR&amp;quot;  file &amp;quot;C:Users\your name\AppData\Roaming\Blender Foundation\Blender\2.59\scripts\addons\TrainzMeshExporter.exe&amp;quot; not found&amp;quot;.  This example is typical of using the default Blender Installer.  If you chose to install Blender using the zip archive then the location will be different.&lt;br /&gt;
:* Copy TrainzMeshExporter.exe to the location provided.  If you cannot access the AppData folder see the [http://online.ts2009.com/mediaWiki/index.php5?title=HowTo/Export_from_Blender&amp;amp;action=submit#Additional_Notes Additional Notes] section for help.&lt;br /&gt;
:* Once you have copied TrainzMeshExporter.exe to the correct location retry the export.&lt;br /&gt;
&lt;br /&gt;
= Exporting an Asset =&lt;br /&gt;
&lt;br /&gt;
The creation of an asset suitable for Trainz is a long and complex process.  For the purposes of this tutorial we will only export the standard Blender cube.  Some knowledge of Blender and creation of assets for Trainz purposes is assumed.&lt;br /&gt;
&lt;br /&gt;
:* Start Blender and save the default cube as &amp;quot;cube.blend&amp;quot; in your preferred working location.&lt;br /&gt;
:* Create a simple material such as &amp;quot;cube.m.onetex&amp;quot; and allocate a simple colour texture file. For the purpose of this tutorial leave the default mapping technique to &amp;quot;generated&amp;quot;.  This will cause an error.&lt;br /&gt;
:* UV map the cube to the texture.&lt;br /&gt;
:* Save the Blender file.&lt;br /&gt;
:* Go to File-&amp;gt;Export and select Trainz Mesh and Animation.&lt;br /&gt;
:* The dialog box that appears gives a output save location for the XML, log, texture description and other files produced by the process.  Select your preferred location.&lt;br /&gt;
:* All the other options can be left as default.  If you were exporting a mesh that included animation, then you would also select &amp;quot;Export Animation Data&amp;quot;.&lt;br /&gt;
:* When you are ready, select &amp;quot;Export Trainz&amp;quot; in the top right hand corner.&lt;br /&gt;
:* This export process will fail with an error since the &amp;quot;generated&amp;quot; mapping option for textures is not supported when using an image file.  Go back to the Texture section and change the mapping option to UV and then export again.  This time it should export correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Exporter Output =&lt;br /&gt;
&lt;br /&gt;
== Files Created ==&lt;br /&gt;
The Exporter produces:&lt;br /&gt;
&lt;br /&gt;
:* An XML file.  This is used by TrainzMeshImporter.&lt;br /&gt;
:* The IM mesh file required by Trainz.&lt;br /&gt;
:* The texture description files (nnn.texture.txt) required by Trainz.&lt;br /&gt;
:* The KIN animation file required by Trainz if animation is used.&lt;br /&gt;
:* A log of the export process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Error Reporting ==&lt;br /&gt;
Errors are reported in the Blender System Console and the Exporter log. Errors will prevent the production of the target IM file and therefore must be addressed.&lt;br /&gt;
Typical errors are:&lt;br /&gt;
&lt;br /&gt;
=== Mesh Errors ===&lt;br /&gt;
&lt;br /&gt;
:*Objects without a parent where a root bone exists.&lt;br /&gt;
&lt;br /&gt;
=== Material Related Errors ===&lt;br /&gt;
&lt;br /&gt;
:* No UV layer for UV mapped objects. Blender usually creates a default.&lt;br /&gt;
:* Use of the same material for both single and double sided meshes.  Recommend only using single sided meshes.&lt;br /&gt;
:* Objects without an assigned material.  Recommend assigning a material for each object.&lt;br /&gt;
:* Faces without a material in an object.  The faces will have been collected into a Vertex Group to enable correction.  &lt;br /&gt;
:* Use of similar material names if character case is ignored.  i.e. &amp;quot;Black&amp;quot; and &amp;quot;black&amp;quot; are considered the same by Trainz.&lt;br /&gt;
:* Not using UV mapping for textures that are either using alpha, normal or specular.&lt;br /&gt;
:* Not using UV or reflect mapping for diffuse textures.&lt;br /&gt;
&lt;br /&gt;
=== Animation Errors ===&lt;br /&gt;
&lt;br /&gt;
:* More than one root bone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Warnings ==&lt;br /&gt;
Warnings are basically flaws or possible flaws that the user may wish to address.  Warnings do not prevent production of the IM output files. Some typicals warnings include:&lt;br /&gt;
&lt;br /&gt;
=== Animation Warnings ===&lt;br /&gt;
&lt;br /&gt;
:* Possible incorrect location and rotation of root bone.&lt;br /&gt;
:* Bones not found or no animation data found.&lt;br /&gt;
:* Events not found or unrecognised.&lt;br /&gt;
:* Event frame numbers in wrong positions.&lt;br /&gt;
&lt;br /&gt;
=== Mesh Warnings ===&lt;br /&gt;
&lt;br /&gt;
:* Vertices influenced by more than four vertex groups.&lt;br /&gt;
&lt;br /&gt;
=== Name Warnings ===&lt;br /&gt;
&lt;br /&gt;
:* Unrecommended characters.  Material, texture, object and path names should only be composed of a-z, A-Z, 0-9 or -_./\ characters.  A typical error is use of a space character in a path name.  The Exporter will change Blender file names that include upper case letters to lower case letters.  Generally, it is recommended you avoid the use of upper case characters in names.&lt;br /&gt;
&lt;br /&gt;
=== Material Warnings ===&lt;br /&gt;
&lt;br /&gt;
