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Bogies
To have working bogies, a specific prefab structure must be followed.
Example structure:
Bogie Prefab
[axle]
axle_LOD0
axle_LOD1
[axle]
axle_LOD0
axle_LOD1
bogie2brakes
Bogie2BrakePads
model
bogie_LOD0
bogie_LOD1
bogie_LOD2
bogie_LOD3
Note
Not all modifications are compatible with custom bogies.
Your prefab should have a child named [axle]
for each axle. This is the pivot around which the axle rotates. For powered bogies, you also need to add the PoweredAxle
component to this object. Under this object, add your axle models.
Add a child named bogie2brakes
, and to it another named Bogie2BrakePads
for brake pads that glow. Any renderer component that is in this object or children of it is included in the glowy bits.
For extra customisation, you can add the component ExtraBrakeRenderer
to any object with a renderer in the bogie, and it'll automatically be setup to also glow (particulary useful for glowing parts in axles).
Important
Brake pad materials must have the following properties set in order to glow:
- Emission: enabled
- Global Illumination: None
- Enable GPU Instancing: enabled
Any other object added to the prefab is just treated as a normal object, no special care is required.
You should assing only 1 LOD Group component to the whole bogie, and put it at the root. You can control both axles and the main body from that one component. In this case, brake pads are recommended to be only visible on the first 2 LODs.