Beiträge von OlaHaldor

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


    I'd recommend you find photos of the front and sides, and then start building the profile so it matches the photos. Right now it's a bit too boxy.
    Even though it's low res, the photo Captain Jack attached shows there's a slight curve on the sides, as well as on the front part.


    Every person have their own way of modeling of course, but I'd recommend that for now - focus on shape rather than texture and color. Nail it. Then move on.
    I spent almost a week trying different techniques to nail the shape of the flirt. And I've spent a whole lot more on research and adding details.


    Good luck!

    I've been terribly busy today. Went for a project based job today at 07:00, came back now, about 21:00 .. I'll open the model and see what I can create before I fall asleep. I also need to figure out more about the bogies. They are killing me!


    I can not figure out how to do shared bogies between wagons yet.


    I'm using Lightwave 3D for modeling, and Photoshop for textures.

    I will not release it with a texture kit, so you'll have to figure out the retexturing on your own. I will not restrict anyone from re-texturing, but it should not be released as my model + new textures.


    New textures can be released as is - a re-texture / skin, but not complete with the model.


    Did it make sense?

    Thanks! :)
    Due to the nature of way it is put together, it is a set of five, like the real world counterpart. I want to stay true to the real thing. If you'd like more wagons, you're free to modify the files to your liking of course, but don't upload your modified version. I don't want modifications of my mod swirling around.


    In the real world though, they'd do like I posted before - put two sets together. You're free to put together as many sets as you'd like. :)



    You'll all be notified when it's ready and available!

    Sorry, no. Still working out a few things with the bogies, and I'm going to finish the models completely. There's some details with the roof I'm not satisfied with.


    So what's left is

    • Complete the roof and details on the model
    • Finish the model of the bogies
    • Figure out a way to make the game handle one bogie between two carriages
    • RELEASE!
    • :)

    It's getting a bit closer. :) Need to figure out something about the bogies, and refine and add some details to the models. I'm very happy with how it looks and behaves! In the end I'll have to edit the starting year, cost etc. too.

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    First screenshot of the Flirt in the game. :) I'm messing around trying to figure some things out. It'll take some time to make it perfect, but I'm getting there.
    [Blockierte Grafik: http://puu.sh/bsdXF/32ce27e35e.jpg]


    I have yet to make the bogies for the game, and have only used the TGV bogies so far.


    If anyone can help me out, I'd like some guidance about the boundingBox bbMax and bbMin values. I've figured it's partly to determine distance between carriages, but I'm not getting any smarter how this is set properly.


    As you can see, the distance between the carriages makes a big purple block that I don't understand how to get rid of, while maintaining the distance between them in the 3D model. One zeroes out the other so to speak..


    [Blockierte Grafik: http://puu.sh/bsebP/1f05648ef3.jpg]

    That looks great. :)
    Have you figured out what the values in the boundingBox bbMax and bbMin means?
    I've figured they define how far apart things are, but I don't know whether it's the length of the object in total, or if it's length between center of bogies, or whatever it is..

    What an odd looking vehicle. Perfectly modeled true to the original.
    Those errors look like the surface smoothing is set too high.If you set it lower it shoulderstand fix Itself.

    Thanks a lot guys :) I'm still doing the passenger carriages, which is fine. I won't get to learn how to make mods for the game until it's released anyway. One thing I'm worried about is the unusual bogie layout. Some passenger carriages share bogies. If the game can't cope with that I will need to modify all the units so they have their own separate set of bogies.


    I'm planning to spend the weekend to learn how to put my mod into the game. Can't promise anything about release since it's completely new territory.


    MineTiger97 The Norwegian variant of Flirt was ordered in 2008, and the first units were delivered in 2011. So I guess I'll have make it available in 2011 in-game as well.

    A little update here regarding the textures.
    I have been talking with a train driver who told me about the bogies. Some are motorized, some are not. And some are Jacob Trailer Bogies. With this information in hand I understood what the different markings along the side of the train mean, so I'm aiming to add all of that into the texture of all the different cars.


    Here you can see the left hand side of the texture vs. the right hand side. The left have been updated with new door textures (with proper marking with stickers such as "Validated tickets only") and the bogie markings.
    [Blockierte Grafik: http://puu.sh/bcCSC/acd87845dd.jpg]


    And a super close up... :)
    [Blockierte Grafik: http://puu.sh/bcCRT/5b1f6deaff.jpg]

    Thanks Maetel. :)
    Yes I'm making this model exclusively to be used in Train Fever. :)


    As soon as I get my hands on the game next week, I will start to figure out how to convert and make the model playable. Hopefully the mod community who's already been playing the beta will share some insight on what tools are needed to convert the model, and what's needed to make the bogies and and door animations work.

    No big news about the model yet. I thought I could show you a little bit about the work behind the scenes.


    I started out by searching all over the web for reference photos, but very few proved to be usable. So I registered on a train community where fans and drivers and others who work on the railway discuss and share pictures. I was lucky enough to get in touch with a very helpful guy who donated dozens of photos which helped me a lot.


    Here's my latest reference photo. I wanted to get a good image of the vents, and possibly use it on the texture. You can only imagine how people stare at me when I stop and take tons of photos like that.. :love:
    [Blockierte Grafik: http://puu.sh/bcnAa/07b9d31ebc.jpg]



    I started the model by doing a curve outline. It's called a "spline cage". From this, I made patches of polygons.
    [Blockierte Grafik: http://puu.sh/bcnR9/6f05c6e753.png]


    Making the model this way proved much easier than traditional polygon modeling. Especially for the shape of the drivers cabin. Select three to four curves, patch it up, and the application fills in and make the polygons wrap around in the shape you want.


    Things don't come out perfect every time, so some fine adjustments need to be done after the patching is done. The next step is to mirror the model and merge the vertexes.
    [Blockierte Grafik: http://puu.sh/bcocA/dc482b56df.png]


    The UV map was created based on a photo which unfortunately was a bit too low res to use as a texture, so it was used as a reference. From this I made all parts of the livery by using the Pen tool and creating shapes with slight gradients to make the color more lifelike and interesting.


    Below is the texture map, with the reference image present. In the bottom is the left side of the texture. The reference image covers up the right side which is mirrored to get letters and stickers look correct on the model.
    At the very top you see the front part. I have taken new reference photos for the doors, these will be added soon.
    [Blockierte Grafik: http://puu.sh/bcoEW/78d5a472ca.jpg]


    The goal is to reuse as much as I can from this texture file on the passenger wagons as well, since they're basically the same, except for the driver cab.


    The photo reference for the new doors are crisp! :)
    [Blockierte Grafik: http://puu.sh/bcoS0/5bc2402db5.jpg]



    Here's a full res snippet of the texture, which is 2048x2048 at the moment.
    [Blockierte Grafik: http://puu.sh/bcoQA/aea28ea729.jpg]




    I hope this has been a fun read, and if you're interested I may do more of this as there's more progress on this, and any other train. :)


    [Blockierte Grafik: http://puu.sh/bcoW7/bc285511fe.jpg]