ooow thank you so much, it look amazing, btw if this is all about italian trains, what about Venice-Simplon Orient express?
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That's very laborious one. I want to concentrate on usual transportation, as there's nearly nothing in the game for italians
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Alright. I've downloaded the wrong E424. Now I've downloaded a second one, which is much more rich in details. It still presents those long skirts at the sides, probably for texturing some details directly instead of modeling them. Maybe we should keep it as is for now. After all, it's only a prototype of what we'll make in the future.
How do you see the models with shape viewer? To me they are all grey.
I guess I'll have to rework the model a bit, especially the pantograph to have them fixed in place at the right height (maybe I can use some sort of template I've got lying around somewhere). I hope I can recycle some textures...
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Luckily in Transport Fever 2 this is all quite simple if you've once done it:
All this is done in the .mdl file.
- Bogies/axles: You basically group the files, so you have this hierarchy:
1. Body
1. Interior
1. Doors
1. Other parts like details or lights
-2. Bogie 1
--3. Axle 1
--3. Axle 2
-2. Bogie 1
--3. Axle 1
--3. Axle 2
It looks like this (german names: achse=axle, dg=bogie, anbauteile=details on the body):
Code
Alles anzeigen{ materials = { "vehicle/waggon/bboe_n28ca.mtl", }, mesh = "vehicle/waggon/bboe_n28anbauteile.msh", name = "body", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, }, { materials = { "vehicle/waggon/bboe_n28ca.mtl", }, mesh = "vehicle/waggon/bboe_n28anbauteilehinten.msh", name = "body", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, }, { children = { { materials = { "vehicle/waggon/bboe_n28ca.mtl", }, mesh = "vehicle/waggon/bboe_n28achse.msh", name = "w1", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1.29, 0, 0.534, 1, }, }, { materials = { "vehicle/waggon/bboe_n28ca.mtl", }, mesh = "vehicle/waggon/bboe_n28achse.msh", name = "w1 (2)", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -1.29, 0, 0.534, 1, }, }, }, materials = { "vehicle/waggon/bboe_n28ca.mtl", }, mesh = "vehicle/waggon/bboe_n28dg.msh", name = "body", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 7.35, 0, 0, 1, }, }, { children = { { materials = { "vehicle/waggon/bboe_n28ca.mtl", }, mesh = "vehicle/waggon/bboe_n28achse.msh", name = "w1", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1.29, 0, 0.534, 1, }, }, { materials = { "vehicle/waggon/bboe_n28ca.mtl", }, mesh = "vehicle/waggon/bboe_n28achse.msh", name = "w1 (2)", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -1.29, 0, 0.534, 1, }, }, }, materials = { "vehicle/waggon/bboe_n28ca.mtl", }, mesh = "vehicle/waggon/bboe_n28dg.msh", name = "body", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -7.35, 0, 0, 1, }, },
As you can see, the body parts are positioned at the origin (0, 0, 0). The bogies are placed on where they are connected to the body (7.35, 0, 0) (-7.35, 0, 0). The axles are placed in a RELATIVE position to the bogies, so when it is distanced +-1.29 from the center of the bogie, you place it there. The name=w1 tag defines it as an axle and the game automatically does all the rest.
Passengers are also placed easily. You have to define every seat in the train.
Code
Alles anzeigenmetadata = { ... here come top speed, availability, weight and so on ... seatProvider = { crewModels = { }, drivingLicense = "RAIL", seats = { { animation = "sitting", crew = false, forward = true, group = 1, transf = { -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 8, 0.6, 1.1, 1, }, }, { animation = "sitting", crew = false, forward = true, group = 1, transf = { -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 8, 1, 1.1, 1, }, }, .... }
In the metadata-section you might encounter a seatProvider section. Change the position values to where your seats are. The values above explain for themselves what they do. You can change the animation to sitting, standing and driving. If crew is true, this is a crew member that is always visible.
Oh and when you insert your models, please always take body at first! This makes many things easier and you can always leave the "group = 1" as it is.
All models/passengers are positioned with a transformation matrix. If you can't handle this, there are many helping tools on the internet. This site also has one, but I think it's broken at the moment due to the new database system.
We'll leave the doors for now. If you have done the other things, you might have a better understanding, which you will need as your doors are folding doors I think.
