I am "working" only there (my real job is to work for FS). Just sharing as much as I can, as it is a common problem that there are no italian contents for this game (and that is sad for me pesonally
).
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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 am "working" only there (my real job is to work for FS). Just sharing as much as I can, as it is a common problem that there are no italian contents for this game (and that is sad for me pesonally
).
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ahahahaha wait what?
i though that there are other people
well so its ok
thank you so much btw
ahah what? ![]()
woooow i m so happy, did you know that on DMA mods site is now FS Railway Signals ready to download.
Yes, I do! I made that mod
FS signals pack available on the dma forum (I can't leave the link but you can find there if you need fs signals).
My E11/E42 has compressor sound, since it is not possible to play it only while standing only (no trigger), it just plays every minute.
Good... so, every minute it plays the .wav sound you configured in the config file? I mean, I could realize a 10 seconds compressor sound that will trigger every minute. So you ear the compressor for 10 second and no sound for 50 seconds. Can it work?
I remember there was a locomotive playing the compressor but the sound last only few seconds. Is there a limit even on that?
Good. I like how collaborative you are ♥
Another sound needed is the air compressor, as a stand by sound - when the locomotive is stopped - to proc (not to play all the time)
Here it is
I think I can handle it; I must learn how sound config works, as I didn't totally know how to mod since 10 days ago
I just can see "Blockierte Grafik:"
Just click on the link! It's an imgur link, probably moderators must approve it first
Wow! It looks amazing! Have you planned to create a realistic sound set? If not, I could do this for you.
It could be good, maybe a cooperation. I really like the sound to be very realistic.
The sound set could be shared with the E636 DMA mod, as the E636 got same engines and same things as the E424 (that is just a compressed version of the E636).
Starting to talk about it, your locomotive BBÖ 1170.2 / DRB E45.2 / ÖBB 1245 has really close engines sound
By the way, this model is just a modification of the dma e636/hz1061 set so it will available on that forum!
The most important thing I can say, when you're exporting the model from blender (for istance), you have to put, in Material Tab, Train fever material > Type: PHYS_TRANSPARENT_NRML_MAP .
Another important thing to do is to add a "_1" at the end of the name of your mod's folder. Other than this, it's just a question of copying an already made model.
Write in pvt if you need help, we can speak in bestemmia language
With a good help, I've found errors and solved them. I hope I can publish very soon the integral pack of light signals
Alles anzeigenOne: it is beautiful.
Two: if you use the TPF1 .mdl exporter for blender, yes it is a TPF1 mod it is trying to do.
I asked ages ago if there was a .mdl exporter for TPF2 but I still haven't got a response.
Three: my mods are using TarGA and no problem.
Four: for the model editor problems I have no clue right now. Does it show some sort of error? It's not really for me, because I'm still new at modding, but for the other masters.
Five: I would do the following.
I would make the mod work for TPF1 (using the vanilla waypoint's files, if you need them ask me). Then I would use the EAT1963's mod converter to convert it to TPF2.
Then I would do the same but in order to make a railway signal.
This is the only thing I've come up with for now.
Thank you ♥
Btw model editor = can't import the model, it doesn't show up.
I think I will give a try on that sequence
Hello!
I am trying making this work:
[Blockierte Grafik: https://i.imgur.com/K7DZu8y.png]
I've exported it with the blender plug in; I've also scripted it but as "waypoint", just to make a quick try. Mod is not working and I have few questions:
1 - why does it say the mod is "obsolete"? Looks like I've produced something for tpf1. Am i missing a step?
2 - is the game forced on .dds textures or .tga are allowed?
3 - I cannot open it with Model editor even if I place the folder of the mod inside the staging area
♥
Alles anzeigenLuckily in Transport Fever 2 this is all quite simple if you've once done it:
All this is done in the .mdl file.
