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 gathered information about this locomotive almost a year ago when I started to learn Modo, but never felt I got to a place where I thought I'd be capable of modeling to the different shapes which correctly, wit the smooth curves and lines transforming into sharp edges.


    But now I've finally started modeling the NSB El 18.
    For this model and mod I am using a new technique to push myself into thinking different and how to approach the challenges, as well as getting on top of retopo of said high quality mesh. So far, after a few after noon sessions of testing things, this is what I've come up with so far.


    The base shape is there, and consists of roughly 300 polygons. It will of course become more as more details are added.
    The model I use for baking of normal and other information maps for Substance Painter, is about 150K polys, and is modeled using catmull-clark subdivisions and edge weighting.



    Base mesh vs smooth mesh.
    [Blockierte Grafik: http://puu.sh/rvxMK/9fd258277a.jpg]


    There are a bit of details to add and adjust yet. My goal is to have it completed asap when Transport Fever is released. Or perhaps even before that. Not making any promises. :)


    Here's some testing of baking normals from dense high poly mesh to the low poly game-ready mesh and some color tests. Don't mind the shapes, they are just tests to see how the texture resolution will hold up to the things I want to get in there.


    [Blockierte Grafik: http://puu.sh/rvz6l/2ce50839e5.jpg]


    And here's the wireframe. A tiny bit messy in some parts, but will be optimized as modeling progress.
    [Blockierte Grafik: http://puu.sh/rvz6R/f2305f5849.jpg]

    To make the MTR Express 100% correct I would need to remodel a bit and remove 50% of all doors. Don't know whether I'll care about that as of now, but the livery was quite fast to assemble now that I have already made the ground work for the NSB livery.


    Another couple of images. :)


    What's new?
    + Drivers cabin
    + Interior for each unit
    + Windows are transparent, yet shiny
    + New coupling in front, which is more true to the real thing
    + Completely new PBR textures made from the ground up
    + Rough and uneven surface coating to make the specular highlights interesting
    + Color mask to let you switch the red color to a color you pick (as seen here)

    I'll be looking into upgrading my modeling skills a bit and perhaps make planes and boats too now that this is a major feature. Can't wait!


    The Boeing 737 is a must. The same goes for Airbus 319 or 320.
    Dash 8 100 and 400 too.


    And I'd like to see both CRJ-200 and 900, as well as a few different Embraer types.



    I don't know much about gameplay, but perhaps once in a while there could be some VIP transport type bonus things. And you'd of course need a fleet of Beechcraft Hawker or Cessna Citation ready for those missions. :D


    Random objectives like "there's a movie being shot at <city>, help move the actors and crew and gain X money / reputation".

    Well, things are working. Looking at the lexicon sample I'd really love to add some extra details. But that's for another week! I looked into it, but can't say I'm getting smarter on this at all.

    ust refreshed the page. The last example of yours is what I figured out here too. Too bad real world measurements can't hold up with the smallest curve radius of the tracks in TF. The carriages are intersecting. I wont fix that this time around. After all, I make these curves for the absolute extremes to test.


    Thanks a lot guys!


    You have to set TWO contactpoints for each goup ^^ So group 1 is this single group-entry in your mdl, right? Then you have to put two lines for that group, one with the front contact-point (x-coord/position) and one for the back (other back and front - its... egal ^^).


    The next thing is, when i understood you correct, id 12 is the MESH of your bogie? Thats wrong. You need to specify a GROUP! ^^ Not a mesh. So put your bogie in another group (bogie and axles) and refer to that groups id - again with two entries for the fake-bogie. Contactpoints here are the (global) x-positions of your axles.

    My mistake. I misread the sample as used in the lexicon.

    I am getting closer, but not "there" yet.


    [Blockierte Grafik: http://puu.sh/nunbg/2551f5359b.jpg]



    In the front .grp I have the front bogie, but not the rear bogie, as that's coming from the carriage behind it.


    In the .mdl file for the front, I have only one child which loads the front .grp (the main model itself, doors and front bogie)
    Looking at the TF-ID viewer the bogie.msh of the front bogie is ID 12. Thus the following code.



    -11.4 is the position the bogie would've had if I had placed a bogie.grp there (which would've overlapped the other bogie from the second carriage)

    Code
    configs = {
    	{ axles = {
    		"vehicle/train/flirt/flirt_wheels.msh", },
    		fakeBogies = {
    			{ group = 1, position = 0, offset = 0 },
    			{ group = 12, position = -11.4, offset = 0.0 },
    		},
    	}
    },

    It looks like it's getting the rotation from the front bogie only. No matter what I type in the group with ID 12, nothing changes in how the front rotates.


    I admit this isn't my strongest point of modding. ;)

    As I'm getting closer to putting the new Flirt model in TF, I'd need some help with fake bogies. I think that's the best way to do this, but please enlighten me if I'm wrong.
    Since most of the carriages share bogies, I don't need each bogie to show two times and overlap.


    I think fake bogies is the way to go, in order to add a point of rotation without having an actual bogie. Am I right?


    The lexicon for fake bogies is in german, and Google Translate does a poor job. At least I can't understand exactly what or how to do it.


    Anyone got some input here?


    The bogie to the left will be redundant since it would be spawned from both the previous and this carriage. And I'd really like to not do it that way.
    [Blockierte Grafik: http://puu.sh/nuigS/770062ac10.jpg]

    It is time I unveil what I've been doing this week. I have always wanted to do more with the NSB Flirt, and this week have been dedicated to that. First of all, I must apologize to anyone's been using the Flirt and thinking 'something's not right". You're absolutely correct. The model suffered because of a handful reasons.


    The biggest reason is I was racing against myself. I wanted to complete the model and have it ready for TF as soon as possible after the game had released.
    Another reason was I had never done a mod like this before. I've never modeled anything like it, nor did I have the knowledge I have now.


    I have learned a ton since then, and I believe I've matured from a hobbyist to something more advanced.




    The original vs the new.
    The old model had a uniform length for all three carriages in the middle, and they all shared bogies. This is incorrect. The carriages differ from one another, not only how they share bogies or not, but also in window placement because of vending machines and toilets.




    Since I was getting into remaking a lot of the model I stepped it up a little and added some more..



    New pantograph. Old one in the back.




    The carriages have been remodeled from scratch, the front/rear have had some extra new details added as well as a new pantograph. The UV maps and textures are brand new and made from the ground up.



    No word on when it will be available in the Nordic DLC yet though, as I still need to add some interior so it looks acceptable when doors the open.