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Das Team der Transport-Fever Community


  • Hi there,


    I am new to TF, and I would like to model some models for it. I am working with 3DS Max.
    I am making a steam locomotive model for in transport fever. However, I cannot find that many information about how to export from 3ds max and how to get it working in the game? Anybody that can help me out. Is there something like an asset editor ?
    Also regarding textures, can I have multiple texture files for 1 model, and what is the best format the export them in.
    Also I would like to have more information about animation for TF, like wheels. I am familiar how to animate in 3ds max .


    Thank you!

  • Hi Erikk


    I'm glad to hear that. There are also other modders that work with 3dsMax. They can help you better, because I use blender. Not because it is good, just because it has the export tool.
    That's why a lot of users of other modelling programs export the meshes to blender at the end, because ot this tool for TF (means Train Fever, Transport Fever is normally TpF). But TF and TpF have the same file-structures, so it works anyway.
    You can have as much textures as you want for one model. It is even possible to have more than one texture for a mesh. The best format ist .dds. Depending on the kind of the textures there are several formats recommended.
    Wheels need no animation in TpF, they just need to be set as wheels or axles in the .mdl and then they will turn. Important is, that the origin is in the middle of the wheel and the axle is on the y-axis.

  • Hi Seamon,


    Thanks for your answer. Yes I gave an export to blender a quick try by exporting it as an OBJ file, however it something very weird happend with my model in blender. Everything looked very round and smooth. Nevertheless, I hope there is somebody that can help me out who is also using 3DS Max.
    Are there any other things that I should bear in mind regarding modelling for TF. Things it can not handle or so?
    And regarding animation, how about those rods that drives the wheel, is that also regulated by the game itself? Do I need to script that?

  • This round and smooth effect can be made with blender ... and it can also be turned off. There is also the possibility to have parts of the mesh smoothed and the other flat.


    There are a lot of things TpF can not handle, but there are also a lot of things it can handle. You must be concrete. Most things it can handle.


    The connecting rods must be animated. How to do it you find here (unfortunately for you, it's in german).

  • Hi Erikk,


    I'm also one of those users who use unusual tools (C4D for me). But thats no problem if your tool can export to OBJ files, and use some specific options for those files.
    For myself I'm using BR146's Converter tool: Train Fever Converter (BR146)
    Just have a look at the export settings mentioned by him - I had to search a while to find them in C4D (like Triangulate isn't an export setting, but a normal function of C4D).
    Also your tool might have another coordinate system then TpF, just keep that in mind when you're generating your rotation matrix in TpF or use the right settings for the converter.


    Regarding animations: They aren't done in your tool, but rather in the generated .msh files for TpF (have a look at the files top section). There you can rotate and translate the mesh (so sperate differently animated meshes from another).

  • Hi Wizz3RD,


    Thanks for your information. So if I am correct I have to export my model as an OBJ file, then use the converter to convert it to an appropriateTpF format? And it will work as well if I export it to Blender and then use blenders TpF export plugin?(which plugin should I use)?
    Does it matter if I export it to blender as an OBJ file or FBX? It actually looks a lot better if I export as a FBX file.


    Thanks :)