- Bogies/axles: You basically group the files, so you have this hierarchy:
1. Body
1. Interior
1. Doors
1. Other parts like details or lights
-2. Bogie 1
--3. Axle 1
--3. Axle 2
-2. Bogie 1
--3. Axle 1
--3. Axle 2
It looks like this (german names: achse=axle, dg=bogie, anbauteile=details on the body):
CodeAlles anzeigen{ materials = { "vehicle/waggon/bboe_n28ca.mtl", }, mesh = "vehicle/waggon/bboe_n28anbauteile.msh", name = "body", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, }, { materials = { "vehicle/waggon/bboe_n28ca.mtl", }, mesh = "vehicle/waggon/bboe_n28anbauteilehinten.msh", name = "body", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, }, { children = { { materials = { "vehicle/waggon/bboe_n28ca.mtl", }, mesh = "vehicle/waggon/bboe_n28achse.msh", name = "w1", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1.29, 0, 0.534, 1, }, }, { materials = { "vehicle/waggon/bboe_n28ca.mtl", }, mesh = "vehicle/waggon/bboe_n28achse.msh", name = "w1 (2)", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -1.29, 0, 0.534, 1, }, }, }, materials = { "vehicle/waggon/bboe_n28ca.mtl", }, mesh = "vehicle/waggon/bboe_n28dg.msh", name = "body", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 7.35, 0, 0, 1, }, }, { children = { { materials = { "vehicle/waggon/bboe_n28ca.mtl", }, mesh = "vehicle/waggon/bboe_n28achse.msh", name = "w1", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1.29, 0, 0.534, 1, }, }, { materials = { "vehicle/waggon/bboe_n28ca.mtl", }, mesh = "vehicle/waggon/bboe_n28achse.msh", name = "w1 (2)", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -1.29, 0, 0.534, 1, }, }, }, materials = { "vehicle/waggon/bboe_n28ca.mtl", }, mesh = "vehicle/waggon/bboe_n28dg.msh", name = "body", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -7.35, 0, 0, 1, }, },As you can see, the body parts are positioned at the origin (0, 0, 0). The bogies are placed on where they are connected to the body (7.35, 0, 0) (-7.35, 0, 0). The axles are placed in a RELATIVE position to the bogies, so when it is distanced +-1.29 from the center of the bogie, you place it there. The name=w1 tag defines it as an axle and the game automatically does all the rest.
Passengers are also placed easily. You have to define every seat in the train.
CodeAlles anzeigenmetadata = { ... here come top speed, availability, weight and so on ... seatProvider = { crewModels = { }, drivingLicense = "RAIL", seats = { { animation = "sitting", crew = false, forward = true, group = 1, transf = { -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 8, 0.6, 1.1, 1, }, }, { animation = "sitting", crew = false, forward = true, group = 1, transf = { -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 8, 1, 1.1, 1, }, }, .... }In the metadata-section you might encounter a seatProvider section. Change the position values to where your seats are. The values above explain for themselves what they do. You can change the animation to sitting, standing and driving. If crew is true, this is a crew member that is always visible.
Oh and when you insert your models, please always take body at first! This makes many things easier and you can always leave the "group = 1" as it is.
All models/passengers are positioned with a transformation matrix. If you can't handle this, there are many helping tools on the internet. This site also has one, but I think it's broken at the moment due to the new database system.
We'll leave the doors for now. If you have done the other things, you might have a better understanding, which you will need as your doors are folding doors I think.
Edit: When exporting your train, you only need similar models ONCE. If you have 4 similar axles, you'll only need them once and then insert it multiple times.
My man, this is a total mess! I though the hard part was modelling, but it's not! Texturing and scripting is really like sitting on a railroad planted in vertical
That's very laborious one. I want to concentrate on usual transportation, as there's nearly nothing in the game for italians
The wagon has boogies and seats at the moment but, still, I am a naboo at modelling.
Even creating .lua and other nerd files will be a mess
Hello. I first asked, few weeks ago, about someone making italian models for the game. Since I had a lot of time about it to think, I've started modelling myself
And it looks like something is going on.
I am part of the DMA mods forum. It is possible to download mods but I don't think there will be ever the possibility to publish something on steam workshop.
I am actually working on Carrozza Vicinale piano ribassato
We have the E636 mod.
An E424 mod is also ready if we must be honest (I don't know why Danny didn't published it).
I've modified the E636 mesh, myself, to get an E646 with french cabs style.
I hope something will get out soon, just keep an eye there whoever is interested!
There needs to be some identical things to modify it.
An other possibility would just be giving the paintjob of the e626 to the 1020, that would be easier than building a new model. But it would just be a 1020 in brown.
As for tutorials, TpF specific all i know are german ones. But you could use any blender tutorial and ask the TpF specific questions here
Ok, thank you!
That would be a completely new model, as there are no identical parts.
But there are a few modders working on Italian vehicles, maybe one of them will make it one day.
Or you give it a try yourself
there are no requirements to start working on 3d models
Oh nice, I see.
I though it was easier on modifing a locomotive ![]()
By the way, any good advice or link to something I could check if I want to start modelling? Where can I chack an A-B-C about this world?