:* Surfaceless faces in an object.  The Exporter will gather these faces and put them into a Vertex Group to aid identification. The Vertex Group can be found in the triangle panel associated with the Safety Valve object.&lt;br /&gt;
:* Objects exported with double sided faces.   This will become an error if a material is used for both single and double sided objects.&lt;br /&gt;
:* Material renamed.  If the name does not match one of the standard Trainz material names then the Exporter will try and effect a solution.  Typically a name such as &amp;quot;black&amp;quot; will be renamed &amp;quot;blackm.onetex&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Export Log ==&lt;br /&gt;
&lt;br /&gt;
The Exporter Log contains a record of events during the export process including errors and warnings.  The numTriangles report is the number of polygons (aka polys) in the mesh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Material Recognition by the Exporter =&lt;br /&gt;
&lt;br /&gt;
The Exporter tries to identify materials in use by the asset mesh and will provide a warning if the detected material decoration varies from that declared in the Blender file.  The term &amp;quot;material decoration&amp;quot; is one of the standard Trainz material names such as &amp;quot;m.onetext&amp;quot; or &amp;quot;m.tbumptex&amp;quot;. The following decision process, provided by Torsten, may be useful for developers.&lt;br /&gt;
&lt;br /&gt;
The decision which material decoration is used is made by the texturing schema used for the material:&lt;br /&gt;
&lt;br /&gt;
: no texture used -&amp;gt; &#039;&#039;&#039;m.onetex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: one texture used:&lt;br /&gt;
:: invalid texture     -&amp;gt; &#039;&#039;&#039;m.onetex&#039;&#039;&#039;&lt;br /&gt;
:: diffuse texture     -&amp;gt; &#039;&#039;&#039;m.onetex&#039;&#039;&#039;&lt;br /&gt;
:: reflection texture  -&amp;gt; &#039;&#039;&#039;m.reflect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: two textures used:&lt;br /&gt;
:: diffuse &amp;amp; alpha -&amp;gt; &#039;&#039;&#039;m.onetex&#039;&#039;&#039;&lt;br /&gt;
:: diffuse &amp;amp; reflection -&amp;gt; &#039;&#039;&#039;m.reflect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: three textures used:&lt;br /&gt;
:: diffuse &amp;amp; alpha &amp;amp; reflection -&amp;gt;&#039;&#039;&#039; m.gloss&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: normal texture used:&lt;br /&gt;
:: normal &amp;amp; diffuse &amp;amp; alpha &amp;amp; no reflection -&amp;gt; &#039;&#039;&#039;m.tbumptex&#039;&#039;&#039;&lt;br /&gt;
:: normal &amp;amp; diffuse &amp;amp; reflection &amp;amp; no alpha -&amp;gt; &#039;&#039;&#039;m.tbumpgloss&#039;&#039;&#039;&lt;br /&gt;
:: normal &amp;amp; diffuse &amp;amp; no alpha &amp;amp; no reflection-&amp;gt; &#039;&#039;&#039;m.tbumpenv&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As material &#039;&#039;&#039;m.notex&#039;&#039;&#039; causes problems with specific assets&#039;&#039;&#039;, m.onetex&#039;&#039;&#039; is used instead. It also works perfectly without any texture.&lt;br /&gt;
The problem with &#039;&#039;&#039;m.tbumptex&#039;&#039;&#039; and &#039;&#039;&#039;m.tbumpenv&#039;&#039;&#039; is that, besides the usage of an alpha texture (which is not used for &#039;&#039;&#039;m.tbumpenv&#039;&#039;&#039;), both use a diffuse and normal texture. In this case &#039;&#039;&#039;m.tbumpenv&#039;&#039;&#039; is chosen.&lt;br /&gt;
&lt;br /&gt;
Generally, you can use any material decoration you want. The script does not change a syntactically correct material decoration(e.g. Material&#039;&#039;&#039;m.billboard&#039;&#039;&#039; would pass unchanged).  It only drops a message to remind you that you either use an unsupported material(as warning) or that it had chosen another material(as info).&lt;br /&gt;
&lt;br /&gt;
If you check the issue and find it to be OK than you can safely ignore those messages.&lt;br /&gt;
&lt;br /&gt;
Blenders texture influences are nearly equivalent to MAX material maps. Because diffuse textures and reflection textures both influence diffuse color, the decision between them is made by checking texture mapping coordinates to:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;MAX map -&amp;gt; Blender texture influence&#039;&#039;&#039;&lt;br /&gt;
: Ambient Color -&amp;gt; Shading Ambient&lt;br /&gt;
: Diffuse Color -&amp;gt; Diffuse Color &amp;amp; UV mapping&lt;br /&gt;
: Specular Color -&amp;gt; Specular Color&lt;br /&gt;
: Specular Level -&amp;gt; Specular Intensity&lt;br /&gt;
: Glossiness -&amp;gt; Specular Hardness&lt;br /&gt;
: Self-Illumination -&amp;gt; Shading Emit&lt;br /&gt;
: Opacity -&amp;gt; Diffuse Alpha&lt;br /&gt;
: Filter Color -&amp;gt; Diffuse Translucency&lt;br /&gt;
: Bump -&amp;gt; Geometry Normal&lt;br /&gt;
: Reflection -&amp;gt; Diffuse Color &amp;amp; Reflection mapping &lt;br /&gt;
: Refraction -&amp;gt; not available(not found?)&lt;br /&gt;
: Displacement -&amp;gt; Geometry Displacement&lt;br /&gt;
&lt;br /&gt;
= Torsten&#039;s Hints  =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These hints are reproduced from the Exporter script since many will not want to edit or view the actual script contents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Trainz models you can have two kinds of special objects: attachment points and bones. For attachment points, the exporter expects objects of type &amp;quot;Empty&amp;quot;. For bones, objects of type &amp;quot;Lattice&amp;quot; and &amp;quot;Armature&amp;quot; will be accepted.  All of them need to be named according the naming conventions in effect for attachements( a.* ) and bones( b.r.* ). Objects of other type and objects with proper type but names not matching this conventions will be ignored as attachment points or bones.&lt;br /&gt;