Edit: When exporting your train, you only need similar models ONCE. If you have 4 similar axles, you'll only need them once and then insert it multiple times.
My man, this is a total mess! I though the hard part was modelling, but it's not! Texturing and scripting is really like sitting on a railroad planted in vertical
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Hello!
I am trying making this work:
[Blockierte Grafik: https://i.imgur.com/K7DZu8y.png]
I've exported it with the blender plug in; I've also scripted it but as "waypoint", just to make a quick try. Mod is not working and I have few questions:
1 - why does it say the mod is "obsolete"? Looks like I've produced something for tpf1. Am i missing a step?
2 - is the game forced on .dds textures or .tga are allowed?3 - I cannot open it with Model editor even if I place the folder of the mod inside the staging area
♥
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One: it is beautiful.
Two: if you use the TPF1 .mdl exporter for blender, yes it is a TPF1 mod it is trying to do.
I asked ages ago if there was a .mdl exporter for TPF2 but I still haven't got a response.
Three: my mods are using TarGA and no problem.
Four: for the model editor problems I have no clue right now. Does it show some sort of error? It's not really for me, because I'm still new at modding, but for the other masters.
Five: I would do the following.
I would make the mod work for TPF1 (using the vanilla waypoint's files, if you need them ask me). Then I would use the EAT1963's mod converter to convert it to TPF2.
Then I would do the same but in order to make a railway signal.
This is the only thing I've come up with for now.
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One: it is beautiful.
Two: if you use the TPF1 .mdl exporter for blender, yes it is a TPF1 mod it is trying to do.
I asked ages ago if there was a .mdl exporter for TPF2 but I still haven't got a response.
Three: my mods are using TarGA and no problem.
Four: for the model editor problems I have no clue right now. Does it show some sort of error? It's not really for me, because I'm still new at modding, but for the other masters.
Five: I would do the following.
I would make the mod work for TPF1 (using the vanilla waypoint's files, if you need them ask me). Then I would use the EAT1963's mod converter to convert it to TPF2.
Then I would do the same but in order to make a railway signal.
This is the only thing I've come up with for now.
Thank you ♥
Btw model editor = can't import the model, it doesn't show up.
I think I will give a try on that sequence
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If the model doesn't show up, the error message is written in the console (the second window that opens with the model editor). Usually the same message appears as it does when the game crashes.
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With a good help, I've found errors and solved them. I hope I can publish very soon the integral pack of light signals
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We'll wait for you!
Also, when you'll publish the mod, can you tell me how you did it for TPF2? Because I still have troubles fixing mine from TPF1...
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The most important thing I can say, when you're exporting the model from blender (for istance), you have to put, in Material Tab, Train fever material > Type: PHYS_TRANSPARENT_NRML_MAP .
Another important thing to do is to add a "_1" at the end of the name of your mod's folder. Other than this, it's just a question of copying an already made model.
Write in pvt if you need help, we can speak in bestemmia language
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lol
thank you very much for the tips
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I just can see "Blockierte Grafik:"
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Wow! It looks amazing! Have you planned to create a realistic sound set? If not, I could do this for you.
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I just can see "Blockierte Grafik:"
Just click on the link! It's an imgur link, probably moderators must approve it first
Wow! It looks amazing! Have you planned to create a realistic sound set? If not, I could do this for you.
It could be good, maybe a cooperation. I really like the sound to be very realistic.
The sound set could be shared with the E636 DMA mod, as the E636 got same engines and same things as the E424 (that is just a compressed version of the E636).Starting to talk about it, your locomotive BBÖ 1170.2 / DRB E45.2 / ÖBB 1245 has really close engines sound
By the way, this model is just a modification of the dma e636/hz1061 set so it will available on that forum!
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Good. I like how collaborative you are ♥
Another sound needed is the air compressor, as a stand by sound - when the locomotive is stopped - to proc (not to play all the time)
Here it is
Externer Inhalt youtu.beInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.I think I can handle it; I must learn how sound config works, as I didn't totally know how to mod since 10 days ago
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Phew... It's somehow possible to create a compressor sound, but I don't know how. Modwerkstatt has done this with one of their vehicles: https://modwerkstatt.com/downl…110-br-140-br-141-br-150/
If anyone else likes to get my soundsets, feel free to contact me.
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My E11/E42 has compressor sound, since it is not possible to play it only while standing only (no trigger), it just plays every minute.