Beiträge von Enzojz

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.

 

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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.

Das Team der Transport-Fever Community


    I think I won't try to fix the mapping problem, since it's a problem between Blender and 3dsmax, or Ps and others for the case of tga(I have been known this tga flipped problem since 2002, it has long story). But normally with dds format it should be ok.

    I'm having the same problem, so which mods have to be installed in order for this to work? I think I also have the elevated and the underground
    station from you and they work properly...

    You can have this mod installed only, I don't mean you need to have all my mods, but if you have any other my mods please align all to the latest version.

    Just like that. A grep through the transportation fever directory and with ' a hex editor examines the binary.
    Now there are unknown even a few "little things" - but little new in the wiki.


    Like slope with value "greater", it's never in any script come with TpF.


    I know that before wiki, just guess the opposite of "less" is "more" or "greater" :)

    I'm using VSCode with some Lua plugins (lint and auto formatting) in vs marketplace. I use datadumper for lua debug.


    VSCode does diff and GitHub too.


    Auto formatting plugin for Lua in VSCode checks code syntax so it helps a lot.


    The type system in Lua is very flexible, since the the actual types are double, string, table and functions, nil and in most of cases the returns and params are tables. It's great since with holes(nils) in a table you can do some interesting things, like using lane related functions directly on edges.


    I wrote my own lib to avoid get lost with TpF lua libs, and get a general control over my code, in general only the return of updateFn is concerned, so Lint for Lua doesn't mean much to me, only autocompletion --- I know already what should be as the input and what should be the output --- since I write all by my own.

    As I can see from the format, the limit of number of triangle is (Int32 / 3) triangles.


    For 3dsmax user you can use my tpfworkshop convetor in download section. It accepts fbx and ase format, and you can use local coordinate which is an advantage.


    I will do some work on animations, while current version doesn't support it yet. The problem is I am very occupied on my jobs for the time, I will probably be back only by mid-April.


    50k poly is too much, lower it to 5k with a LOD will be better. Using baked textures and normal textures.

    Ideal thing is to define a input that get everything resolved, so the seat of different part should be in different groups.


    In lua you can pass function as variable, so you can predefine some certain functions do different things and put them together with data, and call them in a same way.


    Things like this will work in lua:


    @Anachron13


    Try this, this may work.


    There may be some synthex error, try to correct yourself, I can't test it here.


    In general, the problem can be resolved by reusing this kind of scripts. Since here the seat position is just about the matrix transformation things...


    If you have chance to into my elevated station mod, you will see all the roof part of the station is generated in the code from a cube of 1x1x1 with triangular functions, not a loaded model. This kind of calculating is very interesting sometimes.


    @Anachron13


    If we do it by using something in 3d software, that means there will be some convention (for example cubes with a certain name) on this, which is not evident.


    There is still possible evolution on your code, a way simple way is to give the Y coord of each line and X coor of each row, then output all these things.

    @MaikC


    I have noticed that station modders seldom look into others' stations :P That's not good :P


    I have also some information from UG about this:



    Zitat

    Basically, you have two options:


    A) Use edge lists (streets) and models (with lanes): Connect the lane nodes between two streets with lanes defined in models (transportNetworkProvider)
    B) Use edge lists (streets) and edge objects (stops): See in the wiki: http://transportfever.com/wiki…veloperinfo:constructions


    Both me and Tom are using A solution, but perhaps B solution fits better your Newcity station :)

    @Grimes


    In my opinion, this can be purely done as a function with some parameters in the script, since it's almost repeative


    Could you give my an example to show me these information:


    Seat distance (left/right, before, after, orientation, passage width, groups(face to face, face to back, back to back), larger group etc..)