&lt;br /&gt;
If you want to export animations with events, than you have to create a Blender TX object and enter the lines as you would do to create an event file. By renaming this object to &amp;quot;events&amp;quot; you ensure the exporter will not ignore your event list.&lt;br /&gt;
&lt;br /&gt;
It is possible to make parent-child-relations between meshes to simplify the design process. However, the chain must be end with a valid parent bone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Additional Notes =&lt;br /&gt;
&lt;br /&gt;
== Blender Data Files ==&lt;br /&gt;
 &lt;br /&gt;
Blender keeps certain data files, such as add-on utilities, in a special location. This has given Trainz content creators some difficulties due to access rights. If you used the Blender Installer then this is usually in the Windows logged on user space.&lt;br /&gt;
&lt;br /&gt;
Say, for example, your user name is Patrick, then the location is likely to be similiar to &amp;quot;C:\Users\Patrick\AppData\Roaming\Blender Foundation\Blender\2.59\scripts\addons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you cannot see this folder in the user folder then it is likely the folder has been hidden by Windows.  You can unhide folders in the Windows Explorer by going to Tools-&amp;gt;Folder Options-&amp;gt;View and selecting &amp;quot;Show hidden files, folders and drives&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Under The Hood or, How the Exporter Works =&lt;br /&gt;
&lt;br /&gt;
Basically the Blender export process works in three phases:&lt;br /&gt;
&lt;br /&gt;
:* Phase 1 is the checking process where the Exporter does some validation.  Where it can, the Exporter will make minor corrections and just issue a warning.  Warnings do not stop the process but an error will.  The warnings and errors should provide enough information to enable correction.&lt;br /&gt;
:* Phase 2 is the creation of the XML file required by the TrainzMeshImporter.  The XML file is a text file using a common language used by many applications.  It is also N3V&#039;s preferred import format.&lt;br /&gt;
:* On succession completion of the first two phases, the Exporter passes control to the TrainzMeshImport program which takes the XML file plus other information and produces the IM mesh file used by Trainz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Acknowledgements =&lt;br /&gt;
&lt;br /&gt;
Many thanks to USCHI0815 (Torsten) for his time and effort that went into producing and supporting the Blender Exporter.  Without it there would be no Blender models in Trainz.&lt;br /&gt;
&lt;br /&gt;
Thanks to Mick_Berg and Jananton for their comments, and to Mick_Berg for his [http://www.mickberg.com/blenderexport1.html Blender installation tutorial].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tutorial Updates =&lt;br /&gt;
Please feel free to update as necessary and correct errors in this tutorial.  It is a WiKi contribution and intended to be maintained this way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
[[Material Types]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[Category:How-to guides]]&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Export_from_Blender&amp;diff=2917</id>
		<title>HowTo/Export from Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Export_from_Blender&amp;diff=2917"/>
		<updated>2011-08-24T08:27:29Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: /* Material Recognition by Blender */ m.billboard in Materialm.billboard bloated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Caveat==&lt;br /&gt;
[http://www.blender.org Blender] is not currently supported by N3V as a modeling source for Trainz, however third-party tools exist for this purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(Warning - this page is under development.  Some sections are incomplete and all sections require validation)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
[http://www.blender.org Blender] is a free 3D modelling tool supported by it&#039;s user community.  For more information on Blender and its capabilities, please visit the Blender website.&lt;br /&gt;
&lt;br /&gt;
Blender evolves rapidly and it is not uncommon to see several minor releases each year.  The current version, as at August 2011, is Version 2.59.&lt;br /&gt;
&lt;br /&gt;
Blender is an extendable program through the use of &amp;quot;add-ons&amp;quot; produced either by the Blender Foundation or by Blender users.  One of those add-ons is the Trainz Blender exporter that was built and is maintained by USCHI0815 (Torsten).  Torsten usually announces updates to the Exporter through the Trainz Content Creation Support forum.&lt;br /&gt;
&lt;br /&gt;
= Requirements =&lt;br /&gt;
&lt;br /&gt;
To export from Trainz you need the following:&lt;br /&gt;
&lt;br /&gt;
:*  Trainz (TS09 or later preferred)&lt;br /&gt;
:*  [http://online.ts2009.com/mediaWiki/index.php5/Downloads TrainzMeshImporter.exe].   This is provided by N3V.&lt;br /&gt;
:*  Blender V2.57 or later.&lt;br /&gt;
:*  [https://bitbucket.org/uschi0815/blender-exporter-for-trainz/downloads/ The Blender Exporter]. &lt;br /&gt;
