Beiträge von Tattoo

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Das Team der Transport-Fever Community


    I made this model back in 2009 for Locomotion and thought, ‘Hey, why not convert this over to Train Fever?’ So I started working on it again. The models were just cut up and V-Ray color added to render the sprites. Now I have to map all the models and create textures for them which will take a bit. The panto will be the most tedious.


    Here’s a side shot of it. I’ll post a couple more later.


    [Blockierte Grafik: http://i.imgur.com/WR8IGQJ.png]

    Here's a coupler I made and use for my stuff. I'll share it with you if you like. It is setup at the correct height for US trains. Let me know and I'll post it for you or anyone else can use it. It's high poly but you can always cut them down if needed. I cut them down some for the one that's textured in the image.


    [Blockierte Grafik: http://i.imgur.com/E5x8Lgt.png]

    You want for one mesh multiple textures! And not like first thougth for multiple meshs (with one texture each) :whistling: . Am I'm right? On wednesday I will think about, how I could implement this.


    Yes. The models I'm doing use 6 or more textures and I'm trying to convert them the same way. Here's the files you asked for. It's just 2 small meshes attached together but with 2 textures, 1 for each mesh. I also gave you one of the engines in the screenshot above that won't convert using yours.

    Dateien

    • Exported.zip

      (992,82 kB, 294 Mal heruntergeladen, zuletzt: )
    • Gp40_Gm50.zip

      (194,95 kB, 240 Mal heruntergeladen, zuletzt: )

    You can use multiple textures. Just create as many mtl-files (TrainFever ones, not those from Wavefront) as textures your using. Then open the msh-file with any text-editor. Change the path/filename at materials = { "abc.mtl", } for each mesh and save. This should work. But you may have to look, which mesh uses which material - try and error should work at a low mesh count. A comment will be added when I have time.


    (You also can take a look at: res\models\mesh\industry\saw_mill_1850_lod_0_refinery_saw_mill_old.msh)


    Thanks for the reply but the .mtl file is not the problem. I found out about them from the train station, lod_0_small_new.msh. The problem is the .obj won't convert properly. To test, I used 2 textures on 2 parts of a steamer I'm doing and after converting the .obj file, only one mesh show for one texture in the viewer. The other meshe for the other texture is not there. Even when I create a .mtl file when exporting from max. And it gets a name like this, 2_$MergedNode_0.msh. The .obj is named 2.obj. It says merged but only one part is there.


    The other engines I did used multiple textures but I just made one at 2048x2048 and fit them all in it and remapped the model but I was hoping to not have to do that. I'll try again another time or when/if someone can tell me how to do it.


    I used the other converter too BR146. I couldn't get your to convert obj to msh. It worked to back convert TF files tho.

    I've also been wondering about using multiple materials on a model as well. I back-converted a train station to see how if I can figure it out and found that the station had multiple textures assigned to it and tried to do one myself but it didn't work, again using the other converter. I was hoping to get a vehicle to use multiple textures but right now, is impossible.

    Ich habe eine Frage und eine Bitte zu dem veröffentlichten Tool:Frage: Wie benutzt man ein Mesh mit mehreren Submeshes richtig? Ich habe es mit einer 0 bei den Matconfigs in der MDL versucht (so wie bei den Bäumen), wie auch mit so vielen, wie Submeshes vorhanden sind. In beiden Situationen stürzt das Spiel ohne Fehlermeldung ab, sobald mein (vorher funktionierendes) Gebäude ins Sichtfeld kommt. Bei einem einzelnen Submesh funktioniert alles bestens.Bitte: Könntest du die Achsen so umberechnen, dass bei einem Right-handed, Z-up System die positive Y-Achse im Modeller die positive X-Achse im Spiel ist und die positive X-Achse im Modeller die positive Y-Achse im Spiel ist? Es lässt sich doch wesentlich einfacher arbeiten, wenn das Modell aufrecht steht und man es zum Import nicht drehen muss.Vielen Dank, egal ob du dies umsetzt oder nicht!


    I've been wondering about this since the one guy did the video with his flirt explaining the model has to be Rotated before export. He was using Lightwave. I use 3ds max and I did 3 model Converts from msts and I did not have to rotate the model before exporting. I do not understand why others have to rotate the model when I do not have to and it works fine. I used the first converter too.


    [Blockierte Grafik: http://i.imgur.com/6br0yP9.png]