Help... Bogeys...

RadK

New member
Trainz TS2010 EE Deluxe...

I am making a Trainz system of US highways and freeways and creating my rolling stock as Prime Movers. Such as Mack Trucks and Trailers. I have my road system up and running just fine. My US Highway speed signs work great. I am now trying to make my truck wheels (bogeys) rotate. I have tried everything I can find on the forum and on the Trainz Wiki.


I can get the wheels to rotate in both Surveyor and Driver, if I put animation-loop-speed 1 in my config file, but they NEVER stop rotating, whether the truck is moving or not. When I open my wheels in CCP, they rotate just fine. In CCP, I can turn the rotation off and on with the animate switch there.


I have tried putting in anim.kin, and that does not work. The exporter defaults to the same name as the .IM file with the extension .KIN. One thread on the forum said to put in a.limfront and a.limback, and that did not work either. I have tried leaving some of these parameters out, to no avail. I am stumped...


The bones I am using are:
b.r.main
|...b.r.wheel01
|...|...wheel01
|...a.limback
|...a.limfront
|...box01


Thanks in advance for your help.
Rad


Config.txt:


kuid <kuid:540371:100013>
username "Bogey Dual Wheels"
kind "bogey"
trainz-build 2.9
animdist 2.0
category-era "1950s"
category-region "00"
license "EULA"
author "RadK"
category-class "ZB"

mesh-table
{
default
{
auto-create 1
mesh "export/BogeyDualWheels.im"
anim "export/BogeyDualWheels.kin"
}
}
kuid-table
{
}


Operating System:
Windows 7 Home Premium


System:
Processor: Intel(R) Core(TM)2 Quad CPU Q8200 @ 2.33GHz 2.34 GHz
Installed memory (RAM): 8.00 GB
System Type: 64-bit Operating System


Software:
3ds Max 2009 32 bit
Paint Shop Pro 9
 
Does your config include

animdist distance travelled in 30 frames
engine 1(if it is a prime mover) or 0 (if it is a trailer)
mass I forgot this recently and it had funny effects.

Let us see all your config.txt.

What are you creating with?

Peter
 
Does your config include

animdist distance travelled in 30 frames
engine 1(if it is a prime mover) or 0 (if it is a trailer)
mass I forgot this recently and it had funny effects.

Let us see all your config.txt.

What are you creating with?

Peter

I do see the "animdist" line in his config.txt file that he posted above, Peter. ;) As for the other two, I though those only went inside the config.txt of the traincar, not the bogey. :confused: (Although "mass" might be possible in the config.txt for a bogey, but I do not know. :confused:)

Regards.
 
The whole thing doesn't seem to be set up the way that a loco would be set up. A loco would be the main mesh with attachment points for the bogey mesh. So, there would be two separate config.txt files. The a.limfront and a.limback would also be in the loco mesh. In this case the prime mover would be the loco with the attachment points and limits in the prime mover mesh. The bogey mesh would attach to the loco mesh with a simple bogey tag.
There would be no need for this line:

anim "export/BogeyDualWheels.kin"

all you would need in the main folder would be an 'anim.kin' file for the animation. Make sure that when you export the animation that you name it

anim.kin

Was you animation set up with 30 frames?

Mike
 
Thanks for your replies. Here is the config file for the traincar.

And, I did try exporting the kin as anim.kin and that did not work.
As I said, the exprter defaults to the same name as the bogey, only with .kin, so I figured I should use the defaulted names.

kuid <kuid:540371:100029>
username "Mack Truck"
kind "traincar"
trainz-build 2.9
engine 1
enginespec <kuid:-1:42004221>
enginesound <kuid2:53926:53000:2>
hornsound <kuid:540371:100017>
interior <kuid:523:666>
smoke_shade 0.18
smoke_random 2.5
smoke_slowlife 6
smoke_fastlife 0.8
smoke_height 1.7
smoke_fastspeed 3.2
mesh-table {
default {
auto-create 1
mesh "export/MackTruck.im"
}
shadow {
mesh "export/shadow.im"
}
}
bogeys {
0 {
bogey <kuid:540371:100018>
reversed 0
}
1 {
bogey <kuid:540371:100013>
reversed 0
}
2 {
bogey <kuid:540371:100013>
reversed 0
}
}
company "Mack Truck"
mass 9200
category-class "AE"
category-era "2000s"
category-region "00"
author "RadK"
license "EULA"
 
Last edited:
Oh, yes, I did set the animation up with 30 frames. If I read your post, the config file for the traincar needs the anim "export/anim.kin" line in it. I will do that right away and see what happens.

Thanks.
 
Peter, I am using 3ds Max 2009 for the modelling.

I put the anim.kin in with the Mack Truck mesh, and it still did not work. I am sure it is my config files, but I don't seem to be able to figure it out. Like I said earlier, when I edit my bogey in Content Manager, the wheels spin as expected.

I took what I thought was the logical approach and put the animation in with the bogey, not the traincar. As well as using the default .kin name that came out when I exported the bogey.

Thanks again.
 
RadK

My apologies, I was in a hurry and my brain was not fully in gear. I have my forum posts displayed with latest on top and didn't see that you had posted your config.txt.

You are right, the animation does belong in the bogie, while the bogie KUID is called up in the main body file. Despite what the exporter does, when you export the animation, the final files must be called anim.kin. When Trainz sees the animdist file it assumes that there is an anim.kin file in the same folder. By the way when you export tick only one of the choices at the top.

