Beiträge von yellowcake
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
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Hi texture wizards here.
I am having trouble with one texture that doesn't want to play along.
The left wire is part of the cable gutter; the right cable is a separate one that is added to the model when selected. Below you see both textures for the complete gutter (left) and only the cable (right, generic blue texture for multiple use cases). Both have the same color of blue on it,
Then come the mga textures. Once again, the blue parts have the same values.
Both mtl files are set up the same
Yet somehow, in-game, the right cable looks flatter than a pancake.
Am I missing something complete different here?
Hope anyone can help me out on this one
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It's time for a new tiny update.
The final bugs in the script of the signals are now being exterminated, so the first wave of main signals should be ready for release really soon!
Meanwhile I'm steadily working on the gantry signals. I kinda underestimated the amount of time the creation of these is going to take from me, to get them to the same level of detail of the new signals. Multiple LODs on almost all objects to make them as user friendly as possible. Yet, I'm far enough to show some in-game footage of the gantry's (WIP) and how their construction menu is being set up, for maximum flexibility!
The gantries will be able to span up to 6 tracks and the connector for the signals is baked into the gantry (to avoid an extra step for the high or low version in the signal construction). There is a per track option to add the signal mount. This means that on a 4 tracks wide stretch can house 3 signals if needed. Enabling the 'sein heeft cijferbak' (Signal has speed indicator), ads the additional mounting bracket
Here is the mounting bracket for just a signal
Here with the speed indicator enabled.
Finishing off with a rendered image from inside Blender on the status of modelling so far, wich also shows what still needs to be converted to game files for the gantries. When that's done, I'll start on finishing the models for the signals.
This takes a long time to create and there is coming a time-consuming period for me, so updates on this might slow down, but be assured. It will not be abandoned.
Till next time!
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Looking really good!
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Steuerzeichen sind | (AltGr+<>), #,$ oder §. Bei den Schildern ist es meistens |, sonst alle mal durchprobieren.
Steht doch einfach ganz oben im Construction Menü.
Trennung der Texte mit |
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TpF 2 Gibs auch auf PS4 und XBox One
Quelle: Website PlayStation
https://www.playstation.com/de-de/games/transport-fever-2/
https://www.xbox.com/de-DE/gam…sole-edition/9pbzn2dt8t91
Das es auf PS3 nicht verfügbar ist stimmt, sondern es gibt doch merh optionen als nur PS5 und XBox Series X/S
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Update time!
All the main signals on mast are now completely modelled. Scripting still needs some work and finetuning. Due to limitations with the script not everything will be completely prototypical, but will be close enough.
Let's present the signals:
On the left a set of modern LED signals, on the right the more classical incandescent signals. Also note the updated LED matrix for the speed restriction indicator.
The newer thicker masts are also available as well as the older painted ladders. Shown combination above is actually not a combination seen. Still debating if "invalid" combinations should return as empty. Please tell me if you want full reality, or be able to combine every option possible.
Meanwhile the first works have started on the next expansion that needs to be done, before adding it all to the pack. Let me introduce you all to the gantry signals
with a first Blender view of the first model
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Hi Tom,
Dies sind die Signalen welche mit den BetterSignals mod funktionieren und werden in das neue Pakket wo auch die Formsignale mit rein sind integriert.
Den aufbau der Signale ist so anders als der in die alte Pakketen, das es eigentlich nicht zu tun ist dafür auch noch ein komplette Überarbeitung zo realisieren.
Also die alte Pakketen werden nach release von diese Signale nicht mehr unterstützt
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Also, wenn mann ein neues freies Spiel startet kommst du nach den Karteneinstellungen bei den Fahrzeugen und Spieloptionen an.
Oben in diesem Menü aktiviert du "Benutzerdefiniert" und danach rechts davon auf Einstellungen gehen.
Hier bist es dann alle deine Mods
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As nightfury34 is working on the script to create a realistic as possible experience using the new signals, I made a small update on the existing signs and semaphores pack.
On Steam was a request for voltage changeover signs, seen at voltage locks, for example where high speed trains leave the normal tracks and change over to the high speed tracks.
