GreatNortherner wrote:Hi,
I take it you are using the Wizard to export this? The group names in your hierarchy follow the MSTS naming convention. I'm not using the Wizard myself so my knowledge of it is limited and I can't tell if there may be an issue with the group names you're using and how that relates to the wizard.
I would say there is one clear issue with that hierarchy in that the wheels groups are not children of the bogie groups -- and there appears to be only one set of wheel groups, but there needs to be one for each bogie. In RW naming, the trucks/wheels hierarchy *must* look like this:
1_####_bo01
1_####_bo01wh01
1_####_bo01wh02
1_####_bo02
1_####_bo02wh01
1_####_bo02wh02
And however that translates into "Wizard naming".
You might also want to check if the functional group names (like wagon, bo##, bo##wh##) from your project get translated into RW naming convention correctly:
1_0500_main => 1_0500_wagon
Bogie and wheels -- see above
I'd hazard a guess that one of these two areas might be where the culprit is.
There are also some "not a bug, but could be better" things in that hierarchy: The bogie group doesn't have a LOD distance assigned, even though such a small part probably can't be seen farther than 200 m away. You can also improve the model's performance by combining parts that have the same LOD distance. All these different parts of 1_0100_ and 1_0300_ are really only needed if you need them to be functional (i.e., they are a defined part of the RW hierarchy like truck or wheels, or they are to be animated). Other than that, you can put all these objects into single 1_0100_smallparts and another 1_0300_mediumparts groups and make the renderer's life a bit easier.
A couple of things stand out in your blueprints:
wagon blueprint:
- front and back BogeyPivotX value is the same -- must be negative for front (and those values must be identical to the corresponding group offsets from 0,0,0 in your model)
- couplers position matrix is not set up (but that shouldn't cause the crash, just make it imposssible to couple the cars)
Bogey blueprint
- the Geometry entry is wrong and a possible source for the crash -- confusingly, no IGS gets referenced here, but instead the group name of the truck in your model (i.e., "bo01" and "bo02" -- always without distance prefixes, no matter what they are like in your export)
- correspondingly, bo##wh## are what needs to be filled into the "Node id" fields in the "S axle" pulldown menus -- again with correct offset data or the wheels won't animate -- "Animation id" field should be left blank, wheels and trucks get animated at runtime!
- also note that trucks and wheels *must* be part of the wagon .igs file, it is not possible to use additional shape files for functional parts in RW
- wheel gauge might be wrong -- it's 1.435 for standard gauge
TheKman wrote:So does this mean on my model bogey 01 is really bogey 02 and 02 is in fact bogey 01? I reversed them?
GreatNortherner wrote:TheKman wrote:So does this mean on my model bogey 01 is really bogey 02 and 02 is in fact bogey 01? I reversed them?
Possibly. Anything you enter into the blueprint that has a match in the shape file has to 100% identical -- node/group names, animated part names, and critically also dimensions like for example wheel/truck pivot offsets. Negative/positive values for the offsets also matter, what's negative in the model must be negative in the blueprint.
Also, make sure that all your functional node names (like bogie and wheels) match the RW naming convention. It *must* be "bo01" and not "bogey01", and "bo01wh01" and not "wheels01", etc., in the IGS. If you're in doubt that the exporter names them correctly, you can name the groups yourself in the hierarchy and use the correct group names from the start.
tl;dr: "Invisible model" happens to me all the time and it's usually fixed by checking and double checking the blueprint entries for consistency with the model.
Cheers,
Michael
TheKman wrote:GreatNortherner wrote:TheKman wrote:So does this mean on my model bogey 01 is really bogey 02 and 02 is in fact bogey 01? I reversed them?
Possibly. Anything you enter into the blueprint that has a match in the shape file has to 100% identical -- node/group names, animated part names, and critically also dimensions like for example wheel/truck pivot offsets. Negative/positive values for the offsets also matter, what's negative in the model must be negative in the blueprint.
Also, make sure that all your functional node names (like bogie and wheels) match the RW naming convention. It *must* be "bo01" and not "bogey01", and "bo01wh01" and not "wheels01", etc., in the IGS. If you're in doubt that the exporter names them correctly, you can name the groups yourself in the hierarchy and use the correct group names from the start.
tl;dr: "Invisible model" happens to me all the time and it's usually fixed by checking and double checking the blueprint entries for consistency with the model.
Cheers,
Michael
The same French tutorial shows a way to group it all so it give the names automatically. That might be "unique names" which I do use, but maybe doing that wrong as well.
mrennie wrote:TheKman wrote:GreatNortherner wrote:TheKman wrote:So does this mean on my model bogey 01 is really bogey 02 and 02 is in fact bogey 01? I reversed them?
Possibly. Anything you enter into the blueprint that has a match in the shape file has to 100% identical -- node/group names, animated part names, and critically also dimensions like for example wheel/truck pivot offsets. Negative/positive values for the offsets also matter, what's negative in the model must be negative in the blueprint.
Also, make sure that all your functional node names (like bogie and wheels) match the RW naming convention. It *must* be "bo01" and not "bogey01", and "bo01wh01" and not "wheels01", etc., in the IGS. If you're in doubt that the exporter names them correctly, you can name the groups yourself in the hierarchy and use the correct group names from the start.
tl;dr: "Invisible model" happens to me all the time and it's usually fixed by checking and double checking the blueprint entries for consistency with the model.
Cheers,
Michael
The same French tutorial shows a way to group it all so it give the names automatically. That might be "unique names" which I do use, but maybe doing that wrong as well.
That pic of the tree structure shows one jacked up tree. For kicks my friend fired up his 3d Max which he still has though he gave up on it long ago. The model showed numerous duplicate names. But according to Max, the wheels are on the 0,0,0 grid. I really couldn't tell in 3DC. So that being said, it was back to the drawing board. It has been run thru 3DC again and this time exported without using the wizard to avoid upsetting the named groups. It won't process thru the wizard unless one uses create unique names and that seems to jack up the group structure. I have never don a straight export, so I'll see what happens. I had to redo the bogeys in 3DC as well and re export. On top of that the bogey blueprint was jacked as well.
In 3DC, "Create Unique Names" will make all the object names unique but it won't check the groups' names. One thing that will cause a model to be invisible is if there are any duplicate group names (such as "Main" in your example below ... note that "Main" and "1_0500_Main" are treated as the same name, i.e. "Main". Neither 3DC nor the Blueprint Editor's exporter will flag the duplicates as errors - it will simply create a model that won't render in-game. Btw, I'm using 3DC version 9.3 Build 1620.
Chacal wrote:use the blueprint and replace its geometry with yours?
You don't need the blueprint editor, btw. You can manually edit a xml blueprint.
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