Why do you have the 'export' path? The .im and the anim.kin should both be in the same folder as the bogie config.txt. The fact that you have used a path gives me the impression that Trainz may not be seeing the files it needs.

A final suggestion, there is no need to work in CM. Make a separate folder somewhere that you use for all your creation. In it, make a folder, for instance, 'Mack Truck Bogie' and in that put all your bogie files. When complete, select the 'Mack Truck Bogie' folder and drag and drop it into the main CM screen, it can be committed from there. Any future changes are made in the original folder and repeat the drag/drop process. A lot quicker that having to 'Open for Edit' each time.

Peter

PS When I was learning about trains way back, 'bogie' was spelled that way not 'bogey', however Trainz needs 'bogey' so ignore my spelling.
 
Last edited:
Peter's explanation was much better than mine. I also work in Gmax, not 3ds, so I'm not sure why you're not being allowed to save the animation as anim.kin

Mike
 
Hi Peter and Mike,

I have it working thanks to you. I put the full solution here for others to follow. The keyword you gave me is that Trainz 'ASSUMES' the anim.kin file is in the same folder as the bogey config.txt file. And, anim.kin should NOT be referenced in the bogey config.txt file. I put in my two config.txt files for reference, as well as the test bogey I used to prove the concept.

I used the 'export' path because it is convenient to have multiple folders. It was the default when I set the project folder in 3ds Max. I was just following all the defaults that I was presented with.

One thing that I was doing, was setting both ticks. This is where I got the same name as the mesh. I have now exported the mesh and the animation by only checking the appropriate tick.

I put the BogeyDualWheels.im and anim.kin in the same folder as the bogey config.txt. BTW: I knew about the new spelling of bogey, even though TS2010 is my first trainz version.

I do not work in the CM, I work with a folder system under Trainz_custom. I open my assets in CCP in order to see if that side of Trainz sees the asset. I use AssetX from PevSoft to check for possible missing tags.

I have a Box01 as a temporary mesh in my bogey, so that I can see that I am getting the next iteration of the bogey in the Surveyor. I modify that box in some way that tells me that I have the most current bogy.

I haven't tried using a known animated bogey, but I will do so and let you know what happens. I am building this reply as I test, so my results will be in this missive. I put in <kuid:-1:101410> as my front wheel bogey, and it worked just fine.

Thanks again,
RadK

Here is my latest bogey config.txt, and both the .im and anim.kin files are in the BogeyDualWheels folder.

kuid <kuid:540371:100013>
username "Bogey Dual Wheels"
kind "bogey"
trainz-build 2.9
animdist 2.5
category-era "1950s"
category-region "00"
license "EULA"
author "RadK"
category-class "ZB"
mesh-table
{
default
{
auto-create 1
mesh "BogeyDualWheels.im"
}
}
kuid-table
{

Here is my current Mack Truck config.txt and the bogey with <kuid:-1:101410> worked just fine.

kuid <kuid:540371:100029>
username "Mack Truck"
kind "traincar"
trainz-build 2.9
engine 1
enginespec <kuid:-1:42004221>
enginesound <kuid2:53926:53000:2>
hornsound <kuid:540371:100017>
interior <kuid:523:666>
smoke_shade 0.18
smoke_random 2.5
smoke_slowlife 6
smoke_fastlife 0.8
smoke_height 1.7
smoke_fastspeed 3.2
mesh-table {
default {
auto-create 1
mesh "export/MackTruck.im"
}
shadow {
mesh "export/shadow.im"
}
}
bogeys {
0 {
bogey <kuid:-1:101410>
reversed 0
}
1 {
bogey <kuid:540371:100013>
reversed 0
}
2 {
bogey <kuid:540371:100013>
reversed 0
}
}
company "Mack Truck"
mass 9200
category-class "AE"
category-era "2000s"
category-region "00"
author "RadK"
license "EULA"
}

Here is the config.txt file for the front wheel bogey that did rotate just fine. I put it here for others to reference when they create their own bogeys.

trainz-build 2.9
kind "bogey"
kuid 101410
username "TGV_SE_loco_bogey"
animdist 2.4
mesh-table
{
default
{
mesh "TGV_SE_loco_bogey.im"
auto-create 1
}
shadow
{
mesh "TGV_SE_loco_bogey_shadow/TGV_SE_loco_bogey_shadow.im"
}
}
kuid-table
{
}
username-it "TGV_SE_loco_carrello"
username-nl "TGV_SE_loco_bogey"
username-es "TGV_SE_loco_bogey"
username-fr "TGV_SE_loco_bogey"
username-pl "TGV_SE_loko_wózek"
username-cz "TGV_SE_loko_podvozek"
username-ru "???????_TGV_SE_loco"
 
Glad to see that you got it worked out.
Mike

edit: it looks like your kuid-table in your bogey config needs a closing }

kuid <kuid:540371:100013>
username "Bogey Dual Wheels"
kind "bogey"
trainz-build 2.9
animdist 2.5
category-era "1950s"
category-region "00"
license "EULA"
author "RadK"
category-class "ZB"
mesh-table
{
default
{
auto-create 1
mesh "BogeyDualWheels.im"
}
}
kuid-table
{
}


Also, your kuid in the front wheel bogey config is not complete.
 
Last edited:
Hi Mike,

The close } was not copied when I posted it.
At the moment all seems to be going well.

Thanks,
Rad
 
Glad to hear it. Feel free to come back and ask more questions if you need to. We're all here to help if we can.

Mike
 
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