Beiträge von InfinityRibbon

Willkommen in der Transport Fever Community

Wir begrüßen euch in der Fan-Community zu den Spielen Transport Fever und Train Fever, den Wirtschaftssimulatoren von Urban Games. Die Community steht euch kostenlos zur Verfügung damit ihr euch über das Spiel austauschen und informieren könnt. Wir pflegen hier einen freundlichen und sachlichen Umgang untereinander und unser Team steht euch in allen Fragen gerne beiseite.

 

Die Registrierung und Nutzung ist selbstverständlich kostenlos.

 

Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.

Das Team der Transport-Fever Community


    Well that's good news!

    I'm happy that this is going on nicely.

    I'm studying heavily in this period (hoping that the universities will reopen soon!) and I wanted to say thank you for all the work. The most I've done is just to open this thread that helps organise the work for mods through multiple modders.

    I hope that one day I'll release my own mod!

    Keep the good work up, now I'm off to fix the buffers mod for TPF2.

    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.

    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...

    Hello there. So I've finally found a way to have the models working. I've lost my mind a quite bit, spending a good part of an evening to find out what the problem was.

    Here is a tutorial on "How to convert .s files to 3ds -> Blender" (also for personal use)


    -1 : Ask the permission to the modder.

    0 : Be sure to have Microsoft .NET Framework 1.1 installed

    the next programs are fairly old and those are written in that language. You need this otherwise they will not work (guess where I've lost my mind!).

    1: Download these 2 programs: "Trainsim Zipper" and "Shapeconverter"

    these are somewhat difficult to find, but they are free to download

    2 : Download the mod you have the permission to download.

    3: Open the Zipper and set the upper box to "UNICODE", then drag&drop the mod's folder wherever you feel like inside the the Zipper's window. The ".s" files are now uncompressed (to re-compress, put the files again in the window as before).

    4 : Now switch to Shapeconverter. Using it's tool select the (uncompressed) ".s" file wanted. It will be converted into a ".3ds" file.

    5 : Autodesk ".3ds" files are importable into Blender by default, using the "import" functionality.


    And work starts form here! This model is a work of art for me and represents my target as a modder.

    Now I'll see how to attach the textures (already available) to this beast.


    See you later!

    This is great! One problem though. I have his models for the E424, but it's in a format that nothing can open it. I'll share it here (also because I have carte blanche over it) so that someone can understand why I can't open it. I've just downloaded official copies of AutoCAD and 3DS Max and they give me all sorts of errors. Come on! My PC is brand new!

    Anyway, Renzo shared some useful programs to convert .s files directly from MSTS to Blender. It's a ridiculous 3-step process that I'll share when I'll have mastered it.

    The attachment has the infamous file. Please look for a way to crack open the damn thing. There were also the textures, but the .rar file would be too big for the post.


    See you soon!

    Good news, crew!

    I have talked to Renzo and he is happy to give us any model of his collection we want! I am now trying to convert the E424 as a test, then we will decide what we should convert. It will be a long journey, but way shorter than starting from scratch. Another bonus is that he is giving the raw models and textures, so we do not need to convert the files from the funky MSTS file format (for instance I have no idea how to open .s files).

    I'm so excited I haven't even opened the files, I hope they are already animated.

    See you later!


    > changed title thread to: Italian Project Hub: WIP E424 (from MSTS)


    Don't worry for the Ale 660, it will be back when I'll have more experience with texturing and stuff.


    Also: this

    Wow, this is all coming together pretty nicely! Actually faster than I thought.

    For custom sounds, I could try to record some since I usually take that very same train every week. Tell me how you want them and I'll try to record.


    Also, since I can't figure out my mod's problem, I'll overhaul it myself. Is there an exporter for Blender like we used to have for TPF1 or it's fine to use the old one?

    This is really killing my workflow and delaying my release for the Buffers mod for TPF2.

    Wow, this is all coming together pretty nicely! Actually faster than I thought.

    For custom sounds, I could try to record some since I usually take that very same train every week. Tell me how you want them and I'll try to record.


    Also, since I can't figure out my mod's problem, I'll overhaul it myself. Is there an exporter for Blender like we used to have for TPF1 or it's fine to use the old one?

    A little update: I'm trying to convert the buffers mod for TPF2 to have the ultimate infrastructure experience.

    I'm a little stuck as my mod crashes whenever I lay tracks/build stations on a blank map, or railways are already present.

    Once finished this, I'll contact ildeposito's author to have some clues.;)


    UPDATE: so apparently the problem with the buffers mod (I'm trying to use the Mod Converter for an easy job) is that "Required key not found: 'ballast'"

    What does it mean? this is the last error to fix in stdout.exe.

    Credo che la community italiana non sia sufficiente per implementare la lingua. Il gioco è di una compagnia svizzera, e la maggior parte dei giocatori è tedesca, austriaca e svizzera (contando anche, forse, una buona comunità inglese).

    English is international, and I'd like to keep it that way as I'd be limiting the amount of help and inclusion needed to keep the project and the thread alive.;)

    Don't let yourself down! It seems like a good start! Practice is key, and I don't think anyone will be disappointed if the quality isn't really top notch. After all it's your first mod (I'm working on my second one and I'm feeling just like you).

    Actually, I'm probably in the same situation: even if I make all of the UV mapping and texturing (ugh) I still won't know how to organize all the models, I still don't know how to code the damn thing in the game. I guess if we can overcome the top of the learning curve the other mods will be a little bit easier each time we try.


    DomTrain, I've commented your Steam mod the way I said before.