:*  Windows Vista or Windows 7 (32 or 64 bit).&lt;br /&gt;
&lt;br /&gt;
= Installing the Exporter =&lt;br /&gt;
&lt;br /&gt;
The Blender exporter add-on must be installed in the &amp;quot;scripts\addons&amp;quot; area of the Blender data space.  For Blender 2.5x this is usually in the Windows logged on user space.  However the location can vary depending on your Windows configuration.  For simplicity, these instructions assume only one user for the target Windows computer.  The Blender add-on must also be enabled within Blender.&lt;br /&gt;
&lt;br /&gt;
(These instructions are paraphrased from [http://forums.auran.com/trainz/showpost.php?p=788253&amp;amp;postcount=1 Torsten&#039;s V2.57 exporter announcement].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you install Blender into the default directory you should choose &amp;quot;Use Application Data Directory&amp;quot; during installation of Blender. Otherwise it might not be possible to save your preferred Exporter options due to insufficient permissions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Install Blender Exporter for Trainz ==&lt;br /&gt;
&lt;br /&gt;
: Start Blender;&lt;br /&gt;
: Open a new project(File -&amp;gt; New);&lt;br /&gt;
: Open User Preferences(File -&amp;gt; User Preferences...);&lt;br /&gt;
: Select Add-Ons panel and press button &amp;quot;Install Add-On...&amp;quot; down at the panel button bar;&lt;br /&gt;
: Select and install downloaded file: you don&#039;t need to extract it.&lt;br /&gt;
: Enable &amp;quot;TRAINZ Exporter&amp;quot; in Add-On list and press button &amp;quot;Save As Default&amp;quot; to keep it enabled for all subsequent Blender starts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing the N3V TrainzMeshImporter program ==&lt;br /&gt;
&lt;br /&gt;
: Before using the exporter you must also copy the TrainzMeshExporter.exe to the same location as the add-on;&lt;br /&gt;
: In Blender, go to the Help menu in the top panel and click on Toggle System Console if not already enabled.  This will allow viewing of errors.&lt;br /&gt;
: To find the location where you have to copy TrainzMeshImporter.exe to, simply try to export Blenders &amp;quot;default cube&amp;quot;. Exporter will complain about a missing file in a specific folder.&lt;br /&gt;
: The location is usually in the form of &amp;quot;ERROR&amp;quot;  file &amp;quot;C:Users\your name\AppData\Roaming\Blender Foundation\Blender\2.59\scripts\addons\TrainzMeshExporter.exe&amp;quot; not found&amp;quot;.  &lt;br /&gt;
: Note that the AppData folder is hidden by default by Windows.  You may need to &amp;quot;Show hidden files and folders&amp;quot; in the folder option for the user&#039;s folder.&lt;br /&gt;
: Once you have copied TrainzMeshExporter.exe to the correct location retry the export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Exporting an Asset =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(work in progress)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Exporter Output =&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
== Error Reporting ==&lt;br /&gt;
&lt;br /&gt;
Most errors are reported in the Blender System Console and the Exporter log.  Some errors are only reported in the system console.  Errors (check) will prevent the production of the target IM file and therefore must be addressed.  Typical errors are:&lt;br /&gt;
&lt;br /&gt;
Use of the same material for both single and double sided meshes.&lt;br /&gt;
Incorrect texture mapping coordinates.  Only UV and Reflection are permitted.&lt;br /&gt;
&lt;br /&gt;
(more?)&lt;br /&gt;
&lt;br /&gt;
== Warnings ==&lt;br /&gt;
Warnings are basically flaws or possible flaws that the user may wish to address.  Warnings do not prevent production of the IM output files.&lt;br /&gt;
&lt;br /&gt;
(more?)&lt;br /&gt;
&lt;br /&gt;
== The Export Log ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= Material Recognition by Blender =&lt;br /&gt;
&lt;br /&gt;
The Exporter tries to identify materials in use by the asset mesh and will provide a warning if the actual material decoration varies from that declared in the Blender file.  The following decision process, provided by Torsten, may be useful for developers:&lt;br /&gt;
&lt;br /&gt;
The decision which material decoration is used is made by the used texturing schema for the material:&lt;br /&gt;
&lt;br /&gt;
no texture used -&amp;gt; &#039;&#039;&#039;m.onetex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
one texture used:&lt;br /&gt;
invalid texture -&amp;gt; &#039;&#039;&#039;m.onetex&#039;&#039;&#039;&lt;br /&gt;
diffuse texture -&amp;gt; &#039;&#039;&#039;m.onetex&#039;&#039;&#039;&lt;br /&gt;
reflection texture -&amp;gt; &#039;&#039;&#039;m.reflect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
two textures used:&lt;br /&gt;
diffuse &amp;amp; alpha -&amp;gt; &#039;&#039;&#039;m.onetex&#039;&#039;&#039;&lt;br /&gt;
diffuse &amp;amp; reflection -&amp;gt; &#039;&#039;&#039;m.reflect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
three textures used:&lt;br /&gt;
diffuse &amp;amp; alpha &amp;amp; reflection -&amp;gt;&#039;&#039;&#039; m.gloss&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
normal texture used:&lt;br /&gt;
normal &amp;amp; diffuse &amp;amp; alpha &amp;amp; no reflection -&amp;gt; &#039;&#039;&#039;m.tbumptex&#039;&#039;&#039;&lt;br /&gt;
