Beiträge von Anachron13

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    I may have misinterpreted what you are trying to achieve with your mod, i was purely talking about game balance. I agree with you about commuter train and standees, but as much as i would like a Z8100 with it's full compliment of passengers i think it's a bit over the top for the game (~570 passengers for a single unit using your calculation rule).


    About the tga to dds conversion, i would like to know what you are using. While i can save DXT5 files (for albedo opacity) and DXT1 files for dirt and material using paint.net, i haven't found how to convert normal map to the proper 3Dc format. And on the contrary of what you seems to believe, i have installed everything that is listed in the lexicon article, but the nvidia texture tools is the only one i could get to work properly. And it seems i'm not the only one as @OlaHaldor say in is steam guide that i quote :


    I have tested three different converters, but only one of them could do the job properly. By properly, I mean: Transport Fever did not crash.



    This plugin require Photoshop.
    Get the nVidia Texture Tools for Adobe Photoshop here

    So, i definitly may have missed something here, so i you have a better solution than using photoshop, i will be very interested in it :)

    Hello,


    It seems to me that comparing the capacity with the number of seats in the mdl file is a bit of a shortcut. In the case of my Z 8100, it only have 312 seats but a capacity of 580 in the mdl files. The Z 8100 being a commuter train it has a lot of standing places and not so much seating places. The real train in it's original configuration got only 312 seating place + 118 folding seats for 850 places. Given the ig capacity, i don't really see the point of adding the standing places and folding seats in the mdl file.
    My value are close to the 1/3 standing passengers rules but it make no sense in extreme cases. I have keep the same capacity between the old and renovated version in my mod, but by this rule logic, the renovated one would have a less capacity than the original ig because they removed seats to make more room for standing people (280 seats but more total capacity) .


    The topic about wrong values compared to real one is also not so simple. In the case of my CC6500, i have a long talk with people knowing this locomotive to see what i should use as tractive effort. Because of technology used at this time and the constraint of 1.5V DC the CC6500 only have a starting tractive effort of 208kN (limited by max current at the catenary), but unlike the performance model of TpF, the tractive effort will go up when the loc start running to around 300kN. So i choose a 320kN starting effort which is not the real value but seemed to fit better with TpF.


    And finally about the tga/dds conversion, i think that there is more than lazyness. I have a photoshop licence at work i can use to convert textures, but i haven't found a way to have *working* dds textures without it (i couldn't get any of the alternative to work for all types of textures). And photoshop is certainly not free, so i can see why people stay in the TGA format.

    Hello,


    @Skiwee : Your guide was a great help to start, but something is still missing for a proper implementation of custom logo. Copy pasting uv0 to uv1 work but it make the logo use the wrong uv map on the normal and dirt map, making weird result when you actually look closer.
    For ex. :

    Seems to be working fine, but if you look closer, you can clearly see that the uv of the normal map is wrong :


    I have found the same issue on many mods, except for the Vectron of @mediziner which may have the solution to this problem.


    Any help would be greatly appreciated!


    Thanks.

    Hello,


    gain is the "volume" of the sound, while pitch is the "speed" at which the sound will be played.
    The first gain and pitch will modify the first wav (diesel_old_drive), the second one will apply to steamer_idle.wav, etc ...


    For Train Fever, the wav files needed to be mono and 44.1khz to work properly, i'm not sure if this is still the case.


    Beside the wav file, what you may want to modify is the value of the gain/pitch lines. For the first gain line :

    Code
    gain = soundeffectsutil.sampleCurve({ { 0.0, 0.0 }, { 0.025, 0.5 }, { 1.0, 1 } }, input.power01),


    "input.power01" means that the values will be based on power, you can also use "input.speed01" to base effect on speed instead.


    {0.0, 0.0} : The first number is the amount of power (0 is 0%, 1 is 100%) in this case, would be the speed if you use input.speed01. The second one is the gain of the sound file (you can go above 1 for this one). It mean that at 0 power, the volume of _ship_diesel_old_drive.wav sound will be 0%.
    { 0.025, 0.5 } mean that at 0.025% power, the volume will be 50%
    { 1.0, 1 } mean that at full power (100%) the volume will also be at 100%
    You can add more sounds points if you want. The gain/pitch will be modified proportionnaly by the soundeffectsutil.sampleCurve function between the point you manually fixed.


    Here is an exemple of what i did for my Z8100, as i wanted this sound to be hear when at slow speed but only when accelerating. :


    I'm not really sure about refDist, but i think it's the distance from which the sound volume start to decrease when you move the camera away.


    Hope this help.

    Hello,


    I'm upping this post because i have the same issue. I can't get the openDoors sound to work. The closeDoors sound is played when the doors open instead, and again when the doors close. If i remove the closeDoors event, i have no sound at all both when closing and opening.
    I also noticed that in the waggon_modern.lua and waggon_old.lua files, the sounds and the event are mismatched. As you can see in you quote of the original TpF file, the sound labelled closedoor is used on the opendoors event and vice versa.
    I did a report on the steam forum as i couldn't find any information on this issue.

    If you use different versions in the same game, you can just remove the "audio" folder from the Ostseefever repaint. If you use only this one, you will have to copy the folder from another version.


    As the sounds files have the same name in every version, the last one you activate will override the sound of all the other versions, this is why one repaint remove the sound of all versions.

    Hello again,


    I'm sorry for the double post but i feel it is important that people having issue with the sound get the notification (and this is mod update related :) ).


    After a look at the files, the sound issue could be caused by the NXG version which have an old test audio config file. Removing the sound_set folder of this version may resolve the issue.


    For some reason it seems that TFMM name the folder after my name instead of Fred1960 althought i'm only listed as co-author, so for users of TFMM the folder to remove should be located in Train Fever\mods\anachron13_bombardiertalent2nationalexpress_1\res\config.


    If someone could give it a test and tell me if it work or not (you can pm me if you want directly a modified test version).


    I also noticed that there is a few leftover sound files, i will see with Fred1960 for cleaning up the folders for the next update.


    Update : See my next post (#196)

    This may be caused by a bug i noticed but didn't really take the time to investigate.


    I had this case recently, i installed the citaro pack available here using TFMM 1.0.170. I launched the game, added the mod and started playing. I then quit, add an unrelated mod in TFMM, and launch the game again, and get this result :



    Edit : forgot to specify that it work fine if you remove the mod from the save and activate the same mod with the different name.

    Military material is just that, material. I'm not sure why people get offended by it. I can eventually understand for generation that where directly concerned but there is not much left of them now. I will speak about planes because i know them better than train, but even if i had (french) family under the fire of german planes, i still like the Messerschmitt Bf 109 or Focke-Wulf Fw 190 as planes. The fact that i disagree with the use that was made of them is irrelevant.
    Anyway, you do a really great work @Cadoras, and i would like to see a leopold ig for the sake of diversity and because i like the look of them.

    I updated blender to 2.77a but it seems to still work.


    @Merk : just curiosity, but i still fail to get the use of the ui only import. Does this mean that it import the miniature file and when you export the model it is reexported with the same file you imported ? what is the point if you already have the ui file? I'm probably missing something here :)


    Edit : my bad i get it, it does not import anything, it generate the ui file from the model, very useful indeed.

    Hello,


    My german skills being what they are i'm not sure what is the point of importing the ui only, but i did some tries with blender 2.76b and the addon in 0.4.16 version and it seems to work fine on the random models i tested. What model are you trying to import? Have you tried with other model to see if it is related to this particular one?