Beiträge von Alkolique

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.

 

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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.

Das Team der Transport-Fever Community


    Hi,


    I'll be releasing my first coach set as well as an MU soon. We are currently discussing about the best method to obtain animated doors directly through the FBX import module.

    Since animations are exported in one "block" through the scene process in Blender, I can't figure out how to manage, for example, doors, without duplicate the mesh (one for the opening, one for the closing animation) wich is not a satisfying process, in my point of view.


    Is there something that we are missing, a way to export blender's animations with their propers names, in separate file even for the same mesh ?


    How do you, guy, proceed with your complexly animated models ?


    Thank you in advance.

    OK, i've got it for the position. Mesh appear when train drive front or backward, lights changes etc.


    But still not emissive. I've take a look on other mods and found that they're using internal light mesh for this purpose, wich give those line in the mdl file :


    What I understand here is that those mesh are scaled and postioned with the transformation matrix. How to deal with it ? Is there any special trick (and by trick i mean, anything that avoid aving to write it by myself) to get them in place ?


    EDIT : I'VE GOT IT ! Lol, just need to replace the material string associated to my light mesh in the mdl to give them "vehicle/asset/light_red.mtl" or "vehicle/asset/lights.mtl"


    Anyway, thank you very much for your help !

    First of all, a big thank you to all the people that have wrote, record and share all these complex information about modeling and moding Transport Fever 1 & 2 !


    It's been a week for now since i've started to learn, from blender to model editor and through substance painter, how to produce my own locomotive.


    So here it is, proudly carrying his first wagons...


    :


    There's still some issue to handle with (modeling interior, adding flexibles, windows, reducing global glossiness...) that I know how to, but i'm facing two issues wich I havn't found any reliable information about :


    - What is the workflow of adding light, from blender to the model editor ? Searching through others mod, I've just found specific mesh related to them, but nothing about their material and emissive settings on them.


    - How to precisely position particle emitters and drivers in the model editor ? Are coordinates similar to thoses in blender (1m in blender = 1 in ME) ?


    Also, is there on this forum a community of modding SNCF related stuff ? Some of the good mods from TpF 1 havn't been released (well, it's still early).


    I'm very excited about sharing and creating rolling stock from our national railway company !