normal &amp;amp; diffuse &amp;amp; reflection &amp;amp; no alpha -&amp;gt; &#039;&#039;&#039;m.tbumpgloss&#039;&#039;&#039;&lt;br /&gt;
normal &amp;amp; diffuse &amp;amp; no alpha &amp;amp; no reflection-&amp;gt; &#039;&#039;&#039;m.tbumpenv&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
As material &#039;&#039;&#039;m.notex&#039;&#039;&#039; causes problems with specific assets&#039;&#039;&#039; m.onetex&#039;&#039;&#039; is used instead; it also works perfect without any texture. The problem with &#039;&#039;&#039;m.tbumptex&#039;&#039;&#039; and &#039;&#039;&#039;m.tbumpenv&#039;&#039;&#039; is that beside the usage of an alpha texture (which is not used for &#039;&#039;&#039;m.tbumpenv&#039;&#039;&#039;) both use a diffuse and normal texture. In such a case always &#039;&#039;&#039;m.tbumpenv&#039;&#039;&#039; is choosen. Generally you can use any material decoration you want; the script does not change a syntactical correct material decoration(e.g. Material&#039;&#039;&#039;m.billboard&#039;&#039;&#039; would pass unchanged), it only drop a message to remind you that you either use an unsupported material(as warning) or that it had chosen another material(as info). If you check the issue and find it to be OK than you can safely ignore those messages.&lt;br /&gt;
&lt;br /&gt;
Blenders texture influences are nearly equivalent to MAX material maps. Because diffuse textures and reflection textures both influence diffuse color the decision between them is made by checking texture mapping coordinates to.&lt;br /&gt;
&lt;br /&gt;
MAX map -&amp;gt; Blender texture influence&lt;br /&gt;
Ambient Color -&amp;gt; Shading Ambient&lt;br /&gt;
Diffuse Color -&amp;gt; Diffuse Color &amp;amp; UV mapping&lt;br /&gt;
Specular Color -&amp;gt; Specular Color&lt;br /&gt;
Specular Level -&amp;gt; Specular Intensity&lt;br /&gt;
Glossiness -&amp;gt; Specular Hardness&lt;br /&gt;
Self-Illumination -&amp;gt; Shading Emit&lt;br /&gt;
Opacity -&amp;gt; Diffuse Alpha&lt;br /&gt;
Filter Color -&amp;gt; Diffuse Translucency&lt;br /&gt;
Bump -&amp;gt; Geometry Normal&lt;br /&gt;
Reflection -&amp;gt; Diffuse Color &amp;amp; Reflection mapping &lt;br /&gt;
Refraction -&amp;gt; not available(not found?)&lt;br /&gt;
Displacement -&amp;gt; Geometry Displacement&lt;br /&gt;
&lt;br /&gt;
= Torsten&#039;s Hints  =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These hints are reproduced from the Exporter script since many will not want to edit or view the actual script contents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Trainz models you can have two kinds of special objects: attachment points and bones. For attachment points the exporter expects objects of type &amp;quot;Empty&amp;quot;; for bones objects of type &amp;quot;Lattice&amp;quot; and &amp;quot;Armature&amp;quot; will be accepted.  All of them need to be named according the naming conventions in effect for attachements( a.* ) and bones( b.r.* ). Objects of other type and objects with proper type but names not matching this conventions will be ignored as attachment points or bones.&lt;br /&gt;
&lt;br /&gt;
If you want to export animations with events, than you have to create a Blender TX object and enter the lines as you would do to create an event file. By renaming this object to &amp;quot;events&amp;quot; you ensure the exporter will not ignore your event list.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to make parent-child-relations between meshes to simplify the design process. However, the chain must be end with a valid parent bone.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
[[Material Types]]&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= Acknowledgements =&lt;br /&gt;
&lt;br /&gt;
TBD&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Export_from_Blender&amp;diff=2916</id>
		<title>HowTo/Export from Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Export_from_Blender&amp;diff=2916"/>
		<updated>2011-08-24T08:21:00Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: /* Requirements */  I&amp;#039;ve changed Windows 6 into Windows 7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Caveat==&lt;br /&gt;
[http://www.blender.org Blender] is not currently supported by N3V as a modeling source for Trainz, however third-party tools exist for this purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(Warning - this page is under development.  Some sections are incomplete and all sections require validation)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
[http://www.blender.org Blender] is a free 3D modelling tool supported by it&#039;s user community.  For more information on Blender and its capabilities, please visit the Blender website.&lt;br /&gt;
&lt;br /&gt;
Blender evolves rapidly and it is not uncommon to see several minor releases each year.  The current version, as at August 2011, is Version 2.59.&lt;br /&gt;
&lt;br /&gt;
Blender is an extendable program through the use of &amp;quot;add-ons&amp;quot; produced either by the Blender Foundation or by Blender users.  One of those add-ons is the Trainz Blender exporter that was built and is maintained by USCHI0815 (Torsten).  Torsten usually announces updates to the Exporter through the Trainz Content Creation Support forum.&lt;br /&gt;
&lt;br /&gt;
= Requirements =&lt;br /&gt;
&lt;br /&gt;
To export from Trainz you need the following:&lt;br /&gt;
&lt;br /&gt;
:*  Trainz (TS09 or later preferred)&lt;br /&gt;