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And it's time again for a little update. I've come a long way, with a lot of help by nightfury34 in scripting, in getting the signals up and running.
For now it's just the simple red/yellow/green aspects using the BetterSignals mod. The speed restrictions are still to be implemented.
On the screenshot a little variation of possibilities
They say it's all in the details. The classic incandescent illuminated signals use different lenses to aim the bundle of light. This little detail has been converted to the new signals aswell
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Time for a small update.
This rework is going to use the BetterSignal mod. The masts (all that's exported for now) are being recognized by the invisible signals from BetterSignals. The selection menu will give total control of the type of signal you want to build. In the image above you see on the right te modern thick mast to increase the visibility (and having the height for one with speedrestriction), on the left the traditional thin mast as a standerd signal.
For the keen eyed of you. the signal ID signs are now customizable in their number as was requested in the past! -
well, after some extra attempts it was the opposite. The part with the signal ID had one end too much! Tried multiple things, yet the most easy to fix didn't cross my mind...
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So as the title says. I'm having trouble adding components using the .con file. I've had a little conversation with nightfury34 and he is also baffled on why nothing is showing.
Firstly, this is the code that works fine. Defines the masts thickness and adds a ladder with corresponding mountingpoints and the chosen ladder type (painted or bare metal).Then I'm adding the part that baffles us. After the last elseif the option for IDsign schould be added to the model. How it's set up now it looks like this
if (params.NS55_mast and params.NS55_mast == 0) and (params.NS55_IDbord and params.NS55_IDbord == 0) then
result.models[#result.models+1] = {id="asset/NS55/Borden/NS55_IDbord_3.mdl", transf = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x_offset, y_offset, z_offset, 1}}
elseif (params.NS55_mast and params.NS55_mast == 0) and (params.NS55_IDbord and params.NS55_IDbord == 1) then
result.models[#result.models+1] = {id="asset/NS55/Borden/NS55_IDbord_4.mdl", transf = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x_offset, y_offset, z_offset, 1}}
elseif (params.NS55_mast and params.NS55_mast == 1) and (params.NS55_IDbord and params.NS55_IDbord == 0) then
result.models[#result.models+1] = {id="asset/NS55/Borden/NS55_IDbord_3_breed.mdl", transf = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x_offset, y_offset, z_offset, 1}}
elseif (params.NS55_mast and params.NS55_mast == 1) and (params.NS55_IDbord and params.NS55_IDbord == 1) then
result.models[#result.models+1] = {id="asset/NS55/Borden/NS55_IDbord_4_breed.mdl", transf = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x_offset, y_offset, z_offset, 1}}
end
end
The ID signs don't appear ingame, yet the game doesn't crash, doesn't show the empty file box and on top of that all, the console is totally empty.
What are we missing here that it reacts like this? I've already sized the sign up by 1000 with a visibleTo of 10000 to see if the sign is placed somewhere totally different, but that isn't the case either.
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Genau so ist es ja. Wenn der Add-On zum Beispiel auf pos. 18 steht, soll der NEP Mod irgendwo auf 1 bis 17 stehen
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Great to hear! thanks
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The exported object is a dupe of the object with the Materials.
So the workflow was as follows:
1) modeling object parts2) combine parts to one
3) use 2 Materials to get the preferred effect (concrete and aluminum)
4) UV unwrap the object.
5) make a copy, that saved the UVunwrap.
6) deleted all materials on the copy
7) original object -> bake both materials to one .tga using the unwrap
create new material for the copied object with no materials, place the new .tgaBelow is the part after that. So I don't think this one mesh has multiple UVs. Where exactly in the properties could I check this?
This is what it looks like in Blender File view
Ignore de .003 on the mesh. didn't rename it after deleting other parts, before starting the texturing
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Just did a quick test using the default cube. Slapped 2 different materials on it, saved it as one image file, exported the whole thing and same result.
Then placed a new cube, put the newly made texture file on it (without UV unwrapping) and gave me the same result as in the ModelEditor.
Looks like the UVunwrap somehow isn't being saved in the model that's exported as fbx. What am I missing? Really want to start creating my texture files directly in Blender as it just works easier than trying to work out everything inside paint.net and the ME, for finetuning..