
Hm...

One is called "Общие вопросы" - General questions. And the other one is
"Проект "Русские локомотивы"" - Russian loco project.
Ok. If you're able to see that, anyone can find it, just by comparing. And all the work is placed in stickys
Moderator: Locomotion Moderators
no problem here, i see all the signs.Damage wrote:Good idea, SQ!It's in russian, though...
Hm...But there are only 2 parts of the Loco forum there!
One is called "Общие вопросы" - General questions. And the other one is
"Проект "Русские локомотивы"" - Russian loco project.
BTW, can you see the text in russian, or you've got some random signs?
It should look like:
Well it doesn't matter what resolution you render, what matters is the size of the train itself. I render 116x116, but that's irrelevant, you can have as much blue space around the model as you want. What's important is the train size, I keep it around 90-100 pixels max for my models (length in 008.png). I scale some models lengthwise to 75% (like the metro stock) and some only 85%, like my tatra narrow gauge trains. It basically has to look good and not clip in Locomotion (=not be too long). So find a render setting that suits yourself and then reuse it all the time.Damage wrote: With 240*240? Or with higher resolution? Thanks, I'll try that.
Is this an MU (Multiply unit)? Because it don't carry cargo... the xml needs rewrite, because it looks like an MU but it don't carry passangers or anything...Damage wrote:Hi, people! There were many requests about soviet/russian trains, so I've tried to fill this gap.
If you want more, leave a pm or visit the site from my profile (Attention! It's in russian!)
Last beta: New Russian ED9MK
What MAX version do you use? If you have 8, I can send you my camera/lights/dummy object.Damage wrote:Strongbow, your settings work just fine, thanks a lot!
But looks like something has changed in the lightning since 3DSMAX 3, because, as you can see, my old setup didn't work well: too much highlight.
I've also noticed, that all my trains are reversed by default, so i have to set Sprite1 as revesed, and also that the model is always slightly turned right. Can anyone tell me the correct angles for scene setup?
Now I'm using:
1st frame - the model is at 0 deg, we can see the rear and the right side
16th - (-90) deg. - the rotation is clockwise.
32nd - 180 deg.
48th - 90 deg.
63rd - 5,625 deg.
Is that right?
It works in pairs only... 2 driving car + 2 powercar, or 4, or 6 etc.Damage wrote:Yes, I just got it. (btw I've updated the fisrt post, added a powercar)
It would be great.(damage22@yandex.ru)
well ok this values go for cinema.. the axes are in the middle of the vehicle. at frame 64 the nose goes up, the back downwards.Damage wrote:Ok. Now initial facing is correct. But in which frame it reaches (-90deg) position? I've tried both 16th and 15th frame. I know this can be easily calculated, but somehow both seem wrong to me...![]()
Or maybe I'm just too... exacting(not sure it's the right word)
Wait! Why for 64-67 tilt is 6 deg and not (-6)?
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