:*  [http://online.ts2009.com/mediaWiki/index.php5/Downloads TrainzMeshImporter.exe].   This is provided by N3V.&lt;br /&gt;
:*  Blender V2.57 or later.&lt;br /&gt;
:*  [https://bitbucket.org/uschi0815/blender-exporter-for-trainz/downloads/ The Blender Exporter]. &lt;br /&gt;
:*  Windows Vista or Windows 7 (32 or 64 bit).&lt;br /&gt;
&lt;br /&gt;
= Installing the Exporter =&lt;br /&gt;
&lt;br /&gt;
The Blender exporter add-on must be installed in the &amp;quot;scripts\addons&amp;quot; area of the Blender data space.  For Blender 2.5x this is usually in the Windows logged on user space.  However the location can vary depending on your Windows configuration.  For simplicity, these instructions assume only one user for the target Windows computer.  The Blender add-on must also be enabled within Blender.&lt;br /&gt;
&lt;br /&gt;
(These instructions are paraphrased from [http://forums.auran.com/trainz/showpost.php?p=788253&amp;amp;postcount=1 Torsten&#039;s V2.57 exporter announcement].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you install Blender into the default directory you should choose &amp;quot;Use Application Data Directory&amp;quot; during installation of Blender. Otherwise it might not be possible to save your preferred Exporter options due to insufficient permissions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Install Blender Exporter for Trainz ==&lt;br /&gt;
&lt;br /&gt;
: Start Blender;&lt;br /&gt;
: Open a new project(File -&amp;gt; New);&lt;br /&gt;
: Open User Preferences(File -&amp;gt; User Preferences...);&lt;br /&gt;
: Select Add-Ons panel and press button &amp;quot;Install Add-On...&amp;quot; down at the panel button bar;&lt;br /&gt;
: Select and install downloaded file: you don&#039;t need to extract it.&lt;br /&gt;
: Enable &amp;quot;TRAINZ Exporter&amp;quot; in Add-On list and press button &amp;quot;Save As Default&amp;quot; to keep it enabled for all subsequent Blender starts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing the N3V TrainzMeshImporter program ==&lt;br /&gt;
&lt;br /&gt;
: Before using the exporter you must also copy the TrainzMeshExporter.exe to the same location as the add-on;&lt;br /&gt;
: In Blender, go to the Help menu in the top panel and click on Toggle System Console if not already enabled.  This will allow viewing of errors.&lt;br /&gt;
: To find the location where you have to copy TrainzMeshImporter.exe to, simply try to export Blenders &amp;quot;default cube&amp;quot;. Exporter will complain about a missing file in a specific folder.&lt;br /&gt;
: The location is usually in the form of &amp;quot;ERROR&amp;quot;  file &amp;quot;C:Users\your name\AppData\Roaming\Blender Foundation\Blender\2.59\scripts\addons\TrainzMeshExporter.exe&amp;quot; not found&amp;quot;.  &lt;br /&gt;
: Note that the AppData folder is hidden by default by Windows.  You may need to &amp;quot;Show hidden files and folders&amp;quot; in the folder option for the user&#039;s folder.&lt;br /&gt;
: Once you have copied TrainzMeshExporter.exe to the correct location retry the export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Exporting an Asset =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(work in progress)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Exporter Output =&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
== Error Reporting ==&lt;br /&gt;
&lt;br /&gt;
Most errors are reported in the Blender System Console and the Exporter log.  Some errors are only reported in the system console.  Errors (check) will prevent the production of the target IM file and therefore must be addressed.  Typical errors are:&lt;br /&gt;
&lt;br /&gt;
Use of the same material for both single and double sided meshes.&lt;br /&gt;
Incorrect texture mapping coordinates.  Only UV and Reflection are permitted.&lt;br /&gt;
&lt;br /&gt;
(more?)&lt;br /&gt;
&lt;br /&gt;
== Warnings ==&lt;br /&gt;
Warnings are basically flaws or possible flaws that the user may wish to address.  Warnings do not prevent production of the IM output files.&lt;br /&gt;
&lt;br /&gt;
(more?)&lt;br /&gt;
&lt;br /&gt;
== The Export Log ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= Material Recognition by Blender =&lt;br /&gt;
&lt;br /&gt;
The Exporter tries to identify materials in use by the asset mesh and will provide a warning if the actual material decoration varies from that declared in the Blender file.  The following decision process, provided by Torsten, may be useful for developers:&lt;br /&gt;
&lt;br /&gt;
The decision which material decoration is used is made by the used texturing schema for the material:&lt;br /&gt;
&lt;br /&gt;
no texture used -&amp;gt; &#039;&#039;&#039;m.onetex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
one texture used:&lt;br /&gt;
invalid texture -&amp;gt; &#039;&#039;&#039;m.onetex&#039;&#039;&#039;&lt;br /&gt;
diffuse texture -&amp;gt; &#039;&#039;&#039;m.onetex&#039;&#039;&#039;&lt;br /&gt;
reflection texture -&amp;gt; &#039;&#039;&#039;m.reflect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
two textures used:&lt;br /&gt;
diffuse &amp;amp; alpha -&amp;gt; &#039;&#039;&#039;m.onetex&#039;&#039;&#039;&lt;br /&gt;
diffuse &amp;amp; reflection -&amp;gt; &#039;&#039;&#039;m.reflect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
three textures used:&lt;br /&gt;
diffuse &amp;amp; alpha &amp;amp; reflection -&amp;gt;&#039;&#039;&#039; m.gloss&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
normal texture used:&lt;br /&gt;
