Have updated, they come now in degrees.
I am currently working on applying textures onto the model, screwing me since no native DDS and TGA support in .net ![]()
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Have updated, they come now in degrees.
I am currently working on applying textures onto the model, screwing me since no native DDS and TGA support in .net ![]()
Yes, as I have written, the rotation is in radius, not degree, so 90 means about 28.6 rounds...you need to input about 1.5707963 (so pi * 0.5) to have 90 degree
I am working on this but it seems some problem with my code, I will upload the new version as soon as finished.
It seems the thing exported from Blender is scaled by 100x?
Ok. Minding that what you have seen on the preview window should be what you get in the games, I mean the coordiantes.
Yes, you are right, there are files(external libs) missing.
I have just re-uploaded the completed pack
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This topic is for modders
As you can see I am slowing on new station, I was working on my own model converter to resolve some problems I met during the mod.
Particularly for station modding, lot's of part objects will be generated, with TFC or TFMC, we need to export each mesh by hand then convert, it result in lot's of hand work and the time is passing by.
So the new feature of my convert: you read a model file at once and produce all meshes into single files, so that can be batch processing.
It gives options to cancel transformation between local coordiantes and world coordiantes, so you don't need to calculate the translate values anymore, just place the pivot at the desired place and find out what transforms to cancel to have local coordinate export.
It also gives a GUI (there is always console mode, but exports only local coordinates) so you can preview.
The convertor accepts all formats listed here , except for obj format there's naming and normal issue. I have tested with ASE and FBX(2011, 2012, 2013), these two formats are working.
I post this post here since
1. The convertor is in usable state, I hope more modder come to use it so I can improve it.
2. Station modder need this.
The discussion topic is here:
TpFMC Advanced model convertor
The download like is here
TpFMC
I have uploaded a new version, now user defined transforms is working, but the rotation accepts only radians, no degrees
Also I give names to world transforms.
I have made some progress on the version, now FBX import works with world transforms so objects should be in good place.
I have leave options to disable world transforms so that only local coordinate is always possible. For 3dsmax exported FBX, uncheck the 2nd last transforms, then the local pivot will be placed at 0,0,0. Don't know the case of blender, should be tested.
I will be working on customized scale/displacement and rotation. But now I think it's ok to test with.
For blender format, I did little test, it doesn't work for the latest format, perhaps it will work for previous ones.
You can export some models at a time, my convector reads all and will separate the meshes into blob/mesh files.
This is the completed world transform
This is the local coordinate, so pivot is at 0,0,0, this will be helpful to avoid extra calculates on translate etc..
Yes, I have the same experience of crash of modelview, don't know what's missing.
I am currently working on a transform option so that I adapts more universally formats
(I have been using max since 15 years, for me Blender is the maze
)
Ok. It seems the ASE is not supported by blender by default
So I will be working on some translate/axis flipping support for the next version.
I have loaded the version with GUI.
@Skiwee Could you test the uv1 function? If possible with ASE format to avoid extra displacement. If no one supports me, I may probably pause here.
I am adding a GUI to the convertor.
I suppose to list and the models to generate, then a preview window for the result.
And add an option to configure transforms and axis flipping.
The parameters can be saved.
The console mode will always be there, and it will be able to read the saved configuration to start conversion immediately.
The menu problem would be fixed in the next game patch, as confirmed by Tom from UG (It's in their TODO list).
I would say combine too many type stations in the same entry is not a good idea.
In the above screenshoot it seems the terrainAlignmentList is in reversed order. (the correct order is ccw)
Have just get to have a working code, it produces blob that doesn't crash in the game. (I added 2nd UV to one of my model from my station and tested it)
Interesting the game seems not fully using the information given in indices section of mtl files since the order of vertieces, normals, uvs and tangent in blob should be strictly respected.
I have tried also the ModelViewer, it crashes anyway, even with only UV0, I don't know what's going wrong but it seems to more related to material not the model.
I am waiting for you evaluation.
The conversion from FBX have some problems, in fact I am looking for a universal way to put the coordinates in correction(each format has it's more coordinate system, z-up or y-up, even -/+). It won't bother you too much if you just test with it, just change a little the transform section in mdl file, by changing Y and Z (1, 0, 0, 0; 0, 0, -1, 0; 0, 1, 0, 0; 0, 0, 0, 1) something like this(I am not sure if it's correct, but it's easy to discover). You can also try ASE format (if blender support it)
It's quite strange even I copy the hex data directly from UV0 to UV1, it crashes.
ASE support it too, I found it interesting since it's uses the same coordinate system as the game, and exported with pivot, so no axis flipping/translation work need to be done.
This convertor may read blender's own format.
Personally I prefer more these station on line 2 to line 6, like Stalingrad
https://structurae.net/structu…grad-metro-station-line-2
If anyone could, Gare Austrerlitz with it's crossed viaduct metro station will be cool
https://structurae.net/structu…tro-station-line-5/photos
Cool this project is written in f# core and c# for GUI, I am just look for way to port a GUI on my f# written convertor ![]()
new at TPFMM: installation and update directly from the TransportFever.net database
Yes, great thing! Then I won't be troubled by shared scripts!
Ok. I will try to figure it out tonight. I don't know much about vehicle modding so perhaps I need your help.
Could you provide a full set of mdl and material/textures so that I can test by myself easily?