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 Post subject: [release] 1927 Express Passenger Carriage (v1.2 - 9/10)
PostPosted: Mon Oct 04, 2004 8:40 am 
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Edit: Updates in Version 1.2:

The lighting is now very much improved, to fit in better with the default stock.
Improved graphics.

Image

Image
(v1.1 screenshots)

It's (roughly) a Pullman car, but it makes a half decent Gresley teak carriage too.

Introduced: 1927
Obsolete: 1971
Capacity: 30 passengers
Max. Speed: 90 mph

DOWNLOAD

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Last edited by PikkaBird on Fri Oct 08, 2004 2:10 pm, edited 2 times in total.

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 Post subject:
PostPosted: Mon Oct 04, 2004 10:19 am 
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Again, very nice!
Pikka, can you tell me the correct angles, etc, for the rendering, please?

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 Post subject:
PostPosted: Mon Oct 04, 2004 10:26 am 
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Pikka, maybe you and a few other graphics MODders can write a short readme for other wannabe-MODders with angles and other relevant stuff. This coach looks nice btw!

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 Post subject:
PostPosted: Mon Oct 04, 2004 10:53 am 
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mlw_1550 wrote:
Again, very nice!
Pikka, can you tell me the correct angles, etc, for the rendering, please?


I'll try to put together a proper guide some time (with pictures, this would be much easier to explain with pictures :) ), but for now, here it is quickly off the top of my head; No responsibility taken for anything I got wrong. :oops:

Camera Setup in 3dsm:

Camera is looking at the world origin.
Camera is in Orthographic Projection (so, no perspective).
Camera is equidistantly positioned to the left and to the front of the origin (so, looking at the origin at 45 degrees.
Camera is raised to look down at the origin. The downward angle is 30 degrees from horizontal

Dummy (Helper) Setup in 3dsm:

Tilt dummy, at the world origin.
Rotation dummy, slightly below the tilt dummy.

The tilt dummy is attached to the rotation dummy. The vehicle to be rendered is attached to the tilt dummy, and is positioned above the origin (as if the origin is ground or rail level).

Render Sequences

This is the full render sequence of 184 sprites for an non-animated locomotive with bogie:

Sprites 0-63
Tilt is 0 degrees. Rotate 360 degrees clockwise over 64 frames.
These are the level sprites.

Sprites 64-67
Tilt is 6 degrees. Rotate 360 degrees clockwise over 4 frames.
These are the transition-to-decending sprites.

Sprites 68-71
Tilt is -6 degrees. Rotate 360 degrees clockwise over 4 frames.
These are the transition-to-climbing sprites.

Sprites 72-103
Tilt is 12 degrees. Rotate 360 degrees clockwise over 32 frames.
These are the decending slope sprites.

Sprites 104-135
Tilt is -12 degrees. Rotate 360 degrees clockwise over 32 frames.
These are the climbing slope sprites.

Sprites 136-151
Tilt is 0. Rotate 360 degrees clockwise over 16 frames.
These are the level bogie sprites.

Sprites 152-167
Tilt is 12 degrees. Rotate 360 degrees clockwise over 16 frames.
These are the decending slope bogie sprites.

Sprites 168-183
Tilt is -12 degrees. Rotate 360 degrees clockwise over 16 frames.
These are the climbing slope bogie sprites.

Hope that was at least vaguely helpful. :?

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Last edited by PikkaBird on Tue Oct 05, 2004 1:19 am, edited 1 time in total.

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 Post subject:
PostPosted: Mon Oct 04, 2004 11:05 am 
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Wooow Pikka your on fire.. how about HAA HAA? :lol:

Davie

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 Post subject:
PostPosted: Mon Oct 04, 2004 1:04 pm 
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Thank you very much Pikka! It's a bit complicated, since I'm more familiar with AutoCAD, I've got no experience with animation in Max. I'll give it a try and let you know... :wink:

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 Post subject:
PostPosted: Mon Oct 04, 2004 1:24 pm 
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Lookin good pikkabird. I will have to download this as well as your warship.