normal &amp;amp; diffuse &amp;amp; alpha &amp;amp; no reflection -&amp;gt; &#039;&#039;&#039;m.tbumptex&#039;&#039;&#039;&lt;br /&gt;
normal &amp;amp; diffuse &amp;amp; reflection &amp;amp; no alpha -&amp;gt; &#039;&#039;&#039;m.tbumpgloss&#039;&#039;&#039;&lt;br /&gt;
normal &amp;amp; diffuse &amp;amp; no alpha &amp;amp; no reflection-&amp;gt; &#039;&#039;&#039;m.tbumpenv&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
As material &#039;&#039;&#039;m.notex&#039;&#039;&#039; causes problems with specific assets&#039;&#039;&#039; m.onetex&#039;&#039;&#039; is used instead; it also works perfect without any texture. The problem with &#039;&#039;&#039;m.tbumptex&#039;&#039;&#039; and &#039;&#039;&#039;m.tbumpenv&#039;&#039;&#039; is that beside the usage of an alpha texture (which is not used for &#039;&#039;&#039;m.tbumpenv&#039;&#039;&#039;) both use a diffuse and normal texture. In such a case always &#039;&#039;&#039;m.tbumpenv&#039;&#039;&#039; is choosen. Generally you can use any material decoration you want; the script does not change a syntactical correct material decoration(e.g. Materialm.billboard would pass unchanged), it only drop a message to remind you that you either use an unsupported material(as warning) or that it had chosen another material(as info). If you check the issue and find it to be OK than you can safely ignore those messages.&lt;br /&gt;
&lt;br /&gt;
Blenders texture influences are nearly equivalent to MAX material maps. Because diffuse textures and reflection textures both influence diffuse color the decision between them is made by checking texture mapping coordinates to.&lt;br /&gt;
&lt;br /&gt;
MAX map -&amp;gt; Blender texture influence&lt;br /&gt;
Ambient Color -&amp;gt; Shading Ambient&lt;br /&gt;
Diffuse Color -&amp;gt; Diffuse Color &amp;amp; UV mapping&lt;br /&gt;
Specular Color -&amp;gt; Specular Color&lt;br /&gt;
Specular Level -&amp;gt; Specular Intensity&lt;br /&gt;
Glossiness -&amp;gt; Specular Hardness&lt;br /&gt;
Self-Illumination -&amp;gt; Shading Emit&lt;br /&gt;
Opacity -&amp;gt; Diffuse Alpha&lt;br /&gt;
Filter Color -&amp;gt; Diffuse Translucency&lt;br /&gt;
Bump -&amp;gt; Geometry Normal&lt;br /&gt;
Reflection -&amp;gt; Diffuse Color &amp;amp; Reflection mapping &lt;br /&gt;
Refraction -&amp;gt; not available(not found?)&lt;br /&gt;
Displacement -&amp;gt; Geometry Displacement&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Torsten&#039;s Hints  =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These hints are reproduced from the Exporter script since many will not want to edit or view the actual script contents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Trainz models you can have two kinds of special objects: attachment points and bones. For attachment points the exporter expects objects of type &amp;quot;Empty&amp;quot;; for bones objects of type &amp;quot;Lattice&amp;quot; and &amp;quot;Armature&amp;quot; will be accepted.  All of them need to be named according the naming conventions in effect for attachements( a.* ) and bones( b.r.* ). Objects of other type and objects with proper type but names not matching this conventions will be ignored as attachment points or bones.&lt;br /&gt;
&lt;br /&gt;
If you want to export animations with events, than you have to create a Blender TX object and enter the lines as you would do to create an event file. By renaming this object to &amp;quot;events&amp;quot; you ensure the exporter will not ignore your event list.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to make parent-child-relations between meshes to simplify the design process. However, the chain must be end with a valid parent bone.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
[[Material Types]]&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= Acknowledgements =&lt;br /&gt;
&lt;br /&gt;
TBD&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Material_Types&amp;diff=1742</id>
		<title>Material Types</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Material_Types&amp;diff=1742"/>
		<updated>2011-01-28T16:50:28Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: /* m.gloss */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Materials describe how a modelled surface will appear in the game. They specify a range of configurations and resources including classic material properties, textures and shaders.&lt;br /&gt;
&lt;br /&gt;
=Material Naming=&lt;br /&gt;
&lt;br /&gt;
A material name consists of a creator supplied given name and a material type suffix. The material type is one of a set of supported types eg. &#039;m.onetex&#039;. All material types begin with &#039;m.&#039; The material type is manually appended to the name of the material within the creation program eg. 3D Studio Max, it is not implied by the configuration of the material.&lt;br /&gt;
&lt;br /&gt;
The creator supplied given name should begin with a letter and contain only english letters, numbers, dash and underscore characters. Material names in Trainz are not case sensitive.  The names will be converted to lowercase internally, even if the original name from the creation program (ie. 3DS Max, Blender) contained mixed case or was case sensitive.&lt;br /&gt;
&lt;br /&gt;
The same material name may be used by different models intented to be used together, in fact this allows the materials to be efficiently shared. An example valid material name is: &#039;&#039;brickwall.m.tbumptex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For more info about configuring materials see [[Exporting with 3D Studio Max]].&lt;br /&gt;
