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WhistleWiz edited this page Sep 11, 2024 · 1 revision

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.

Axles

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.

Brakes

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

Models

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.

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