Bogies for Stadler Wink
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
-
-
MaikC
Hat das Thema aus dem Forum Modding Allgemein nach Modding Allgemein verschoben -
Hi Jesporo01, I hope I got you question right. If you want to use "fake bogies" (like selected in the screenshot) you will have to define them manually in the model editor or directly in the mdl. Ich you are looking for "(regular) bogies" the model editor/game will recognize them automatically for each node that contains axles (bogie name will be the node name). You will allways have to define axles in the model editor or manually in the mdl. I don't know if it is possible export nodes (child/parent) with the fbx file (never done this but maybe someone found out to do this?).
Since your mod is already very far developed I assume you know the info from Urban games but to be sure here is the link to the topic in the modding wiki: https://www.transportfever2.com/wiki/doku.php?id=modding:vehicleadvancedtopics&s[]=fake&s[]=bogies#fake_bogies
-
-
Now i have the following problem. The Wink consists of 2 head carriages and a power pack (middle). I checked everything that belongs to a Multiple Unit. all metadata such as year of manufacture and emissions are all equal. However, it is not visible when I activate the mod and start playing in the correct year. What could be the problem?
-
Take a look in the stdout and look for something like "stadlerwink.mdl is removed" mostly with a decsrciption about a error. Sometimes the models are visible in the model editor but the game throws them out because something is wrong.
-
-
And the lights don't seem to work. i defined them in de modeleditor, with the emmisions on the textures. is it because i put windows over the headlights?
-
-
Likely these two phenomenas (scale and rotation axis) are both related to the issues that are common when importing blender fbx.
Did you check this guide for the export parameters?
https://steamcommunity.com/id/…tion=guides&appid=1066780 -
This is a good tutorial, I did every step. But now the whole modeleditor crashes when i save a imported FBX
-
Vandaag ben ik verder gaan werken aan de Stadler Wink. Ik heb het probleem van de crashende Modeleditor kunnen achterhalen. Ik heb een FBX-bestand geexporteerd zonder de draaistellen. Nu kan ik het model opslaan en gaat alles goed. Kan het zijn dat de parenting in Blender fout is? Kijk hiervoor het plaatje. Graag hoor ik van jullie.
Today I continued working on the Stadler Wink. I was able to figure out the problem of Model Editor crashing. I exported an FBX file without the bogies. Now I can save the model and everything is fine. Could it be that the parenting in Blender is wrong? Look at the picture for this. I would like to hear from you.
-
-
-
-
Code
Alles anzeigen{ materials = { "vehicle/train/EMP_Stadler_WSMZ/MOB_CJ_Base.mtl", }, mesh = "example.msh", name = "GFN", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -0.28451564908028, -0.020830070599914, 0.60066467523575, 1, }, }, { children = { { materials = { "vehicle/train/EMP_Stadler_WSMZ/MOB_CJ_Base.mtl", }, mesh = "vehicle/train/EMP_Stadler_WSMZ/Drehgestell_lod1.msh", name = "Drehgestell", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -0.015241393819451, -3.1137721290264e-09, 0.060917470604181, 1, }, }, { materials = { "vehicle/train/EMP_Stadler_WSMZ/MOB_CJ_Base.mtl", }, mesh = "vehicle/train/EMP_Stadler_WSMZ/Rad_lod1.msh", name = "Rad", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1.0034737586975, -1.0612023260137e-07, 0.10555915534496, 1, }, }, { materials = { "vehicle/train/EMP_Stadler_WSMZ/MOB_CJ_Base.mtl", }, mesh = "vehicle/train/EMP_Stadler_WSMZ/Rad_lod1.msh", name = "Rad", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -0.98868250846863, -1.0612023260137e-07, 0.10555915534496, 1, }, }, }, name = "GRP_Drehgestell_hinten", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -3.2933921813965, 0, 0.29401969909668, 1, }, }, { materials = { "vehicle/train/EMP_Stadler_WSMZ/MOB_CJ_Base.mtl", }, mesh = "example.msh", name = "GFN", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -0.28451564908028, -0.020830070599914, 0.60066467523575, 1, }, },
Are the axles deffined?
I am not sure but i think the bogie is deffined as axle.
Code
Alles anzeigen{ axles = { "vehicle/train/EMP_Stadler_WSMZ/Rad_lod0.msh", }, backBackwardParts = { }, backForwardParts = { 86, 87, 105, }, blinkLightsLeft0 = { }, blinkLightsLeft1 = { }, blinkLightsRight0 = { }, blinkLightsRight1 = { }, blinkingLights0 = { }, blinkingLights1 = { }, brakeLights = { }, fakeBogies = { }, frontBackwardParts = { 88, 85, 104, }, frontForwardParts = { }, innerBackwardParts = { }, innerForwardParts = { }, }
-
That was the trick, again thanks! now only the axles rotate like an helicopter. but thats another thing. I think it has to do something with blender, and i have read something about it, turning it 90 degrees in edit mode and then in objectmode
-
STRG+A, applyRotation (in Object Mode)
I would like to see pictures of the interior.
-
Btw, you can use # in node/mesh names of your blender scene to attach comments to the names. E.g. bogie_front#001 will end up as bogie_front after import.
-
EMP the interior, as far as i found it detailed enough for the game
The bogie helicopter problem is solved. I rotated the axels in Blender on the x axes to 90 degrees, then in editmode rotated it back, so it would look how it should. Now thats solved! Now the lights of one of the carriages doesn't work.
The lights in the modeleditor work, and their defined in the metadata.
But in the actual game, they don't work, in both directions. The carriage in the back (with one door) works fine in both directions...
This is the carriage with the problem, the light work in the Modeleditor. But in the game they aren't visible. I defined them in the metadata as Backward End Lights (23 and 24) and the frontlights as Forward lights (25, 26 and 27)
Moderator Edit: Triplepost merged. Please note the forum rules.