Beiträge von francelongo_1960

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    I assume that the windows are a separate mesh. Assuming You use the mentioned PHYS_TRANSPARENT for the windows, the map_albedo of the material will have the RGB values en bloc define the windows colour, and the maps transparency will define the windows transparency. The map_metall_gloss_ao works just like with all other materials.


    If You have one of my models at hand, You can try "Scheibe.dds" for the albedo map and see how You like the result.

    Yes of course: windows are a separe mesh as indicated this morning, also separate material file (that's pointed by the .mdl) with inside line "type =PHYS_TRANSPARENT". But I do not know about this maps transparency; you do not mention them before...

    Very nice. This method a to build separate mesh and addressing it with a material file with line "type= "PHYSICAL_TRANSPARENT" wihout the necessity of mapping nothing in alpha channel inside Blender look like very nice method! I wish to begin from this starting point to made my tests. When I achieved I return here and will post some result. Very very thanks! Regards.

    Can I take as reference model your material file for Antonov plane like this one below?

    ------------------------------------

    "

    function data()

    return {

    order = 0,

    params = {

    albedo_scale = {

    albedoScale = { 1, 1, 1, },

    },

    alpha_scale = {

    alphaScale = 1,

    },

    alpha_test = {

    alphaThreshold = 0.5,

    cutout = false,

    },

    color_blend = {

    albedoScales = { 1.5, },

    colors = {

    { 0, 0, 0, },

    },

    },

    dirt_rust = {

    age = 0,

    dirtColor = { 0.5, 0.5, 0.5, },

    dirtOpacity = 0.5,

    dirtScale = 1,

    rustColor = { 0.37254902720451, 0.22745098173618, 0.16470588743687, },

    rustOpacity = 0.5,

    rustScale = 1.6730800867081,

    },

    fade_out_range = {

    fadeOutEndDist = 20000,

    fadeOutStartDist = 10000,

    },

    map_albedo_opacity = {

    fileName = "models/vehicle/train/v300/skyjoe/grimes_v300_db1_albedo_opacity.dds",

    type = "TWOD",

    },

    map_cblend_dirt_rust = {

    fileName = "models/vehicle/train/v300/v300_cblend_dirt_rust.dds",

    type = "TWOD",

    },

    map_dirt = {

    fileName = "models/vehicle/train/v300/skyjoe/grimes_v300_db1_dirt_albedo.dds",

    type = "TWOD",

    },

    map_dirt_normal = {

    fileName = "models/vehicle/train/v300/skyjoe/grimes_v300_db1_normal.dds",

    redGreen = true,

    type = "TWOD",

    wrapS = "REPEAT",

    wrapT = "REPEAT",

    },

    map_metal_gloss_ao = {

    fileName = "models/vehicle/train/v300/skyjoe/grimes_v300_db2_metal_gloss_ao.dds",

    type = "TWOD",

    },

    map_normal = {

    fileName = "models/vehicle/train/v300/skyjoe/grimes_v300_db1_normal.dds",

    redGreen = true,

    type = "TWOD",

    },

    map_rust = {

    fileName = "models/vehicle/rust_albedo.dds",

    type = "TWOD",

    },

    map_rust_normal = {

    fileName = "models/vehicle/rust_normal.dds",

    redGreen = true,

    type = "TWOD",

    wrapS = "REPEAT",

    wrapT = "REPEAT",

    },

    normal_scale = {

    normalScale = 1,

    },

    polygon_offset = {

    factor = 0,

    forceDepthWrite = false,

    units = 0,

    },

    two_sided = {

    flipNormal = true,

    twoSided = false,

    },

    },

    type = "PHYS_TRANSPARENT_NRML_MAP_CBLEND_DIRT",

    }

    end


    "

    -----------------------------------

    1) the line with type is the line with the command for type of material, is'nt it?


