Thank you, unfortunately I only make trolleybuses.
Trolleybuses in Transport Fever 2 (discontinued)
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A long time ago I tried to make a model in Blender.
I took me a half year and looked pretty good however the model is over 10GB...
I stopped because my computer couldn't handle it anymore.
Now I want to proceed, what is the best way to do?
I think for starters merge the faces, but I'm afraid I lose a lot of detail.
I know Oppie also has a model, but the trolleybus which rode in my city has a lot a different details..
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The wheels are crazy. A whole bus of mine has less tris than one of your wheels. Also some parts of the roof have quite a lot of unnessecary tris. The other parts can also be improved. Whenever the "lines" are very close, you can ask yourself: how much Detail I will loose if I merge two faces?
Big flat parts can be one face ... and a rail can be done with four sides and smoothing. I admit, my buses are sometimes too rough. For comparison: the number of tris is posted at every TpF1 Mod of mine.
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Sadly the trolleybus is lost, too much things I couldn't fix
Started with a new one, hopefully more luck.
Quick question however:
Is it possible to delay one of the left and one of the right blinkers, so both left (8+13) or right blinkers (7+12) don't blink at the same time?
roadVehicle = {
configs = {
{
blinkLightsLeft = { 8, 13, },
blinkLightsRight = { 7, 12, },
brakeLights = { 11, },
And if so what should the code be for that?
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No that is not provided, the animations for the blinkers should be hardcoded.
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Thanks MaikC, sad to hear that.
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Hello,
I'm making an almost complete new trolleybus.
However this is my first mod I come this far with it.
That being said, I have a problem and a request.
First the problem; I can't see the doors from the trolleybus when looking through the windows.
I can see them when looking from inside the bus. I also had that problem with the rest of the bus, but figured out after quite a lot of time, that that was due to the material configuration in Blender.
However whatever I do with the material, it doesn't help. Any idea?
Second; because this is my first mod/trolleybus and I want to see it all the way through, I could use some help.
I finished the basics in Blender and even used some smoothing:-), but could be better.
I also have all the files linked and did some texturing in Photoshop.
I'm looking for an experience modder, who can point me in the right direction and has some time to help me.
But I would like to do the most, because I need to learn it. Who is willing to help and has the time for it?
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You can send me questions via pn no matter how many and stupid they are
Materials are always quite annoying.
For the inside windows/doors you have to use
1. no surface = no windows (cut them away) (no gloss)
2. a material with cutout = true (grid visible when darkened texture)
3. use only the outside surface and use bothsides = true in the material (don't know the exact name) (no emissive visible)
You can also send some screenshots of your model so we can see what you can improve.
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Another info about twoSided = false/true,
What does the game do with it?
It internally duplicates the mesh and flip the faces (normals)
So what is happening?
1. You have clipping errors because the meshes are of course on top of each other, which is particularly noticeable with the transparent surfaces when there are strange looking triangles.
2. Second effect, since the mesh was duplicated, you naturally have twice the number of tris (the mods of certain people, which I don't even mention, don't have 750.000 tris but insane 1.5 Million)
Summary: Using twoSided = true, is not the best idea
Thx Yoshi who explained that to me a few weeks ago
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Thanks guys,
I tried to use a seperate MTL file for the doors.That worked for me, however I got a lot of distortion, fix it a bit when colored the metal gloss map.
Before I changed to metal gloss map.
After, you still see a little disortion at the doors.
I will know improve the trolleybus a bit more and than send it to Marcolino.
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Now available in the Steam workshop.
https://steamcommunity.com/sha…iledetails/?id=2384849431
I shared some picture earlier, but here some more.
And next project, currently WIP (18m variant)
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Forgot to mention I finished the 18m variant of the Volvo B88.
https://steamcommunity.com/sha…iledetails/?id=2392729211
Currently working on the Berkhof AT18 trolleybus.
However I need some help wih the following.
- How do I get the doors turning inwards?
I tried to copy the code of the Solaris IV, but that doens't work.
It must have something to do with the .ani, but how do I created such a File? - When smoothing and applying the modifier EdgeSplit. the faces which were already round, broke. The other faces are more round. Can I set EdgeSplit on individual faces, or how can I handle this the best way?
Thanks for your Help!
- How do I get the doors turning inwards?
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I am still a modding beginner and working on my first mod...so I am not the best one to answer this. But I had those questions some weeks before and can tell you my current knowledge:
1) Some guys (like DH-106) are writing ani-files per hand (so I guess in general it would be possible to customize a suitable ani-File, if transf is your friend). My brain is missing some plug-ins to do this, so I create an animation in Blender, exported it with the FBX-Export and then saved it in the Model Editor to get the ani-File. There is a tutorial how to do this on steam (you need Blender 2.8 or newer to do this. With 2.79 I was not able the save the animation with the Model-Editor) LINK: FBX-Export. As I never worked with it I can not tell you how to do it with the MERK-Blender-Plug In (if you are using this process for Export/Import).
Btw.. There is also a tutorial for animating doors in german in the lexicon (its based on TPF1 but I think most parts are still correct for TPF2). LINK: Animate Doors
2) You have to mark the elements (eg. faces) you want to smooth and then press e.g. face>smooth (not selected elements won't be affected). Then you can play around with the EdgeSplit modifier (change the split angle to a value that works for your purpose/taste). You can also select e.g. single edges and press edge>sharp, then this edge will remain sharp (Don't forget to check "Sharp Edges" in the Split Modifier), even it is in an area you selected for smoothing (Blender shows this with pale blue marks, see picture. I tried to get the rear of my bus a little smoother but I did not want to loose the striking edges and marked those edges as sharp.). Sadly the modifier (and therefore the split angle) always applies to the whole mesh and (as far as I know / Blender 2.79) can't be applied to only selected elements in one mesh.
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Hello Dunkel,
Thanks for your feedback.
But how do I create an animation in Blender and get the code out of blender.
I know that about the smoothing part, but just doesn't seem to work.
When appling the Edge Angel in the EdgeSpilt modifier some meshes are better but some worse. I also tried different angels but without any good result.
The Trolleybus is now almost ready, but only need to figure those two things out.