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Example bogie object structure (as part of custom car prefab):
- BogieF *
- bogie_car
- [axle] **
- axle_mesh
- (Component: MeshFilter)
- (Component: MeshRenderer)
- axle_mesh
- bogie2
- bogie_mesh ***
- (Component: MeshFilter)
- (Component: MeshRenderer)
- bogie_mesh ***
- bogie2brakes
- Bogie2Brakes_mesh
- (Component: MeshFilter)
- (Component: MeshRenderer)
- Bogie2Brakes_mesh
- [axle] **
- bogie_car
* The top transform can have any name, and can be passed to the TrainCarSetup script for a custom bogie (also check the custom bogie box). The single child bogie_car must have that name (to be detected by the TrainCar script in-game)
** "[axle]" transforms are the ones that are rotated as the traincar moves. They must be named [axle] (with the brackets) to be detected properly
*** The _mesh transforms listed in this example can be replaced with multiple different transforms for each LOD, and controlled with an LODGroup component on bogie_car
- [colliders]
- [collision]
- (Component: BoxCollider) *
- [walkable]
- walkable_deck
- (Component: BoxCollider)
- walkable_capsule
- (Component: CapsuleCollider)
- walkable_deck
- [items]
- seems like children are copy of [walkable]
- [camera dampening]
- GameObject_1
- (Component: BoxCollider) - unsure of purpose
- GameObject_1
- [bogies] **
- (Component: CapsuleCollider)
- (Component: CapsuleCollider)
- [collision]
* This seems to be the general bounds of the car, not sure how exactly it should be setup ** Bogie colliders are autogenerated by the mod based on the freight car prefab. The capsules sit centered on the bogie, running transverse to the car (round end pointing toward rails). The radius matches and width are set up to match up with the wheel riding surfaces if the capsule was centered around an axle.