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


    @Grimes


    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.

    @Anachron13


    Ok. It's clear, is there any scale transform animations?


    @Grimes


    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.

    @Anachron13


    Good hint, I DO noticed the offset on Y now(and yes only in the preview), I will discover what's going on.


    @Anachron13


    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. :D

    @Anachron13


    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.


    @J95459


    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?

    @Anachron13


    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.

    @Anachron13


    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...)

    @Anachron13


    Ok. So it's not the problem of .net but the game is by chance the same uv coordinate...now fixed.


    @J95459


    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.

    @J95459


    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.


    @Anachron13


    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.