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archivos sd

Notapor feliuet » Jue Dic 08, 2005 4:56 pm

Tengo el archivo "s", pero me falta el "sd"
supongo que será la "extended shape" que me dice que me falta, como se genera?
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Notapor 2N3055 » Jue Dic 08, 2005 5:54 pm


El Gmax no genera archivos .sd. Es el gran inconveniente que tiene, a parte de que suele dar muuuuchos problemas a la hora de exportar.

Te recomiendo mejor el Train Sim Modeler ( TSM ), que a pesar de ser de pago es mucho mas fàcil de usar y la exportación al MSTS no genera ningún problema.

Gmax tiene cierto grado de complejidad, sobretodo al texturizar. Es un programa para gente avanzada.

Un saludo.
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Notapor Marc » Jue Dic 08, 2005 6:47 pm

Perdona que no te lo traduzca, pero creo que se entiende. Este documentos se encuentran en la carpeta TechDocs del CD 1 de Microsoft Train Simulator.

Conversion of Shapes and Textures.doc escribió:Creating a .sd File

The .sd file is a required file and includes bounding box info, alternative texture info, and quality level (i.e. at what quality level does the shape not load by default) The .sd file is created by hand in an ASCII text editor such as Notepad.

Here’s what the Dash9 .sd file looks like:


shape ( dash9.s
ESD_Detail_Level ( 0 )
ESD_Alternative_Texture ( 0 )
ESD_Bounding_Box ( -1.548 1.2654 -10.3332 1.5505 4.7030 10.2357 )

The easiest way to create a .sd file is to copy an existing .sd file from the type of object you’re creating into the same folder as the new object’s .s file and then edit the .sd file. For more details on Shape Data files, see "How to Write Shape Data Files" (included in the TechDocs folder on Microsoft Train Simulator Disc 1).

How to write shape data files.doc escribió:How to write shape data files

Shape data files contain information about a shape that train simulator needs to display it properly, and optionally allow it to interact with trains during derailments. A shape data file will have the same name as the shape file and be in the same directory, but it will have the extension SD instead of S.

Inside the shape data file, the data is always wrapped by a shape block, e.g.

Shape (

The first thing in this block should be the shape filename (i.e. the shape data filename but with an .S extension), after that there are three optional components.

ESD_Detail_Level ( n )

The in-game options allow the user to specify an object density setting from 0 to 10, which limits how many objects are in the world for performance reasons. An object’s detail level is how train simulator decides whether to load the shape. Objects with a detail level higher than the current setting will be excluded, so set this to 0 for things like bridges supporting track that should always be loaded and anything up to 10 for trees and other details depending on how important you deem them. Note that this can be set, per object, in the route editor and this will override the setting here.

ESD_Alternative_Texture ( n )

Shapes can have a range of optional textures that are applied dependant on the time of day or the weather.

If n is 0 - The simplest option is to have one set of textures that is used all the time. The object will be lit realistically, becoming darker at night as you would expect. The weather will have no effect.

If n is 1 - The object has two sets of textures, one in the standard texture directory and one in the snow subdirectory. The snow textures will be used when the weather is appropriate. The object will be lit realistically, becoming darker at night as you would expect.

If n is 252 - The object has a texture for each of the seasons with and without snow. This is different from the simple snow texture, allowing more subtle variation by season. These textures should go in the subdirectories named by season, i.e. Autumn, AutumnSnow, Summer, SummerSnow, Winter and WinterSnow

If n is 256 - The object has two sets of textures, one in the standard texture directory and one in the night subdirectory. The night textures will be used when the sun sets, and when a night texture is in use the object will not be lit realistically. When night textures are applied the object is lit very brightly from all directions, so that parts of the texture that are light in colour will seem very bright at night. To make the object look realistic therefore, parts of the texture that would not be bright at night must be darkened.
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Notapor epenedo » Vie Dic 09, 2005 3:02 am


Puede resultarte interesante mirar el siguiente enlace:

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