Down Ramp / Dive Junction Project
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And sometimes it really depends, there are some really heavy slopes around the rhine tracks, like here:
Tunnel St Goar
Yes, but it's rocks, not terrain, so UG should distingue the two -
@Enzojz Nah can't use the bridged tracks, but just use a normal track and add model underneath.
My aim for elevated station is to maximize the passable space under the station, so bridge is the only choice. For this pillar reason, I have to make real pillars so that people won't consider it a bug.
What if you like building depots. I think my bridge/tunnel ramp designer has other use cases then your mods.
I want to build tracks near city houses for my underground station, so "cheating" by script isn't an option for my use case.
Speaking of underground station, I found the games haven't open any interface to customize the tunnel, sad news.Also it will be interesting if there's a mod to make aligned tunnel entries with station tracks.
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Hmm what do you mean ? so this is not what you meant ?
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I mean the tunnel..the tunnel isn't modable.
That means we can't do real underground station, since the platform will not be visible.I don't know if we can make raw underground tracks via mod.
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If it works ok with attached snappoints and that the whole tunnel starts below ground level, well then I can finish my ramp designer.
As soon I try to create a track / tunnel combination at say -12m the engine will show terrain or tunnel entrance collisions.
My Tunnelstation (not released yet) or better say all purpose station (on ground in can be build in a slope, the street connector can be moved at the edge)
Moderner Bahnhof mit mehr Bauoptionen
I don't want to create new tracks only for tunnelstations, adding new track types, bridges or other stuff may change tracks/bridges in player savegame or sometimes crashes the game.For me, it's the problem to create a working multitrack downramp (maybe with curve option) so I can go back to work on my station
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dannyt:
As far I know, this "tunnel" is the entry, which is customizable, but not the tunnel walls. So far I haven't find the model file for tunnel walls.@'eis_os:
Can we see the platform in locomotive view in this case?I have archived the multitrack downramp with script, now it's fully working, but if we can have access directly to game folder will be better, anyways, it is working with original station configuration files.
I have just noticed filefilterutil.lua, don't know if it can help me.
Curves station needs lot's of work however, you can't do it based on existing mdl, since the matrix is only for affine transformation, while in curved case, you need perspective transformation
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Enzojz: Stop doing double posts, use the edit function, reduce the quote usage. It's hard to follow. This is my last warning, had to merge posts again.
Enzojz: Follow the link, the third picture (last one in the post) shows the tunnel walls from the locomotive standpoint. It looks bad.Filefilters are defined in your mod.lua file, via addModifer. See the no cost scripts as example.
The tunnel hull is defined at the track config file. I do have a modifier to set the tunnelhull material to transparent via modifier. But this is a global change so this means for all this track. TpF has no model of a tunnel or a separate tunnel type. You should be able to select the tunnel entrance type via edgeType parameter like bridges. And connecting two edge definition with snappoints (one with tunnel and the other with normal tracks) underground creates collisions with tunnelentrances TpF creates.
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Maybe you can make a new type of track. Then it is possible to change the material of the tunnel hull. After that you change the aivabiltiy to an date like year from 1800 and yaer to 1801. So the track will not appaer in the user interface and you can use it for the skript. It's not he best way but it could work.
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It seems not too bad so far
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i'am already working on this modell's
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i'am already working on this modell's
I have planned more than the model, the model itself takes just 15 mins to be done.
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@kaleut1988
I started this morning, and so far have already implemented for any angle requested, via GUI it is between 10° and 90°, and between 1 and 6 tracks for both upper and lower track, if you want you can have as many tracks as you want.
Now I an attacking on the raising part and also next is curves.
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Not bad I have seen this on workshop -
Simple as I can be, next target is to archive curves both on upper and lower side.
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I am impressed by the work done by you guys. Now that Enzojz made a new thread, you guys should continue your great work over at that thread @ Concrete Flying junction with curbes
We will continue down ramp / dive junction investigation / discussion here (all related tunnel type) !