PEV Sway tool

frogpipe

Yesterdayz Trainz Member
Ok that sounds a bit wrong...

Anyway, I used it on one of Pencil42's cars, which was it's couplers in the bogeys section, and now the couplers are gone....

Is there any way around that, or am I doomed to be (oh hell why not?) rigid.

:hehe:
 
I'm going to guess that the a.bog0, a.bog1, a.bog2, and a.bog3 points got renamed, and the car is relying on there being an a.bog2 and a.bog3 for the couplers to "spawn" from.

I'll further postulate that what I will need to do is make an a.bog2 attachment point mesh, and an a.bog3 attachment point mesh and attach them to whatever the originals were renamed to.

I was able to do this before and it worked (in that case it was making an a.outsideviewX, a.drainX, etc. when when it was attached to the mesh gave me an outside view just as if it were in the original mesh file).

I'll find out tomorrow and report my findings - if anyone else has an idea (like how to re-rename the points) I'm all ears, errr eyes...
 
Ok, I found an answer.


  1. I opened the asset in CMP.
  2. Noted what bogies 3 and 4 were (I think they were actaully 2 and 3 and the first bogey was 0), it was Janney Coupler
  3. I added attachment effects to the original car body, and attached "Janney Coupler" to a.Dog2 and a.Dog3 (a.Dog is what the sway tool renamed the a.bog attachment points to)
  4. Deleted the last 2 entries in the "Bogies" table
  5. Saved and Comitted.

Couplers have returned.

Of course they turn with the car (did they before? I never noticed) and the move up/down/all 'round with the body, but it looks good to me.

:cool:
 
You could move the effects to the "swap_pan" mesh container. Then there's no need to change the attachment names.
 
a.bog2 and a.bog3 while they were renamed in the original mesh, they do NOT appear in the "swap_pan" mesh. It only has the normal a.bog0 and a.bog1 (otherwise I think it would have appeared automatically like it does in the original)

This is Pencil42's 36' wood truss boxcar (eg: <kuid2:124060:15038:2> )

Code:
mesh-table
{
  default
  {
    mesh                                "boxcar_body/boxcar.lm"
    auto-create                         1
    
    effects
    {
      arn_g0
      {
        kind                            "attachment"
        att                             "a.rng0"
        default-mesh                    <kuid2:104722:2511038:2>
      }
      
      arn_g1
      {
        kind                            "attachment"
        att                             "a.rng1"
        default-mesh                    <kuid2:104722:2511038:2>
      }
      
      0
      {
        kind                            "attachment"
        att                             "a.airhose01"
        default-mesh                    <kuid2:63290:25013:2>
      }
      
      1
      {
        kind                            "attachment"
        att                             "a.airhose02"
        default-mesh                    <kuid2:63290:25013:2>
      }
    }
  }
  
  shadow
  {
    mesh                                "boxcar_shadow/boxcar_shadow.im"
  }
  
  doors
  {
    mesh                                "boxcar_body/boxcar_doors.im"
    anim                                "boxcar_body/boxcar_doors.kin"
    auto-create                         1
  }
  
  cab
  {
    mesh                                "boxcar_body/cab.im"
    auto-create                         1
  }
}

Code:
bogeys
{
  0
  {
    bogey                               <kuid2:124060:50028:1>
    reversed                            0
  }
  
  1
  {
    bogey                               <kuid2:124060:50028:1>
    reversed                            0
  }
  
  2
  {
    bogey                               <kuid2:124060:60003:1>
    reversed                            0
  }
  
  3
  {
    bogey                               <kuid2:124060:60003:1>
    reversed                            0
  }
}

The bogies (2 trucks and 2 couplers in reality) appear automagically via the special a.name a.bogX
 
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