Cheers

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 Post subject:
PostPosted: Mon Oct 04, 2004 3:33 pm 
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Nice one Dave! (Pikka, not Davie)

John

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 Post subject:
PostPosted: Mon Oct 04, 2004 8:03 pm 
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pikka i used the angles a bit differently, but it may also have to do with the camera setup i did. i used a rectangle block so that id get it perfectly aligned with the reails and i ended up using 6 degrees for the transition and 12 degrees for the uphill. this way the block lined up with the rails in every situation.
however i noticed you did not mention a camera, i used the standard 200 mm lens about 400 feet away with orthographic projection turned on, since in locomotion things dont get smaller the farther away they are.

i posted a max file at my site with the exact camera and angles ive used for about 8 different trains now. http://www.startrekgaming.com/moon_xl/l ... camera.rar

i ckecked your carriages and there are definately some problems on the slopes, meaning the angles are still not precise. just look at the bottom sill compared to the rail, and the apprent 'stepping' of the cars.

Image


Image

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 Post subject:
PostPosted: Mon Oct 04, 2004 9:11 pm 
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Hmm. :?

They're definitely closer than the Warship though, you can see even in that screenshot.

I'll have a looksee. :oops:

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 Post subject:
PostPosted: Mon Oct 04, 2004 9:37 pm 
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yes, i thoguht the warship was great, but it looks... overweight? like its being pressed down onto the tracks really hard. :)

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 Post subject:
PostPosted: Tue Oct 05, 2004 1:17 am 
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Ok, it looks like 12 degrees is the go. :) Funny, mathematics says it should be 14 degrees (the gradient in Loco is, of course, 1 in 4, not 1 in 8 as I said before)... but that appears too steep in the game.

I have updated the carriage to slope at 12 degrees, and also improved the graphics somewhat (expanded the colour bars beside the windows, and it also now rides higher on its bogies to better match the default stock).

The Warship is getting the same treatment (including the higher riding, so it won't look "pressed down" any more :) ). Next step is to play with the lighting and try to get it to match the default stock better.

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 Post subject:
PostPosted: Tue Oct 05, 2004 2:00 am 
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thanks!

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 Post subject:
PostPosted: Tue Oct 05, 2004 9:49 am 
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Hmm I used 11.5 degrees in slopes in my bus and it looked fine in max and the game. So Is it really 12 degrees or 11.5?


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 Post subject:
PostPosted: Tue Oct 05, 2004 12:24 pm 
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Sellu wrote:
So Is it really 12 degrees or 11.5?


Mathematics suggests it should *really* be 14, if anyone can explain why it's actually less, please do so. :?

I tried 11.25, and 12 certainly seems a lot closer than that. It's much more noticable with carriages though, because when they're strung together you notice the differences in heights. With a bus, any discrepency would be far less noticable.

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 Post subject:
PostPosted: Tue Oct 05, 2004 7:24 pm 
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Hmm, Does anyone know the angles for tilted trains? It would save alot of work for me to get them right at first time.


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 Post subject:
PostPosted: Fri Oct 08, 2004 2:19 pm 
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Bump. See first post for update.

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 Post subject:
PostPosted: Fri Oct 08, 2004 2:25 pm 
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even better!!!!!! but then again, you are Pikkabird! :wink:

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 Post subject:
PostPosted: Sat Oct 09, 2004 8:10 am 
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Image[/quote]
I think this train would be good on the mars senario.
And please can you post it I like it alot.

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Last edited by alistairgrew on Tue Oct 12, 2004 4:49 pm, edited 1 time in total.

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 Post subject:
PostPosted: Sat Oct 09, 2004 9:55 am 
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its nothing to do with this thread. Talk to norfolksouthern_37 about that.

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