Elvas Tower: 6 Axle Limit on Tender? - Elvas Tower

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6 Axle Limit on Tender? Rate Topic: -----

#11 User is offline   pwillard 

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Posted 12 January 2024 - 05:34 AM

I think the issue is that while ORTS DOES know how to handle the larger amount of total Wheels, TSM likely does not. (thus creating extra work)

As far as I understand it, the MSTS.ORTS Exporter for BLENDER will animate *anything* that starts with "WHEELS"

#12 User is offline   scottb613 

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Posted 12 January 2024 - 05:54 AM

Hi Pete,

Perhaps I have a gross conceptual error - I thought the animation of WHEELS11,12,13,21,22,23 was handled by the ORTS game engine - much like "BOGIES". I'm definitely using Blender and I'm definitely using Wayne's Exporter - - - other than the aforementioned six - nothing was animated on export - all my trials started with WHEELS.

I don't think I want to use WHEELS1,2,3,4,5 (DRIVERS) - because in a steam locomotive - we have two different wheel radius parameters to control rotation speed - one for the BOGIES and the other for the DRIVERS - I don't think I can add the parameter for DRIVER radius - to a tender WAG.

Thanks...

Regards,
Scott

#13 User is offline   scottb613 

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Posted 12 January 2024 - 06:11 AM

View Postdajones, on 12 January 2024 - 05:30 AM, said:

I think the Blender exporter recognizes wheels11, wheels12, wheels13, wheels21, wheels22 and wheels23 as automatically animated. Anything else that isn't manually animated could get combined with other parts and as a result OR won't see it. I don't know what the current OR code recognizes, but I think it used to animate anything that started with wheels. The Blender exporter might have an option to disable the combining of unanimated objects. If it does you could try that.

Doug


Hi Doug,

Thanks as well - the only option I saw was "Retain Names" and it said something about model optimization. I can try that, but I was afraid that the entire mesh wouldn't be optimized on export.

I have many individual objects.

I'll see if that works - when I get home tonight.

Regards,
Scott

#14 User is offline   charland 

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Posted 12 January 2024 - 06:57 AM

Hi Scott,

I never had to animate drivers but certainly did have to animate each rod.

I'm still thinking you should just make make the treads polygon smoothing and not worry about them rotating, nobody will know the difference. It's not like the oldern days when people were making wheels with an 8 sided polygon, 24 or 32 sides will make them look smooth and round.

Paul :-)

#15 User is offline   pwillard 

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Posted 12 January 2024 - 06:57 AM

ha. You can tell I've never tried steamers...

#16 User is offline   charland 

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Posted 12 January 2024 - 09:03 AM

Nothing to a steamer Pete, just a bunch of simple parts moving along in formation!

Paul :-)

#17 User is offline   scottb613 

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Posted 12 January 2024 - 10:24 AM

View Postcharland, on 12 January 2024 - 06:57 AM, said:

Hi Scott,

I never had to animate drivers but certainly did have to animate each rod.

I'm still thinking you should just make make the treads polygon smoothing and not worry about them rotating, nobody will know the difference. It's not like the oldern days when people were making wheels with an 8 sided polygon, 24 or 32 sides will make them look smooth and round.

Paul :-)


Hi Paul,

Thank you kindly - learn something new every day - I'll mess around with this again later.
;)

Regards,
Scott

#18 User is offline   scottb613 

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Posted 12 January 2024 - 04:54 PM

Hi Folks,

Hmm - I think we should add a WHEELS14 and a WHEELS24 to the ORTS code...
;)


PRR Coast to Coast Tender
Attached Image: sbc48gr.jpeg


Regards,
Scott

#19 User is offline   copperpen 

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Posted 13 January 2024 - 04:38 AM

I think we already do that as well as allowing up to four bogies per model. I feel that the code does not allow for centipede style where we have a lead bogie and the rest of the wheels are in a rigid chassis.

#20 User is offline   Laci1959 

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Posted 13 January 2024 - 08:42 AM

View Postcopperpen, on 13 January 2024 - 04:38 AM, said:

I think we already do that as well as allowing up to four bogies per model. I feel that the code does not allow for centipede style where we have a lead bogie and the rest of the wheels are in a rigid chassis.


Hello.

Where will the turning point be? That is, where will the center of the bogie be? Do you read it from the shape file or do you calculate it as before, of course incorrectly? See under three-axle bogie cars.
Sorry, I can't find the thread, it was discussed last year.

Sincerely, Laci 1959.

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