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.

 

Die Registrierung und Nutzung ist selbstverständlich kostenlos.

 

Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.

Das Team der Transport-Fever Community


    I got somme "bug" you can perhaps explain : if I build my whole subway network without installing and connecting the exits at first, if I save, quit and reload my game letter, the game just crash when I want to use the connection tool. The errors message says that all stations are not connected properly.
    Did I understand or do something wrong ?
    Thanks !

    I will look on it, but in my impression it should not happen, since I do the same when I was building this mod.

    @Angry_CJtry time to tear down and rebuild otherwise enzoyz enchancement mod use. Since UG has changed some .mat or can the order's come to that. Some .mat are behind transparent .mat anymore or partly displayed correctly.

    I don't think there's some deal with shader enhancement mod, since my shdaer mod doesn't have a global effect and only works on op materials with very resctrictive condition (all explained in readme.md)


    typically it's just a material mismatch


    anyway he can remove shader enhancement mod it's removal friendly.

    The problem must be somewhere. And only you can tell us that.
    tte give us an answer or a solution.

    I can't tell you the answer, I can only tell you when I can reproduce it, but here I can't reproduce it, so I can't. From the information I guess it's a problem from some other mod since in tpf a mod can modify the main function of another mod, if the author of such mod is ignorant to condition checking, you may run into your case.



    and @Enzojz can you pls make the asset wall from your TDP for assets? So that we can set the asset manuel wall as a asset, without the track module? Pls

    There's an example in open cut station, if someone would like, he can easily do a mod taking the model of tdp as a single asset.

    Just checked @Merk's mod, he is using my method used in Elevated Station to bend the polys, which is the prototype of the way I used in Ultimate Station :)


    I will come back later, since yesterday when I revised my method I find out a much better one, and in the initial test it works well, just need to check out the applicable case and limits.



    I do not mod, and if I am interested in understanding some principles, I have no problem to look in the code itself.

    You code in F#, of course that will help you understand my code easier ;-)

    Although the main principle is simple, I see no one has studied the code of my mod extensively :)
    So here I want to know if there's some modder want to do the same as I do, the way create some free transformable platforms like the ultimate station and the underground one?


    If you would like I will write an article about it later.


    I will explain the principle, not the how to code or how to use my code, I believe ideas is always the most important.(You see @snowball 's discovery in game.interface leads to lot's of new creativity new mod)

    A name like "Construction beyond the limit" will be very attractive on Steam.

    As promised, I will do an final update to the ultimate station.


    So there will be all three era stations and probably a freight station.
    I didn't do this for a long time since the UV shear problem was not resolved until the shader enhancement mod.
    Now I can do it, in a clean way.


    Due to the high subscriber of the mod, I don't want to drop everyone who recives the new update into a bad surprise due to the missing shader enhancement mod, so the final update will be an mod extension mod.


    Other than that, I may make the built of the station in a modular way, but not the in way the like @Merk I will prefer more like an entire platform with tracks positioned freely then fill the space between platforms if necessary. Still need to think out the way to implement this, and surely I will have a look at how @Merk did his mod :D

    You can use my convertor for doing this.
    TpFMC


    Some points:


    use tpfmc.exe the console convertor is more handy
    export with ASE format, with following params:
    New into TPF addons



    The object coordinate is based on local pivot, not the world space (if you use the windowed converter, it's world coordinate), so you if have scaled/mirrored the object please reset the pivot to get the correct size. You can rotate the pivot.
    You need to assign smooth group to all surfaces to prevent normal abnormal.


    The convertor supports UV0 and UV1, the material name with subfix in 3dsmax will be the material name in the output file. Each object in 3dsmax scene result one msh/blob pair, so you can "export" or "export selected" by once then start the conversion of all by once.


    Normally it will work correctly, I have only issue with tangent and bi-normal with ASE format, but in most cases it won't have effect on your result.


    The only drawback is this convertor doesn't support animations so far.


    The convertor from BR146 has some normals issue from my observation, other than that, you need to export objects in seperated obj files, which may be not so pleasant to use if you have a great quantity of object to convert