Holy work... how did you archived this!
is the main building works with the station?
Beiträge von Enzojz
Willkommen in der Transport Fever Community
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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
Das Team der Transport-Fever Community
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This weekend
Edit by Yoshi: Removed full quote. Be aware of the forum rules.
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Lot's of improvements and fixes in the past two days
BTW, you can do this too -
I won't do it, I have limited time, street is much more complicated than tracks.
Edit by Yoshi: Removed full quote. Be aware of the forum rules.
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I'm not sure about it, better not use it for the moment, but if you delete the stations before getting the final version installed, it should not crash.
Edit by Yoshi: Removed full quote. Be aware of the forum rules.
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Use PgDn/PgUp to adjust the height, I do this because it's easier to inspect everything in the station..
In the release version it will be all covered and under the terrain by default.Edit by Yoshi: Removed full quote. Be aware of the forum rules.
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I will release this mod this weekend.
Some details are to be refined, but almost done. I invite all to test it, since this time too much innovation in the mod, I don't know if it's ok for all.
The beta can be downloaded here:
https://github.com/Enzojz/ulti…tation_1/archive/Beta.zipIt need the latest version of the shader enhancement mod, not released neither, can be found here
https://github.com/Enzojz/shader_mod_1/archive/1.1.zipIt requires also the livetext mod
The player need to create the platform and entrance separately, then use the "assembler" to connect them
(yet tested if you can create a understreet pass by this mod )This mod crashes on my Surface pro 3, it's seems be a bug of the game, don't know if on other computers there's the same issue.
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Those fences look odd. Length is 100m, Radius is -250m and the Slope is -80‰. End Terminal Station.
Feature question: Is there any chance to get the old platforms and stations running for the Ultimate Station? e.g. 1850 or 1920? Because this station is build in 1933 in modern Design which looks a bit "out of time" for me. I have the Steam Version of the Ultimate Station btw.
Sure it's a bug.
I will see if I will update the station after the release of the ultimate underground station
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That's all about the entrance.
I hate the inflexibility of street in tpf.
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Don't know If I have done too much since the game will not live longer..
However I have found some bugs on my own model convert tpfmc and fixed found fbx finally a better format...
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I have just discovered an alternative way to get emissive materials, the advantage of this way is that you can define the emissive part by the texture.
The way is simple, use an OP material, and make a black dds file
specify the operation like following:
map_op_1 = {
fileName = "black.dds",
magFilter = "LINEAR",
minFilter = "LINEAR_MIPMAP_LINEAR",
},
operation_1 = {
op = "MULTIPLICATION",
mode = "TEXCOORD",
scale = { 1.0, 1.0 },
opacity = -19.0
}
}The key is the opacity parameter, once negative, the black part becomes emissive, and lower the value is, stronger the emissive become
So you make just copy the abeldo texture and make the emissive black and put it as the operation texture, then you get an emissive textureIf you want to know why, c.f util.fs applyOp function, and glsl documentation.
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Not possible for me, but you could request him do so, his mod works in different principal that I do, and no way to retrieve necessary information to get connected (which should be consistant, that means even he update his mod and change the connection point I can still connect to his without any extra efforts), but my mod has open interfaces for connection, that means he can design the algorithm to connection to my station if he would, and this can be consistant. I think knowing how I am doing will help him on his mod too, and will help the community to establish a standard for modular infrastructures. @Merk
I will try to make ultimate station connectable to the underground station and the entries, but more probably I will try to make ultimate station modules.
And probably release an extension mod to turn the entries to make underground street passages.
Edit by Yoshi: Removed full quote. Be aware of the forum rules.
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The rest to do is about details.
There are two parts, the entry and the platforms.
If you are interested in anyone can participate in it, the station can have different entries and different platforms, and the entries can be extended.
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Tom said they will pay attention to mod compatibility in the next game, I think that will be a TPF2.0 not a completely new game. The fork may be after the performance patch so I think the principal change is on the parallelism calculation, they will design a new calculation core, since they find the people they were looking for.
The modding problem today, is too strong coupling between datas (partly what CommonAPI is dealing with), which was left from the era of TP, I don't think it will change too much. Since the game is design to first meet UG's spec for the game, not the requirements of modders (which is argumenting everyday)
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Agree
Edit by Yoshi: Removed full quote. Be aware of the forum rules.
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The first passengers in the stations!
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Added platform signs in lightbox, like Zürich Hb and Torino Porta Susa or Bacelona Sants
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I'm also staying at the moment with 3dsMax... Is there a guide on how to export from there?Export in ASE format, with following parameters, with all faces smooth grouped, and use my converter (the console version is easier)
my converter export with local coordinate (Pivot as origin), it's easier to handle with
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Quick question, how and why should TPFMM be on steam?
There's no solution for this. I was not arguing TPFMM not on steam, but saying steam user doesn't definitely know there's TPFMM.
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I would only relay on CommonAPI that is on Steam so the dev version here won't be considered until it's on Steam, if not it will be a trouble for these who don't know here or who don't want to take time to installer manually (or by TPFMM which isn't available on Steam), and I didn't said you are wrong, I just point out there maybe something you didn't know, and I don't understand why you feel angry.
I don't change embankmentSlopes or the configs, I lay track terrains by myself