    Important questions to understood:


    2) It is necessary to have this glass to in some way introduce them during modelation in Blender, for instance mapping some part of the 3D construction in alpha channel or is possible proceed after the blend work having already a texture file with all the part of object projected over it wth the UV map?


    3) It is compulsory have interior parts in the model in the other side of the glass to have transparent effects or is possible have those effects without those interor parts in the model?


    4) How line I can put in the file material fir the file not still ready to let TF2 ignore it, perhaps some like "unknown_albedo_1k.tga" or "default_metal_gloss_ao.tga" or I can symply not write all the block

    map ...{...}, is'nt it?


    thank<s in advance.

    Sorry my dear enthusiasts, but I am at a much lower level than you think, perhaps for the (quite) good model that you have seen in the figure above and you think that I am at your level but I can only do 3D (a little), make a simple UV map, make projections of tops "project from view" by pressing the "U" button in the 3D viewport where the ship is; having introduced a file.tga empty in the UV map of Blender , make an "export UV layout" to be superimposed on this .tga file in Gimp to color and produce textures of the type "albedo" or "metal gloss ao" to introduce in MOD folder system of the ship; and then transform the 3D into FBX and, by means of model editor get the mesh files, I can organize (a little) the material file and (a little) the .mdl file (that just you, DH-106, teached me to better manage some week ago). And I can do little else. I don't understand anything when you talk to me about "maps" or materials like "PHYSICAL_TRANSPARENT." How do I use it ? Inside file material? (probably it is a command that if used with correct syntax the game understads). So I need very basic and schematic help, like: a) do this; b) do this other; etc. So, as I kindly told you, I can't get the window panes on this ship. I hope (...and pray) you can teach me how to do them easily. In thanking you intensely in advance, I wish you all a joyful and happy W.E.:love:

    Hello everyone, I'm creating a MOD. it is a ship really existed (is the model of Ferry Iginia 1969-2012 or sisters Rosalia & Sibari). Its 3D is near finished. Now I painting this object. I had excellents results realizing teak cover over the bridge using a pattern with GIMP. But now I facing hard difficulties realizing glass for windows of the ship. Consider that I doing attempt creating texture of the type "metal glass ao" having red, green, ble and alfa channels. My model have phisical windows on its 3D mesh (realized with Blender). I desire help from everyone of course, but specifically from DH-106:love:.

    Hi DH-106. But you're a dragon! That's exactly why the rudder didn't work! You had to put two and not five! Show: now the rudder turns. Thank you very much. There are no repetitions of terminology. For now, there's really only one material. I haven't started textures yet. If I need help with those, I'il look for you again! Thanks again (I was very sure you would find the problem!).

    Hi DH-106. I introduced this line with 30 degree angular limitation but unfortunately the rudder still doesn't work. There is a single mesh that is the rudder intended to rotate in an axis parallel to the z-axis as you can see in the code is indicated in line 34: "Timone_FL.msh" and its axis of rotation passes from the point X=-32.652 Y=0 as indicated in the transf matrix of line 36.

    Dear DH-106

    I moved here as you requested. I put here the .mdl files that can't get the rudder of my new ship moving:




    ----------------------

    Maybe you'il help me find out why the rudder doesn't work. Thank you so much. (I highlighted the rudder controls in red). Greetings:love:

    Hallo liebe Enthusiasten! Ich bin Francesco Longo aus der Schweiz. Ich bin ein relativ neuer TF2-Enthusiast. Ich habe dieses Spiel, seit es veröffentlicht wurde. In letzter Zeit habe ich ein großartiges Szenario von Kalabrien mit Städten, Häfen, Flughäfen, Industrien, Autobahnen, Bergen und Umfragen aus echten Karten erstellt. Die Wirtschaftlichkeit dieser Karte ist in der Lage, sich selbst zu stützen. Ich möchte diese Karte mit euch allen teilen, aber ich weiß nicht, wie ich ein "Up-Load" auf dieser Seite machen soll. Könnte mir jemand von euch bitte helfen?