Oh yeah! Love it!
A "general" car pack with a mix of different cars would be great. Comparable to the one one Steam, containing the Vanilla cars with selectable color and era.
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
Oh yeah! Love it!
A "general" car pack with a mix of different cars would be great. Comparable to the one one Steam, containing the Vanilla cars with selectable color and era.
Very nice....... looking forward to that.
The T3 should be available soon, there is room for improvement but looking forward to your feedback.
Meanwhile the line increases; Colour and Car pack are about done and for a Taxi Pack some nice content is coming;
Love the taxi variant! Great job
After installing your mod, the vehicles will look like in the photo.
Applies to both categories and all vehicles.
Why 2 different categories for the same vans?
Seems I made a mistake and have mixed the construction files, there should only be a colour choice for Ivory white at this moment. Will fix it and update you.
I opted for 2 items in the assets to reduce the complexity for the construction files, as in the upcoming Colour pack the choices won't all be the same for the Caravelle and Transporter.
joschiblue I've fond the cause and resolved the issue. The revised mod is now available for download. Thanks for informing!
I opted for 2 items in the assets to reduce the complexity for the construction files, as in the upcoming Colour pack the choices won't all be the same for the Caravelle and Transporter.
Ah ok. that makes sense.
joschiblue I've fond the cause and resolved the issue. The revised mod is now available for download. Thanks for informing!
I'll test it, thx.
Now it works.
I've uploaded the colour pack. So that should be available shortly.
There is one strange thing I can't explain nor regenerate; I bought a batch of 84 Transporter, one of each available option, for a few of these vehicles the rear windows aren't transparent. When I buy a single one of each of these the vehicle shows as expected. For the asset I do not see any occurrence of this. So most likely it has to do with the large number of vehicles bought or sent out all at once.
I wonder if you will see the same.
See the side window of the yellow one, the first comes from the big batch, the second was a single purchase. Also on the green one it's not as supposed to be, not directly bad though
You have certainly used the same material for all glass surfaces, I´m sure.
It would be not without precedent to have things like this explained by LOD issues, especially with windows that are there only on some versions of the model. Is the window set up to be transparent also in the higher LODs? And is the problem the same irrespective of camera distance?
You have certainly used the same material for all glass surfaces, I´m sure.
It would be not without precedent to have things like this explained by LOD issues, especially with windows that are there only on some versions of the model. Is the window set up to be transparent also in the higher LODs? And is the problem the same irrespective of camera distance?
Yup all windows have the same material in all the LODs. The various versions have distinct meshes so also should not be the influence.
I'm looking if there is perhaps a consistency in the colour the windows get. All models are named bko_model_nn where the nn goes from 1 to 27. Each for a different colour. Maybe the cause could be that the numbers below 10 are single digit ?? However if so I expected such to be appear for the assets more than for the driving vehicles.
Hm... the naming should be no issue here, and generally I have never seen one single part bearing the same non-structured material step out of line - with my aircraft, there is usually a lot of passenger windows and they are either all transparent or not without any funny guys among them.
An effect like what You show there could be caused by the MGA map, a bit depending on materials. If You use a dedicated glass material for all windows and keep them as separate parts, this ought to be no issue. But if You use a transparency map on a common material, a MGA map might well dull down the glass to achieve a similar effect. Any point in looking further in that direction?
Thanks for your work on the VW T3. Because of the few car models, this is really an asset. Would it be possible to make a German police version? So far there is unfortunately only one German police car for TPF2.
(Translation is from Google, my English ist too bad)
Hm... the naming should be no issue here, and generally I have never seen one single part bearing the same non-structured material step out of line - with my aircraft, there is usually a lot of passenger windows and they are either all transparent or not without any funny guys among them.
An effect like what You show there could be caused by the MGA map, a bit depending on materials. If You use a dedicated glass material for all windows and keep them as separate parts, this ought to be no issue. But if You use a transparency map on a common material, a MGA map might well dull down the glass to achieve a similar effect. Any point in looking further in that direction?
Both the glass mesh and material are separate. The versions with less windows have their own meshes, but share the material.
Below I'll include some code. I haven't yet tried buying again all vehicles at once, it doesn't ruin the vehicle, you can even say it's just another variant.
