Yoshi just informed me that Enzojz's FBX tool can convert .MSHs or MDLs to FBX, so I would use that going forward. The tool is here:
Tpf2 FBX Model Converter
Beiträge von themeatballhero
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MaikC I'm still having these issues. Could you confirm what version you have? I'm getting this error for an mdl:
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Alles anzeigenTraceback (most recent call last): File "C:\Users\samue\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_mesh_mdl\tf_mesh_mdl.py", line 610, in execute modules[object_type].load_from_file(filepath, TF_base_functions.import_settings["mat_config"], True, errors) File "C:\Users\samue\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_mesh_mdl\tf_util\model_util.py", line 269, in load_from_file load_children_TPF2(basepath, model_data["lods"][i]["node"]["children"], rootNode, id_to_object, nodeNameList, nodeName, filename, select_all, errors) File "C:\Users\samue\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_mesh_mdl\tf_util\model_util.py", line 153, in load_children_TPF2 child_obj.index = i AttributeError: 'NoneType' object has no attribute 'index' location: <unknown location>:-1I'm telling it to use 0 on the material config
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my mods have more than that, you should be fine with that size, as long as it isnt like a regular freight car that you'll have 1000s of. You'll still need LODs, eventually aiming for the last one to be 5000 or less. Some may disagree for lower, but personal experience i havent noticed any issues.
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For anyone having issues with this error, I did find a fix. I'm not certain this is the only way, but I fixed this by selecting everything in edit mode and going "Alt+N" then "Reset Vectors" in Blender. Seems to be a vector issue with your face normals. This seems to be relevant again with the release of Blender 4.1+
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I just got this error as well, and I'm not sure what the issue is. I know blender 4.1/4.2 added new fbx features, so it definitely could be that. Ive noticed it exclusively when exporting animations or armature. I'm going to compare the options in blender 4.0 vs 4.1 settings.
Alright found a solution. You may experience an error "Normal mapping mode 'eByControlPoint not supported" when importing a FBX into the model editor. I'm not certain this is the only fix, but I fixed this by selecting everything and going "Alt+N" then "Reset Vectors" in blender. Seems to be a vector issue with your face normals.
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Trying to import a TPF2 vanilla .mdl file, got this error. Same thing happens to other vanilla models as well as 3rd party models.
Here's the import settings just in case it matters:
Turns out it did import something, but only the root node got imported.
Using blender 2.79 with the 0.7.0 tool, but in blender it shows 0.6.2, also I have to manually rename the model.zip to models.zip from TPF2/res/models/ for the tool to work.This is my exact issue. Haven't found a solution, seems to be consistent unlike what Maik suggested of continually selecting it till it works. Maik, what version of blender & the plugin are you using? I'm using 2.79 and 0.7 of the importer.
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agreed, Col0korn was saying that the addition of anymore industries was problematic, i cant recall a lot of the conversation
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holy fuck man, thats gonna be one hell of a mod. i had heard from Col0korn that the game had issues with extra industries. Is that true?
Also, for the car factory, you could always use vanilla cars, make new mdls and strip them of their metadata. You would also need to make a new cblend texture, stripping them of any color changing area in the red channel.
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Seems I had to set the Lod setting to "0". However, still can't load anything from the staging folder sadly.
When I try to load an .mdl from the staging area
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Alles anzeigenlocation: <unknown location>:-1 Traceback (most recent call last): File "C:\Users\samue\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_mesh_mdl\tf_mesh_mdl.py", line 610, in execute modules[object_type].load_from_file(filepath, TF_base_functions.import_settings["mat_config"], True, errors) File "C:\Users\samue\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_mesh_mdl\tf_util\model_util.py", line 269, in load_from_file load_children_TPF2(basepath, model_data["lods"][i]["node"]["children"], rootNode, id_to_object, nodeNameList, nodeName, filename, select_all, errors) File "C:\Users\samue\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_mesh_mdl\tf_util\model_util.py", line 152, in load_children_TPF2 child_obj = mesh_util.load_from_file_TPF2(basepath + "models/mesh/" + child_filename, childName, nodeNameList, child_matlist, select_all, errors) File "C:\Users\samue\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_mesh_mdl\tf_util\mesh_util.py", line 496, in load_from_file_TPF2 tf_object = TF_base_functions.get_data(basepath + filepath2 + ".blob", "MESH_BIN", errors) File "C:\Users\samue\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_mesh_mdl\tf_util\base_functions.py", line 319, in get_data new_filename = cls.find_tf_file(filename, errors) File "C:\Users\samue\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_mesh_mdl\tf_util\base_functions.py", line 393, in find_tf_file zf = zipfile.ZipFile(cls.lua_scripts_basepaths[cls.import_settings["game"]]+"/res/models/models.zip") File "C:\Program Files\Blender Foundation\blender-2.79b-windows64\2.79\python\lib\zipfile.py", line 1009, in __init__ self.fp = io.open(file, filemode) FileNotFoundError: [Errno 2] No such file or directory: 'M:\\SteamLibrary\\steamapps\\common\\Transport Fever 2\\/res/models/models.zip'When I try to import the .msh
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Alles anzeigenlocation: <unknown location>:-1 Traceback (most recent call last): File "C:\Users\samue\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_mesh_mdl\tf_mesh_mdl.py", line 610, in execute modules[object_type].load_from_file(filepath, TF_base_functions.import_settings["mat_config"], True, errors) File "C:\Users\samue\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_mesh_mdl\tf_util\mesh_util.py", line 364, in load_from_file for j in range(0, len(submeshes[i]["materials"])): KeyError: 'materials' location: <unknown location>:-1 location: <unknown location>:-1Definitely could be something i have set up wrong.
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Hey man, I'm not very active here, but you can always ping me, I might see it 😅. I haven't gotten too many complaints regarding that, I'll have Doug look into it.
Someone brought this up on the American Discord. Where'd you download this, steam or elsewhere? Idc either way, just if it's not steam it may be missing files.
Another possibility is the location. It's throwing a warning that the steam backup finder is not a directory, it looks like that could be the issue as well.
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is that still needed ?
Yup that would be a huge help! Crossing gigantic canyons or valleys would make this much easier
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Ill mention it to the devs of that mod, thanks

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Not sure this was mentioned, but Freight yard Framework is having issues with this mod.
I tested it by itself without NEP2 and with NEP2, seems to be incompatible. I'm not coding smart so I included the stdout.
Here's a link to the mod:
https://steamcommunity.com/sha…610721&searchtext=freight -
That's really true. All My mods are older and use circles. Actually, i can't think of any American railroads that don't use circles until you get to newer electrics. But i only do American mods so 🤷
As for vanillas, all you would have to do is check the UV map in blender. I recall them all having chicken around the top left to accommodate the red lights in tpf1.
I.just want to be able to use the trains on it because this mod is my favorite, i loved using the satellite shader in cities skylines and this makes screenshots so mich better in game. Thanks for all your hard work sir!
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Hmmmmmmm. I'll take a look. Maybe it would be worth making a headlight mod update for all the vanilla vehicles by replacing the original light texture. I believe they all use the same UV map, because i know they all share the same image. When i say this i mean i would. Actually I'm pretty sure they did in transportfever 1 and it wasn't just a single color
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Hey UnixRoot, i know i bugged you about the lights before, but if i wanted to remake the bloom effect for my own personal use, is there a way to do that?
Personally i just find the bloom effect better than the white that the vanilla vehicles have.... And mine😅
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hmm thats true