CCG/Modelling: Bogeys

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Bogeys

Download Source files from the Trainz Website

POLYGON LIMITS:

Steam Loco bogey polygon recommendations < 5000 polygons per driving wheels (including all rods and animated parts)

Diesel Loco bogey polygon recommendations < 2000 polygons per truck.

Bogey shadow polygon recommendations < 100 polygons per truck.

Carriage bogey polygon recommendations < 300 polygons per truck.

Carriage bogey shadow polygon recommendations < 100 polygons per truck.

As a general rule of thumb, less is always better!

The absolute centre of bogeys should be located at World origin point (0,0,0). This is where they are inserted into the a.bog0 etc attachment points in the loco body mesh.


BOGEY TEXTURES

The materials are of Multi/Sub-Object type (one M/SO only per model) and we have used UVW Map and Unwrap UVW for texture allocation.

Diffuse Maps: Generally a single 128x128 16-bit TGA file is sufficient to texture a bogey. Additional maps (e.g. for springs) are also used.

Opacity Maps (8 bit greyscale .bmp) are supported to the same pixel dimensions as the diffuse map. Used regularly for carriage bogey sides. Reflection maps are supported but generally not used on bogey models.

Bump mapping and specular values are possible to give greater detail and variation. (3DSMax users only). See TRAINCAR Bump mapping notes Page 350.

b.r. helper points must be made in top view in 3dsmax/gmax.


EXPORTING MODELS:

As per `Modeling Trains' section. Remember naming conventions and to type in the file extension under file name (e.g.TRAIN_NAME_bogey.im).

Refer to Page 33 for information on reversing bogeys and animation, with reference to attachment points.

IMPORTANT NOTE: Steam Driving Bogeys

The Steam loco driving bogey is connected to the piston and physics system by adding the following tag to the bogey's config.txt:

direct-drive 1

This tag MUST be included for piston and steam sounds to work.

Example PB_15_bogey2 Config.txt (for TS2009)

kind            "bogey"
kuid            <KUID:44179:50003>
userneame       "test PB15 Main Bogey"
trainz-build    2.9
animdist        3.816
category-class  "ZB"
category-region "AU"
category-era    "1920s;1930s;1940s;1950s;1960s;1970s;1980s"
direct-drive    1
mesh-table
{
  default
    {
      mesh      "PB15_Bogey2.im"
      auto-create  1
    }
  shadow
    {
      mesh      "PB15_Bogey_shadow.im"
    }
}


Animated Bogey Example 1

CCG animated bogey.jpg

In this example, the bogey will be inserted into the train model attachment point (e.g. a.bog0) at he b.r.base (or 0,0,0). b.r.wheel_0 and b.r.wheel_1 (bones or dummies) were animated to turn 360deg over 30 frames.

Bone must have the b.r.* naming convention for Trainz to recognise them.

Hierarchal Sub-tree:

b.r.base
  b.r.wheel_0
    wheel_0
  b.r.wheel_1
    wheel_1
  bogey


Animated Bogey Example 2a - Objects

CCG krok animation1.jpg


Animated Bogey Example 2b - Bones

CCG krok animation2.jpg


Animated Bogey Example 2c - Side view after a few frames

</table Typical TRS bogey config.txt (.im files with mesh-table) Typical UTC bogey config.txt (.pm files Two Axle Bogey A traincar requires two bogeys minimum, to track correctly on track. To make a traincar with two axles (fixed to the body) use two invisible bogeys, placed in the usual locations, a.bog0 and a.bog1. Make the visible fixed axles as a bogey mesh placed at a.bog2, centered on the traincar body. kuid <KUID:###:#####> kind bogey animdist 2.1 mesh-table { default { mesh dd40ax_bogey.im auto-create 1 } shadow { mesh dd40ax_bogey_shadow/dd40ax_bogey_shadow.im } } obsolete-table { } username mybogey description " " trainz-build 2.0 category-class AC category-region-0 AT category-era-0 1980s kind bogey kuid <KUID:44179:50003> animdist 3.816 category-class AS category-region-0 AU category-era-0 1920s category-era-1 1930s category-era-2 1940s category-era-3 1950s category-era-4 1960s category-era-5 1970s category-era-6 1980s direct-drive 1

CCG krok animation3.jpg

This example is much more complex than the previous example.

Animation frames = 120

Wheel_1, 2 & 3 circumference = 4.2m

Animated to turn 720 o over 120 frames:

Distance traveled: 4.2m x 2 revs = 8.4m

Animated to turn 1080 o over 120 frames:

Distance traveled: 2.8m x 3 revs = 8.4m

· Animdist: (worked out from distance travelled in 30 frames: 8.4 / 4 = 2.1) therefore animdist 2.1 smallwheel circumference = 2.8m

Hierarchal Sub-tree

b.r.base
   b.r.crank
      crank
   b.r.output
      b.r.drive0
         b.r.link0
            link0
         drive0
      b.r.drive1
         b.r.link1
            link1
         drive1
      middleshaft
   b.r.smallwheel
      smallwheel 
   b.r.wheel_1
      wheel_1
   b.r.wheel_2
      wheel_2
   b.r.wheel_3
      wheel_3
   base
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