It mainly makes me wonder ... how ???
in the mdl of the version with side and rear window:
{
materials = { "vehicle/bko_vw_t3/glasstinted.mtl", },
mesh = "vehicle/truck/bko_vw_t3_transporter/t3_glasstia_lod0.msh",
name = "t3_glassti",
transf = { 0.10, 0, 0, 0, 0, 0.10, 0, 0, 0, 0, 0.10, 0, 0, 0, 0, 1, },
},
In the mdl for e.g. the closed one this is:
{
materials = { "vehicle/bko_vw_t3/glasstinted.mtl", },
mesh = "vehicle/truck/bko_vw_t3_transporter/t3_glasstic_lod0.msh",
name = "t3_glassti",
transf = { 0.10, 0, 0, 0, 0, 0.10, 0, 0, 0, 0, 0.10, 0, 0, 0, 0, 1, },
},
the material is;
function data()
return {
order = 0,
params = {
albedo_scale = {
albedoScale = { 0, 0.28000000119209, 0.42599999904633, },
},
alpha_scale = {
alphaScale = 1,
},
alpha_test = {
alphaThreshold = 0,
cutout = true,
},
fade_out_range = {
fadeOutEndDist = 20000,
fadeOutStartDist = 10000,
},
map_albedo_opacity = {
fileName = "models/vehicle/bko_vw_t3/glasstinted_albedo_opacity_0.tga",
type = "TWOD",
},
map_metal_gloss_ao = {
fileName = "models/vehicle/bko_vw_t3/glass_metal_gloss_ao_0.tga",
type = "TWOD",
wrapS = "REPEAT",
wrapT = "REPEAT",
},
map_normal = {
fileName = "models/vehicle/bko_vw_t3/glass_normal_0.tga",
redGreen = true,
type = "TWOD",
wrapS = "REPEAT",
wrapT = "REPEAT",
},
normal_scale = {
normalScale = 1,
},
polygon_offset = {
factor = 0,
forceDepthWrite = false,
units = 0,
},
two_sided = {
flipNormal = true,
twoSided = true,
},
},
type = "PHYS_TRANSPARENT_NRML_MAP",
}
end
Thanks for your work on the VW T3. Because of the few car models, this is really an asset. Would it be possible to make a German police version? So far there is unfortunately only one German police car for TPF2.
(Translation is from Google, my English ist too bad)
Yes that will follow, Police and Fire vehicles are on my to do list in at least German and Dutch versions. An ambulance is somewhat lower on the list but.
One other thing could be of interest here.
This line seems to indicate that You build the parts at 10x scale - they are scaled down to 10% along all axes here. Is it possible that "t3_glasstia_lod0.msh" has been exported at another scale than "t3_glasstic_lod0.msh", i. e. that You ran "Apply Scale" on either of the parts before exporting?
One other thing could be of interest here.
This line seems to indicate that You build the parts at 10x scale - they are scaled down to 10% along all axes here. Is it possible that "t3_glasstia_lod0.msh" has been exported at another scale than "t3_glasstic_lod0.msh", i. e. that You ran "Apply Scale" on either of the parts before exporting?
Thanks for thinking along.
I build the models in Autodesk's 3D VIZ 4, a legacy product I'm using almost since it's release, simply never got a chance or real need to update to newer versions. I mostly, also here, draw 1:1 scale then export using 3ds (not the newest version) to Blender. I don't like Blender very much so do as little as possible with it. Therefore I actually draw the models on different axles and accept blender changes the scaling as long as it does such consistent). The end result in TpF doesn't seem to be to bothered with this method, so I can work around Blender but still I need it to create UV maps and an export to .fbx format. Both of which are not features in my good old 3D tool.
All .tga files of the material are by the way plains;
The first batch of branded T3 is getting content, only Caravelle at the moment; one or two more and then I'm on to painting some Transporters. The license plates I'll adjust add the end.
Let me know if yo have ideas.
Greeting, Gruss,
B|ko
Hey my very first mod just has been (re-)approved, it's a Jaguar SS100, though I do think I have some maintenance improvements noted for that. But it is a model I really like, so looks like I'll need to free some time to upgrade that for all of you too.
So great! Thanks! Having a variety of different cars makes it even more fun to play around with that game and have also cars driving and not only trains.
Especially as assets they are essential to liven up the scenery.
Thank you very much for those cars, especially for thos young- and oldtimers.