The Guillemins is a Train+bus station and I have train+tram station, sure it works.
The real thing doesn't work is a passenger + cargo train station.
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The Guillemins is a Train+bus station and I have train+tram station, sure it works.
The real thing doesn't work is a passenger + cargo train station.
I have never tried airport in this game but I have heard that airport can be incremental built, if it's possible in this way, it will be worth have a try.
I don't know how seats are represented in mod, but I know it's surely a lua script
So if you can do it in a programming way, why not?
If you need help I would like to but no sure the way you asked. Some details will be helpful
BTW: I am too occupied on my job these days so the no progress this week.
`Wow! I like this cargo station.
BTW: how to implement these animations in station in the video? which event I need to use?
Thank you, so I will also try to see if scale will work lol. But it seems scale mean nothing? Perhaps for smokes it's useful.
Ok. It's clear, is there any scale transform animations?
Yes, FBX(2011/2012/2013) will work with it, ASE also if you are working under max.
In general, read out animation information should have done in assimp lib, but I need to know if I need to apply any extra transformation like flip Y/Z or scaling, so some work need to be done.
1.0 have been uploaded.
I think for static modes so far is finished.
The next stage will be animation support, but for this I need a reference project to help me, so far I know thing about animations.
Hello that means you need this:
https://www.microsoft.com/en-u…oad/details.aspx?id=30679I will try to recompile the dll and figure out a way to avoid install this.
I have recompiled the assimp lib and now it should not asking MSVCRP110.dll
In previous version the convertor was always compiled into 32bit version so I made a mistake here. Now it's 64bit/32bit depending on the system.
If the problem still exists, please ask me.
So you are using 32bit system?
Do you have Assimp32.dll in the same directory with the .exe? It comes with the package and it's necessary.
Good hint, I DO noticed the offset on Y now(and yes only in the preview), I will discover what's going on.
Have just did some research and yes, it's a strange behavior from .net's viewport, the mapping will be automatically extended to its bbox by default. Now it's fixed.
I think now you can see a correct door on Z-TER.
I will next add an automatic configuration memorize to avoid selection of transformations again and again.
PS: Très bon travail du Sybic. ![]()
I did some youtube research and managed to do some test my own
I created a teapot in my blender, imported it into my convert and then into the game.
It seems everything goes well.
All tests based on my previously used dds texture.
I think you need to look into a little to the textures you are using, try to use directly DDS format from blender, no Y flipping if your old method doesn't work so well with my convertor. I am using NVidia's DDS plugin for Photoshop for export.
Perhaps the explanations to uv on my convertor is different to the others, far as I know, the same model have different behavior on TPMC and TFC in terms of UV, this may noticed too, since there are two UV system in the world: origin on left-top and origin on left-bottom.
If still you can't found out anything reasonable, you may send me your model, if you'd like to. Perhaps there are something I don't know there.
If you models contains lot's of vertex, the latest update may have fixed your issue, please try it. I find this bug by chance.
Interesting, here I see some difference between blender and 3dsmax.
But I don't know how to use blender, could you make a sample with following things in it and send me them so I can debug with it.
a cube of 1x1x1 mapped as a cube, so each face are mapped to the whole texture, in blender format and fbx format
a texture file in tga that I can tell the up/down/left/right
it's dds conversion
a preview render as reference
btw, which tool are you using for editing of textures?
It seems be many thing need to be figured out with the uv. So you mean in the version of this morning, in the game the uv is correct, only in the converter it's wrong. (The update of yesterday evening only flips the uv in the convertor, while the version of 3 hours ago flipped both in workshop and in game)
It seems the UV coordiant export by Blender is not the same as 3dsmax.
It seems not related to the texture format, I have just tested with one of my old model some years ago, it uses tga and it goes well.
Could you have a test with same texture file both from blender to the game, uses always tga or dds, I think you may need flipped dds for blender, and use it.
Which format are you using? dds or tga?
So far as I know there are two versions of tga, one is the general one and the other is photoshop generate, the photoshop generated tga is Y flipped to the normalized one.
my test is based on dds format, as which I consider normalized, the render from 3dsmax, the convert and the game are coherent..
It look strange you have correct uv on the body and wrong uv on the door...any hint?
(On peut se discuter en français ici c'est ok pour moi, mais je pense en anglais ça donnes des infos utiles aux les autres...)
Ok. So it's not the problem of .net but the game is by chance the same uv coordinate...now fixed.
For the console case, it seems drop into consoles with a filename with space is not working, try to drop the file directly to the TpfMC.exe icon.
For the GUI, it seems the file isn't found, I have noticed there's no extension to the filename...can you place the model file to the root and see if it works?
In the latest 0.91 I have fixed the very first point, but I don't know if it is the key to your case, try it.
Flipped UV corrected. Also some improvement on informations
You could also try the latest version, I think it still doesn't work but now it gives more internal messages to help figure out what is happening.
What version of windows are you using?
you need the tpfworkshop and the two dlls in the package.
I will do some compatibility search this weekend.
Yes, I have yet tested the correctness of uv map in preview, since I have only repeative maps here. The coordinate system used by .net is not the same as others, I think it's up-down flip.(like when you save tga with ps)
However, I think it doesn't effect the output
I will look into this tonight too.
Texture support added, it support tga and dds.
You need to define the texture as diffuse in blender, so that the path with be read from the material, if not it will be always in yellow.