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jasonsmithgoat

Raising height of train causing glitches

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I raised the height of my train asset that I'm working on so that the wheels are not cutting through the rails. I raised the pivot point via 3ds max and I got the train floating but noticed two glitches:

1. Wheels do not rotate, the wiki says that whatever is closest to the ground is supposed to rotate so I'm not sure what's wrong

2. Specular mask does not adjust the height appropriately so the window reflections do not work at the top of the windows, it just shows the diffuse color

3. Passenger light does not adjust the height appropriately so you see a bright ball of light on close up view at night at the bottom of the train

Is there a way to fix these glitches or am I forced to use bottom center pivot and make everything pinned to the ground?

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2 hours ago, jasonsmithgoat said:

I raised the height of my train asset that I'm working on so that the wheels are not cutting through the rails. I raised the pivot point via 3ds max and I got the train floating but noticed two glitches:

1. Wheels do not rotate, the wiki says that whatever is closest to the ground is supposed to rotate so I'm not sure what's wrong

2. Specular mask does not adjust the height appropriately so the window reflections do not work at the top of the windows, it just shows the diffuse color

3. Passenger light does not adjust the height appropriately so you see a bright ball of light on close up view at night at the bottom of the train

Is there a way to fix these glitches or am I forced to use bottom center pivot and make everything pinned to the ground?

1. Well the wiki says "The connected parts of a vehicle mesh that touch ground (y close to 0)" which could be interpreted as you say, but the part to pay attention to is the bit where it says it needs to touch the ground. it has Y close to 0 because ground is 0 and if you have a couple of mm out from 0 then it will still work, but if you're actually deliberately a bit more than a few mm off then it won't work. Best to have the wheels tangent at Y=0

2. I don;t fully understand what you mean, could you provide a descriptive screenshot? technically speaking the specular map is mapped separately so as long as you have it aligned correctly on your model then you will get the correct reflecting parts.

3. passenger height is just supposed to simulate the general glow a well lit vehicle would create, if you use some editor mods i believe you can turn it off if you're not happy with it's effect.


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Just keep it a 0, I plan to make a mod that provides better rail meshes, which will be thinner than the current ones, so the wheels won't cut through them.

If you raise it now, it might float in the future :)


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10 minutes ago, Tim The Terrible said:

Just keep it a 0, I plan to make a mod that provides better rail meshes, which will be thinner than the current ones, so the wheels won't cut through them.

If you raise it now, it might float in the future :)

I would wait until after the next release to figure that out. I'm betting that whatever the road modding tool does it will probably affect the way prefabs are structured/read

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    20 hours ago, Tim The Terrible said:

    Just keep it a 0, I plan to make a mod that provides better rail meshes, which will be thinner than the current ones, so the wheels won't cut through them.

    If you raise it now, it might float in the future :)

    Will you be editing the MOM rail meshes or the regular trains? Forgot to mention that I'm making a metro train.

    As for the specular mask issue, this is what I'm referring to. I assume it is like this because I made the train float.

    7002z33.jpg

     

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    3 hours ago, jasonsmithgoat said:

    Will you be editing the MOM rail meshes or the regular trains? Forgot to mention that I'm making a metro train.

    As for the specular mask issue, this is what I'm referring to. I assume it is like this because I made the train float.

     

     

    could it be that your specular map doesn't cover those pixels of the window??


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    I think that's the "floor height" of the train you see there. A lot of train assets have that. I have no idea how to fix it if that's possible - for buildings we have a setting on the right, but I don't think it's there for vehicles. Maybe @Tim The Terrible has some ideas?


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    On 16-9-2017 at 5:33 AM, jasonsmithgoat said:

    Will you be editing the MOM rail meshes or the regular trains? Forgot to mention that I'm making a metro train.

    First the Train Tracks, because MOM tracks already look really good. In the future I might do a little work on the MOM tracks, depending on free time.

    On 16-9-2017 at 11:30 AM, Avanya said:

    I think that's the "floor height" of the train you see there. A lot of train assets have that. I have no idea how to fix it if that's possible - for buildings we have a setting on the right, but I don't think it's there for vehicles. Maybe @Tim The Terrible has some ideas?

    It has been a long time ago since I put a train in the editor, but I do vaguely remember a floor in my double-decker train. I'm certain there is a way to edit it, but I recommend you leave it as it should be. I'd rather sit with @andreharv and see if we can raise all trains globally, instead or raising just your train (to later have it lowered down)


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    Ok, I'm going to not float the trains and set y=0 then, looks like there's too many unintended consequences. The specular mask issue is resolved if I use bottom center pivot. Hopefully you guys can code something to raise the trains globally.

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    On 9/16/2017 at 12:30 PM, Avanya said:

    I think that's the "floor height" of the train you see there. A lot of train assets have that. I have no idea how to fix it if that's possible - for buildings we have a setting on the right, but I don't think it's there for vehicles. Maybe @Tim The Terrible has some ideas?

    I made a script to change it a long time ago but never tested if it actually saves:

    https://gist.github.com/ronyx69/bfd09d2a7cddad6c71d407c74e45bb71


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