[release] 1927 Express Passenger Carriage (v1.2 - 9/10)
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[release] 1927 Express Passenger Carriage (v1.2 - 9/10)
Edit: Updates in Version 1.2:
The lighting is now very much improved, to fit in better with the default stock.
Improved graphics.
(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
The lighting is now very much improved, to fit in better with the default stock.
Improved graphics.
(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
Last edited by PikkaBird on 08 Oct 2004 14:10, edited 2 times in total.
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.mlw_1550 wrote:Again, very nice!
Pikka, can you tell me the correct angles, etc, for the rendering, please?
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.
Last edited by PikkaBird on 05 Oct 2004 01:19, edited 1 time in total.
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Wooow Pikka your on fire.. how about HAA HAA?
Davie
Davie
East of England/East Anglia scenario/map released!! http://www.tt-forums.net/viewtopic.php?p=205440#205440
Lookin good pikkabird. I will have to download this as well as your warship.
Cheers
Cheers
Matt (formerly known as 250787)
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- norfolksouthern37
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- Joined: 04 Jun 2004 17:43
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.
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.
- norfolksouthern37
- Transport Coordinator
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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.
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.
- norfolksouthern37
- Transport Coordinator
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- Joined: 04 Jun 2004 17:43
Mathematics suggests it should *really* be 14, if anyone can explain why it's actually less, please do so.Sellu wrote:So Is it really 12 degrees or 11.5?
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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- Born Acorn
- Tycoon
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