&lt;br /&gt;
=Material Types=&lt;br /&gt;
All materials are lit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==m.notex==&lt;br /&gt;
[[m.notex]] is a non-textured material.&lt;br /&gt;
&lt;br /&gt;
[[Image:mat_notex.jpg]]&lt;br /&gt;
==m.onetex==&lt;br /&gt;
[[m.onetex]] is a diffuse texture mapped material.&lt;br /&gt;
&lt;br /&gt;
[[Image:mat_onetex.jpg]]&lt;br /&gt;
==m.reflect==&lt;br /&gt;
[[m.reflect]] is a reflective material.&lt;br /&gt;
&lt;br /&gt;
[[Image:mat_reflect.jpg]]&lt;br /&gt;
==m.gloss==&lt;br /&gt;
[[m.gloss]] is a glossy reflective material&lt;br /&gt;
&lt;br /&gt;
[[Image:mat_gloss.jpg]]&lt;br /&gt;
&lt;br /&gt;
==m.tbumptex==&lt;br /&gt;
[[m.tbumptex]] is a bump mapped material.&lt;br /&gt;
&lt;br /&gt;
[[Image:mat_tbumptex.jpg]]&lt;br /&gt;
==m.tbumpgloss==&lt;br /&gt;
[[m.tbumpgloss]] is a bump mapped reflective material.&lt;br /&gt;
&lt;br /&gt;
[[Image:mat_tbumpgloss.jpg]]&lt;br /&gt;
==m.tbumpenv==&lt;br /&gt;
[[m.tbumpenv]] is a bump mapped environment reflective material, available in TS2009WBE:SP1 and later.&lt;br /&gt;
&lt;br /&gt;
[[Image:mat_tbumpenv.jpg]]&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Trainz_Mesh_Importer&amp;diff=865</id>
		<title>Trainz Mesh Importer</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Trainz_Mesh_Importer&amp;diff=865"/>
		<updated>2008-07-21T09:51:01Z</updated>

		<summary type="html">&lt;p&gt;Uschi0815: material id tags corrected&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Trainz Mesh Importer tool is Auran&#039;s supported path for importing 3D models and animation from sources other than Autodesk 3DS Max. The tool is not directly useful to content creators- instead it is a building block that third-party programmers may use to safely build .im and .kin binary files.&lt;br /&gt;
&lt;br /&gt;
Third-party utilities which attempt to directly read or write .im and .kin format are not supported by Auran, and it is recommended that content creators do not use these utilities as there is a risk that the content may crash Trainz or fail to work with future Trainz releases.&lt;br /&gt;
&lt;br /&gt;
To enable third-party exporters in a supported fashion, Auran has developed the Trainz Mesh Importer which converts from an open xml-based file format to the proprietary .im and .kin file formats.&lt;br /&gt;
&lt;br /&gt;
The Trainz Mesh Importer is available on the [[Downloads]] page.&lt;br /&gt;
&lt;br /&gt;
To give an idea what the import format looks like, here is a minimal valid import .XML file.  Note that this example exists purely to demonstrate style and simplicity.  Real usage should include more information.  The complete file specification is documented in the download package.&lt;br /&gt;
  &amp;lt;trainzImport&amp;gt;&lt;br /&gt;
    &amp;lt;version&amp;gt;1&amp;lt;/version&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
    &amp;lt;mesh&amp;gt;                                &lt;br /&gt;
      &amp;lt;name&amp;gt;m.tiny&amp;lt;/name&amp;gt;&lt;br /&gt;
      &amp;lt;triangles&amp;gt;&lt;br /&gt;
        &amp;lt;triangle&amp;gt;&lt;br /&gt;
          &amp;lt;materialId&amp;gt;0&amp;lt;/materialId&amp;gt;&lt;br /&gt;
          &amp;lt;vertex&amp;gt;&lt;br /&gt;
            &amp;lt;position&amp;gt;0,0,2&amp;lt;/position&amp;gt;&lt;br /&gt;
            &amp;lt;texcoord&amp;gt;0,0&amp;lt;/texcoord&amp;gt;&lt;br /&gt;
          &amp;lt;/vertex&amp;gt;&lt;br /&gt;
          &amp;lt;vertex&amp;gt;&lt;br /&gt;
            &amp;lt;position&amp;gt;10,0,2&amp;lt;/position&amp;gt;&lt;br /&gt;
            &amp;lt;texcoord&amp;gt;1,0&amp;lt;/texcoord&amp;gt;&lt;br /&gt;
          &amp;lt;/vertex&amp;gt;&lt;br /&gt;
          &amp;lt;vertex&amp;gt;&lt;br /&gt;
            &amp;lt;position&amp;gt;10,10,2&amp;lt;/position&amp;gt;&lt;br /&gt;
            &amp;lt;texcoord&amp;gt;1,1&amp;lt;/texcoord&amp;gt;&lt;br /&gt;
          &amp;lt;/vertex&amp;gt;&lt;br /&gt;
        &amp;lt;/triangle&amp;gt;&lt;br /&gt;
      &amp;lt;/triangles&amp;gt;&lt;br /&gt;
    &amp;lt;/mesh&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
    &amp;lt;materials&amp;gt;&lt;br /&gt;
      &amp;lt;material&amp;gt;&lt;br /&gt;
        &amp;lt;name&amp;gt;BrickWall&amp;lt;/name&amp;gt;&lt;br /&gt;
        &amp;lt;id&amp;gt;0&amp;lt;/id&amp;gt;&lt;br /&gt;
        &amp;lt;diffuse&amp;gt;1,1,1&amp;lt;/diffuse&amp;gt;&lt;br /&gt;
         &amp;lt;textures&amp;gt;&lt;br /&gt;
          &amp;lt;texture&amp;gt;&lt;br /&gt;
            &amp;lt;textureName&amp;gt;c:/textures/brick.tga&amp;lt;/textureName&amp;gt;&lt;br /&gt;
            &amp;lt;typeName&amp;gt;diffuse&amp;lt;/typeName&amp;gt;&lt;br /&gt;
          &amp;lt;/texture&amp;gt;&lt;br /&gt;
        &amp;lt;/textures&amp;gt;        &lt;br /&gt;
      &amp;lt;/material&amp;gt;&lt;br /&gt;
    &amp;lt;/materials&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
  &amp;lt;/trainzImport&amp;gt;&lt;br /&gt;
To process this file, the command line could be as simple as:&lt;br /&gt;
  TrainzMeshImporter -inFile &amp;quot;c:/import/testtiny.xml&amp;quot;&lt;br /&gt;
The full format supports attachments, animations, events and more complex models and materials than what is demonstrated here.&lt;/div&gt;</summary>
		<author><name>Uschi0815</name></author>
	</entry>
</feed>