Bogie
#1
Posted 23 November 2016 - 06:46 AM
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:
#2
Posted 23 November 2016 - 07:24 AM
#3
Posted 23 November 2016 - 07:42 AM
#4
Posted 23 November 2016 - 09:03 AM
#5
Posted 23 November 2016 - 09:11 AM
#6
Posted 23 November 2016 - 10:38 AM
#7
Posted 23 November 2016 - 10:51 AM
copperpen, on 23 November 2016 - 10:38 AM, said:
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
Posted 23 November 2016 - 11:08 AM
#9
Posted 23 November 2016 - 01:40 PM
Guille592, on 23 November 2016 - 07:42 AM, said:
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
Posted 23 November 2016 - 01:52 PM