Elvas Tower: Bogie - Elvas Tower

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Bogie Rate Topic: -----

#1 User is offline   Guille592 

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Posted 23 November 2016 - 06:46 AM

Hello!

I'm developing an EMU wich has a lot of poligons, I've divided everything in several FA, but the last part is where all animations happens, the .S still has a lot of polygons, so Open Rails will do some weird things with this .S file and what I thought to solve this problem is to export the bogies alone.

I've been searching for the web and came through Steam4me explaining how to move the pivot points in the .S files, but there is something that I still don't get:

matrices ( 3
matrix MAIN ( 1 0 0 0 1 0 0 0 1 0 0 0 )
matrix WHEELS12 ( 1 0 0 0 1 0 0 0 1 0 0.501941 -1.39675 )
matrix WHEELS11 ( 1 0 0 0 1 0 0 0 1 0 0.501941 1.40325 )

What do I have to modify? The bogie (MAIN) in GMAX has this references:

X:0,0 Y:6,112 Z:0,648

Wheels 11

X:0,0 Y:7,512 Z: 0,502

wheels 12

X: 0.0 Y: 4,712 Z: 0,502

Helpz pleaze! :sweatingbullets:

Attached thumbnail(s)

  • Attached Image: Bogie.jpg


#2 User is offline   copperpen 

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Posted 23 November 2016 - 07:24 AM

With just the bogies and no parent for them, OR will do odd things because that does not fit with the normal structure. Give the bogies a single poly parent and see if that makes them behave. If each bogie is assembled as a single unit and exported as such, it should contain the correct pivot point for itself, but I certainly would not like the juggling act of assembling all of the parts to make the whole EMU.

#3 User is offline   Guille592 

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Posted 23 November 2016 - 07:42 AM

Well, I can see perfectly other trains such as the T250 EMU from RTP and or the FEVE 2300 DMU train, both show up properly in game. The only problem that I have is with the motor carriage, that won't show up properly, the other carriages shop up perfectly, but the problem is that the bogies have both 10.000 poly each...

#4 User is offline   Genma Saotome 

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Posted 23 November 2016 - 09:03 AM

 Guille592, on 23 November 2016 - 07:42 AM, said:

... but the problem is that the bogies have both 10.000 poly each...


Quite a few... hope you made aggressive use of LOD's.

#5 User is offline   Guille592 

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Posted 23 November 2016 - 09:11 AM

 Genma Saotome, on 23 November 2016 - 09:03 AM, said:

Quite a few... hope you made aggressive use of LOD's.


Sure did, nothing that lods can't do xD

#6 User is offline   copperpen 

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Posted 23 November 2016 - 10:38 AM

I am not so sure that the number of polys in the bogies is the actual problem. I have a fantasy model made by Mad Mike of a 4-8-8-2 steam locomotive, single model which has 30910 polys. This runs well in both MSTS and OR.

#7 User is offline   Guille592 

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Posted 23 November 2016 - 10:51 AM

 copperpen, on 23 November 2016 - 10:38 AM, said:

I am not so sure that the number of polys in the bogies is the actual problem. I have a fantasy model made by Mad Mike of a 4-8-8-2 steam locomotive, single model which has 30910 polys. This runs well in both MSTS and OR.


Well, it did happen to me that when exporting the first time, I tried to export everything all together, about 117.733 polygons in Editable Mesh mode, and it didn't show up properly, that's why I had to do 3 freight anim, but it seems that the last .S file, wich is the main body with all the animations, still has too many polygons, around 56.262 polygons in the same scene... So I belive it has to be that.

BTW, I've animated aswell the windows, so we can have passengers windows open and close, I've setted them up as "MIRRORRIGHT1", it works on the end where I'm driving from, but it doesn't work on the other carriages...

Any ideas? :sign_thanks:

#8 User is offline   Guille592 

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Posted 23 November 2016 - 11:08 AM

Attached Image: 3200 Alcântara.jpg

This was at the beggining of exporting the EMU

Attached Image: Open Rails 2016-11-23 08-00-28.jpg
Attached Image: Open Rails 2016-11-23 08-00-17.jpg

And these ones are with the motor carriage, all of the other carriages show ok, so conclusion is that, it is due to the bogies of the motor.

#9 User is offline   disc 

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Posted 23 November 2016 - 01:40 PM

 Guille592, on 23 November 2016 - 07:42 AM, said:

but the problem is that the bogies have both 10.000 poly each...

Wow. I've made a very detailed bogie for TS20xx, but the poly count was just 4200, and 9800 triangles. The latter that really matters, as the polygons are need to be broken to triangles at rendering, and this probably done at .s export.

#10 User is offline   copperpen 

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Posted 23 November 2016 - 01:52 PM

I don't think that 52K polys is even making OR work very hard. First question is, are all of the animated parts properly parented. I am not questioning your skills as a model maker, but as our models get more complicated it is easy for a small mistake to slip under the radar, and it is usually a small mistake somewhere that causes these kinds of artifacts to appear.

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