Beiträge von dannyt

Willkommen in der Transport Fever Community

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    Hier ist die Arbeit in Blender


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    Hallo ! Ich spreche kein Deutsch, aber hier ist etwas, worauf man sich freuen kann! (übersetzter Text)


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    I have no list but one value that I will use, 1.38 meters from the surface of track, track height plus 1.38 meter is the height that I will use.


    Not sure if the rail is really about 0.53 meters high, I added the numbers within standard.lua :


    t.sleeperbase = 0.3,
    t.railBase = 0.3 + 0.08,
    t.railHeight = 0.15,
    track height = t.railBase + t.railHeight = 0.53 meters...


    if so then 1.38 + 0.53 = 1.91 meters from the ground is the platform height.

    Oh I didn't realize that, excellent !

    I am not saying I want to make 3D model for your mod :) I want to add to it or a separate mod using YOUR LIBRARY.


    Wonder if there is a platform height option, will it be scaling the z-axis of the platform or stacking multiple mesh on top of each other ?


    If its up to me, since I am not so good with mesh manipulation, I will just have mesh of various heights, they don't cost disk space and no need to have calculation for it.

    Will you cover variable platform height ? I probably will need to make a station mod as well because my recent train release requires it. If you cover platform height then I will not make the mod from scratch but to use your library to power the station mod giving you the credit for the library inclusion. I will make station structure instead, the station structures will be of Sydney or Australian country styles.



    People of Sydney are all athletes at the moment, they high jump into the train.




    What would the platform segment length you presume to be ? 5m ? 10m ? good old 40m ? completely solid ?

    Excellent work ! My maths skill is really crappy compare to your level @Enzojz, You must add this feature into a new mod !


    Meanwhile I will still improve my flying junction mod in some ways, I have some ideas but I recently spent time 3D modelling so I didn't update anything on my own flying junction mod.


    I don't know if I should upload my coal hopper onto transportfever.net yet, I was waiting on negative feedbacks, then make improvements, then upload it here.

    Yes its true, I tried what eis_os did, and I couldn't avoid the terrain collision error...


    The problem is, when a tunnel entrance is made, there was a terraform operation you can actually see it is indicating a surface area it try to collapse, what the logic built in-game do is to change the visual so that the end result will not collapse terrain at the entrance.


    Unfortunately, when a second track is to be lay next to first, it also wants to collapse the terrain, which overlap with the first, causing the terrain collision error. If it is hand laid by users, the system will trigger proper reaction to this and re-adjust itself accordingly, since we are running tracks with scripts, that said system reaction never occurred.



    I even tried with some other ways to avoid terrain collision error, like working out the slope angle when the track hits the terrain to generate a tunnel entrance.



    The screenshot above shows a surface tunnel ( yes I know of course it works ! but I was trying to work out the terrain slope angle before I put this into the terrain downwards )





    If the terrain you trying to hit is having the wrong slope angle or position, you can see even when it is on the surface you won't be able to lay a track next to existing tracks, and that it is trying to find the right terrain slope angle by receding backwards (try to pay attention, there is a bigger tunnel entrance its trying to make but its further back then original one, also the red surface area indicator shows overlapping terrain collapse areas)




    After I tried many slope angle, terrain heights, it seems this terrain slope angle is the perfect angle, when you try lay a track next to existing ones, the tunnel entrance is not trying to push itself backward and that there are no collision error...
    UNFORTUNATELY, it is still NOT WORKING when I dip this underground... when I tried to manually terraform everything to avoid terrain collision error. Though there are more things I can still do to see if we can work around that.

    @eis_os I have a feeling that you might have to manually tell what tunnel entrance file / type for this to work, single track entrance track is one type, multi-tracked left track is one mdl type, multi-tracked middle track is another type (the middle mdl file type, and lastly to finish it off the ending edge mdl type)


    i.e.
    Single version - { "railroad/tunnel_old.mdl" },
    2 tracks - { "railroad/tunnel_double_old.mdl" },
    multi-tracks - { "railroad/tunnel_large_start.mdl", "railroad/tunnel_large_rep.mdl", "railroad/tunnel_large_end.mdl" },

    @eis_os Wow that was built by you ? I didn't realize, that was awesome !


    I feel that in order to have multi-tracked down ramp, you need to terraform on behalf of the tracks, i.e. terrainAlignment = false for the tracks... the tracks' own terraform seems to have an area limit.

    @Enzojz - I meant model building.





    While I can create slopes like this via terrain


    Transport Fever Fails - Slopes


    Any other object still want the default slope style. So it's not possible to build tracks nearby. And the tracks won't align with terrain, so I need a lot more triangles and points to sample the curve better...
    And if you attach a track on a snap point, TPF converts all steep slopes to normal slopes.

    If you want a track next to those slope, you should lay them for the user (via scripting), that will get around the problem !


    We can break all the rules as mod programmers :thumbsup:

    Try your best ! if it turns out to be better than what I have created perhaps I will use yours or anyone else's creation since I would like to sit back and enjoy playing the game instead of doing testing everyday :S


    If our versions are all related to their home country then perhaps we could name them starting with a country code [AU] / [DE] / [FR], we could make it less confusing for people.




    Now I will spend sometime fixing the vector collision problem I am having with flying junction mod, it will probably take the longest of time for that fix...