Coupling?
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- Acorncomputer
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Re: Coupling?
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.
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.
Geoff Potter
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
- eyore
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Re: Coupling?
May be a daft suggestion, but have you checked your bogie pivot points?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?
Thanks for all the help guys I really appreciate it!
- Irishrailguy
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Re: Coupling?
Well, I think the screenie explains it all...

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
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
Keep a lookout for updates on the 225 set on the WIP thread
Thanks again!

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
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
Keep a lookout for updates on the 225 set on the WIP thread
Thanks again!
- Acorncomputer
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Re: Coupling?
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.
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.
Geoff Potter
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
- Irishrailguy
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Re: Coupling?
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.
Only a small thing but does anyone have any solutions?
Thanks.
- Tankski
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Re: Coupling?
Could you display some pictures? It might help.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.

Re: Coupling?
Pictures of the maps, too, if you could.
My posts are my opinion, and should be read as such.
- Irishrailguy
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Re: Coupling?
No problem, it seems this happens to all of my rendered uvw templates or render to texture maps in some way...

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.

Not the best map, there's a lot of parts, but increasing the face threshold only makes a mess of the map.

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.

Not the best map, there's a lot of parts, but increasing the face threshold only makes a mess of the map.
- Tankski
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Re: Coupling?
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. 

- Irishrailguy
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Re: Coupling?
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
Thanks.
Thanks.
Re: Coupling?
Thankfully there's a ton of tutorials about unwrapping, not least the autodesk ones...
My posts are my opinion, and should be read as such.
- Tankski
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Re: Coupling?
There are also many tools to aid you do so, such as TexTools which I use and find to work a treat!Kariban wrote:Thankfully there's a ton of tutorials about unwrapping, not least the autodesk ones...

- Acorncomputer
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Re: Coupling?
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.
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.
Geoff Potter
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
- Irishrailguy
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Re: Coupling?
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?
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?
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.
Lovely detail on that bogie by the way.

