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

View PostGuille592, 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

View PostGenma 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

View Postcopperpen, 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

View PostGuille592, 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.

#11 User is offline   Guille592 

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Posted 23 November 2016 - 01:53 PM

View Postdisc, on 23 November 2016 - 01:40 PM, 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.


Oh this is nothing, I made a portuguese loco for TS20XX where its bogies have almost 20000 each. :p Have to say it was one of my first models I made, and used a ton of polygons! xD Nowadays, I try to optimize very much my models. No alphas on bogies or in main parts thought, everything modelled. :sweatingbullets:

#12 User is offline   Guille592 

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Posted 24 November 2016 - 04:22 PM

Well, today I remembered that I used to do "dummies" for consists back in the days of MSTS, helping some trains that didn't couple perfectly, I created a small box and started playing up and down with numbers, so here you have it, the whole consist perfectly running up and down the "Cascaes" line in Portugal.
Attached Image: Open Rails 2016-11-25 12-27-04.jpg
No strange polygons (as now, the bogies are in another .s) all the animations work, have to rework some of them though, and it doesn't behave strangely, so yeah, another problem solved thanks to a botched job, but hey... It works!


Pls consider seriously another format to export directly from 3dsmax though... :cray:

:sign_thanks:

#13 User is offline   copperpen 

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Posted 25 November 2016 - 08:13 AM

Looks very good. I would not hold your breath waiting for an exporter from 3DSMax though. There is a need for one to export from Sketchup as well, Xplane and FSX both have one, but not MSTS/OR.

#14 User is offline   Jovet 

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Posted 25 November 2016 - 09:57 AM

View Postcopperpen, on 25 November 2016 - 08:13 AM, said:

There is a need for one to export from Sketchup as well, Xplane and FSX both have one, but not MSTS/OR.

An exporter for MSTS from Sketchup? I thought there was one. It's been talked about on here a lot. Or am I missing something?

#15 User is offline   copperpen 

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Posted 25 November 2016 - 01:27 PM

View Postjovet, on 25 November 2016 - 09:57 AM, said:

An exporter for MSTS from Sketchup? I thought there was one. It's been talked about on here a lot. Or am I missing something?


One that includes animation is needed. It has been done for Xplane and I think FSX as well.

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