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Re: Coupling?

Posted: Thu May 12, 2011 9:56 pm
by Acorncomputer
Hi

The only thing I can think of to explain the odd behaviour is that the centre of the loco group in not actually in the centre of the loco group so all plus and minus measurements to the bogeys and pivot points are also out.

Re: Coupling?

Posted: Thu May 12, 2011 10:00 pm
by eyore
Irishrailguy wrote:
P.S, I've noticed that on bends, the dvt appears longer than it is when turning (as seen in the photo), I'm assuming this is due to me extending my pivot x's to 13.5 so I can couple and drive around, but does anything else cause the strange behavior seen below?

Image

Thanks for all the help guys I really appreciate it!
May be a daft suggestion, but have you checked your bogie pivot points?

Re: Coupling?

Posted: Fri May 13, 2011 7:44 pm
by Irishrailguy
Well, I think the screenie explains it all...
Image
I would like to emphasize to all those who get a strange collision regardless of the collision box, what was actually there was an axle. The entry in the bogie blueprint under the 'Axle' sub section titled 'horizontal offset' is actually the distance from the centre of the axle to the centre of the bogie, not the vehicle. So the game thought my axle was out in front of the vehicle which is what I was knocking into. I feel like I'm in CSI Miami here :D

I suppose nobody would really have this issue, I just didn't read the wiki correctly, which I find very confusing and vague :(

Thanks to eyore for giving me the incentive to look at the bogie blueprint and to all others who helped, especially Acorncomputer for the huge input 8)

Keep a lookout for updates on the 225 set on the WIP thread :D

Thanks again!

Re: Coupling?

Posted: Sat May 14, 2011 7:46 am
by Acorncomputer
Well done Kevin

You do get there in the end if you keep at it. As you say, the WIKI only tells part of the story, the rest you have to sort out yourself.

Re: Coupling?

Posted: Sun May 15, 2011 12:58 pm
by Irishrailguy
Thanks Geoff, I know this is a little(well, very) off topic, but I'm texturing my bogies and there's a lot of small bits. When I render the uvw template and apply it with a 'dusty' color in photoshop, then load it back into max it looks nice. But when I render the lightmap and apply it I get a lot of white seams where it appears the texture isn't big enough to cover the poly, I tried increasing the padding from 3 to 6 but with the same results,

Only a small thing but does anyone have any solutions?

Thanks.

Re: Coupling?

Posted: Sun May 15, 2011 2:33 pm
by Tankski
Irishrailguy wrote:Thanks Geoff, I know this is a little(well, very) off topic, but I'm texturing my bogies and there's a lot of small bits. When I render the uvw template and apply it with a 'dusty' color in photoshop, then load it back into max it looks nice. But when I render the lightmap and apply it I get a lot of white seams where it appears the texture isn't big enough to cover the poly, I tried increasing the padding from 3 to 6 but with the same results,

Only a small thing but does anyone have any solutions?

Thanks.
Could you display some pictures? It might help.

Re: Coupling?

Posted: Sun May 15, 2011 3:09 pm
by Kariban
Pictures of the maps, too, if you could.

Re: Coupling?

Posted: Sun May 15, 2011 4:24 pm
by Irishrailguy
No problem, it seems this happens to all of my rendered uvw templates or render to texture maps in some way...
Image
As you can see there are clear texture 'gaps' on nearly every face, it's also occurring on the wheels too, which are also 'render to texture' textures.
Image
Not the best map, there's a lot of parts, but increasing the face threshold only makes a mess of the map.

Re: Coupling?

Posted: Sun May 15, 2011 5:13 pm
by Tankski
Was it unwrapped using "Flatten Mapping" or the sorts? That method is only really acceptable for use on simple scenery, anything else and a hint of manual unwrapping is required, or in a piece of rolling stock the entire thing needs to be unwrapped manually! It takes time to do it, took me about 5 days to unwrap my BAA but it's easy to power through if you've got the willpower. It also means you can size things how you want etc. I don't want to be putting a de meaner on your achievements which are clearly something to be proud of, but unwrapping is the boring and sometimes soul-destroying part of making assets for RW and unfortunately, it has to be done at some point by someone. No easy way out without suffering consequences later on. :(

Re: Coupling?

Posted: Sun May 15, 2011 5:50 pm
by Irishrailguy
Yes that is flattened, but there's a lot of bits to my bogies and I have no clue as to how I would go about doing it manually, well I'll have to do it anyway so I suppose I can't complain :morning:

Thanks.

Re: Coupling?

Posted: Sun May 15, 2011 6:36 pm
by Kariban
Thankfully there's a ton of tutorials about unwrapping, not least the autodesk ones...

Re: Coupling?

Posted: Sun May 15, 2011 6:41 pm
by Tankski
Kariban wrote:Thankfully there's a ton of tutorials about unwrapping, not least the autodesk ones...
There are also many tools to aid you do so, such as TexTools which I use and find to work a treat! :D

Re: Coupling?

Posted: Sun May 15, 2011 6:47 pm
by Acorncomputer
HI Kevin

Unwrapping is something I have yet to try out. My textures are pretty generic with one rusty black texture or similar applied by sampling from various locations on the texture to get some variance on the model whilst trying to minimise stretching or compressions as much as possible as well.

Re: Coupling?

Posted: Sun May 15, 2011 8:41 pm
by Irishrailguy
Thanks everyone for all the help, but just one thing has come up as I've been doing some texturing, I get an error on export saying

ERROR: fileNameOrPath
file: .\mtlGather.cpp
LINE: 133

\Since the last successful export I have created one subobject material with 3 id's, each a texdiff with the same material applied.

I've made multiple changes without success.

Any ideas?

Re: Coupling?

Posted: Sun May 15, 2011 8:47 pm
by davveb
Yeah, I manually unwrap all my rolling stock, it's the only way to efficiently use the texture space, and concentrate the pixels where detail is most needed. Regarding your error - it might be a problem with the texture filename paths in the new material indexes you created - make sure the paths are relative.

Lovely detail on that bogie by the way.