If you can, a final truly worthy to your efforts could imho only be a video with a birds eye flight over and through the villages and towns. I hope you can make that happen!
Beiträge von dview
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.
Die Registrierung und Nutzung ist selbstverständlich kostenlos.
Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
Das Team der Transport-Fever Community
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My workflow is far from optimal, I should have started with the driving versions as now I find I have to copy over many of my changes to the driving versions. Eventhough this already crossed my mind several times I persisted to first make a base for the assets ... So starting back from the top. For the Austin Seven I'm including a versions with no door tarp, and one with no doors. Just to have more variation
.Other features include, random license plate IDs and lights that are only on at night.
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I'm still working on my vanilla cars asset, probably I'll also include them as driving (bus) versions and maybe as cars to replace the vanilla cars, what do you think??
Meanwhile the BYD Sealion 6 is being worked on, it gets animated blink lights, and if I may say so myself, they're pretty nice

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The update for the character asset is now available in the filebase
Surface snapping and vanilla rotation options are now included.
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A quick question
For the character asset I have an update ready, it adds vanilla rotation options and vanilla object snapping. Thanks Rico S. and DeBorg | Chris for the feedback.
But looking at it makes me wonder if perhaps the mod settings should also have a rotation (over the z-axis) available that allows you to change the z rotation after placement (when the check box is marked)?
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A new set of front lights for the TF3 Mercedes E-class

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A minor update for the TF3 VW T3 today, Volkswagen T3 Base Pack
It corrects the random steer angle calculation for the assets.
I've also added extent boxes for the driving vehicles.
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Some progress on my take of vanilla cars assets, the first 2 models are about done.
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Too bad, but this looks way better!
I've dropped you a PM, let me know what you think of this alternative.
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... both buttons/tiles are too large ... the window could be way bigger ...
Yes valid points, unfortunately those aren't things I can adjust.
I don't think the buttons themselves are too big, but there's too much space between them.
For the window sizing I hope VacuumTube can make his resizable parameter window for TF3 to fix that.
Also with the now dark background the small icon images aren't showing as clear as in TF2. I fear that might become a thing for the repaint mods ... but again there's not much I can do. I tried larger icons but the drawback on the overall size is then imho too much.
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I have Work In Progress on two mods.
First one is a TF3 version of my remote airfield, for TF3 it comes with a new extra challenge, vehicle maintenance. I don't expect that aircraft will return in any decent form of maintenance when they were sent thousands of km out. So I figured some maintenance station similar to the ones for cars, trains and ships is going to be essential. I think I just got the basis for that working:
I also started my version on a Vanilla cars asset, of course I aim to include all the possible features, so it will take a while to complete that.
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Will your mods also be available here in the forum or, like Ingo's mods, on mod.io only?
Of course they'll be on here, this will remain to be my main Go-to place

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A 2nd mod will be available from my end after all. This is a simple mod providing the Vanilla characters in an asset for free placement.
The mod has a few nice features though. Of course random selections are available but also an option to randomize the person size slightly and, imho, a very useful feature to fine-tune the positioning after placing the characters on the map. The models are available in 6 different poses.
Enjoy!
PS I hope that this mod becomes kind-a obsolete once Ingo-1111 has come to making his Personen assets available for TpF3.

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I'm still working on my T3 for TPF3, I hope I can finish today(??), but it's going to be a close call. A complete Bko catalogue might get postponed to later in the week.
But I'd like to list the changes compared to the TPF2 version, this also for myself to have some kind of a change log
;- to start, the complete mod has been reworked to fit the new preferred mod folder structure.
- many meshes are reworked for some small improvements and also to make better use of my method working with generic materials.
- improved the vehicle type signage, now using different types for the Caravelle (C, CL & GL).
- added 2 new rim variants.
- driving vehicles:
- implemented the lighting feature, including a lit dashboard *
- made the steering wheel turn in corners (it should rotate more than it does but this seems a game limitation).
- new license plate system using random generated IDs. All license plates for driving vehicles use a plain white layout similar to the one used by UG on their cars.
- reduced the cargo compartments for the Transporter from 4 to 2, the total capacity is the same. Only the open/tarp pickup models still offer 4 cargo compartments.
- now using different engine configurations with respective starting years.
- dropped a few of the metallic colours that were too much alike.
- asset features (in general the asset works as you are already familiar with from TPF2):
- added a check-box to apply a random steer angle for the front wheels
- new light settings offer selection for Normal (lights will be on from 19:00h till 07:00h), Always on, Low and High beam.
- reworked the license plate system, the ID is no longer based on the asset name but randomly generated. As a con you can't set your own license plate IDs any more and there is a small chance of duplicate IDs being generated, however the formats for the various countries are (to my knowledge) matching, or close to, the respective country formats. And they look better
- added new license plate layouts for Neutral (plane white with black lettering), FI, SK, UA and "TPF" (a fictive EU style layout for TransportFever). The default is the Neutral layout, this matches with the driving vehicles.
- for Denmark and The Netherlands a deviating layout/format is applied to cargo vehicles compared to the passenger vans.
- adjusting settings is possible again, the game now allows this option to be defined for each parameter in the mod, I choose to leave the model selection out for the later adjustments. All other settings, lights, exhaust, crew, add-ons etc. and position fine-tuning settings can be adjusted after placement.
* the lights for driving vehicles are on from 19:00h till 07:00h, I may revert this but would like to hear the feed-back from in-game use first.
What's still on the to-do and wish list:
review and fine-tune descriptions for driving vehicles.DONEmod clean-up (remove all the temporary and out-dated files).DONEadd a lower mod level to the elephant.DONE- create a complete model catalogue and asset guide.
possibly adjust Swiss (& Italian?) plates to have a smaller plate on the front.DONE- possibly add an asset feature to display loaded cargo.
final test run(s) after clean-up.DONEmod upload, and hope mod.io won't find any errors I missed.DONE
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Eine leichte Random Drehung für unsauberes Parken wäre noch geil.
that is already built in for some car mods
. When you are using the overall random and have the steer angle set to -40 the steer angle is random between -20 and +20 degrees.I will include the feature in more mods, perhaps with a checkbox for easier use.
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Hello there,
Like also other modders I too am wondering which of my mods you'd like to see soonest in TPF3. I anticipate that a conversion will be possible, but to do it proper I expect I'll have to, or better said, want to rework all my mods. So it will take time!
I won't be able to support conversions you possible do yourself because I want to focus on providing quality mods again. I will therefore already warn you that I also won't guarantee that if you convert one of my mods yourself that such won't have impact, collisions or errors when combined with the TPF3 mods I will provide. So I really hope people will be able to resist any temptation to do so.
I aim to deliver all my mods to TPF3 eventually. And I am starting with the VW T3, I have already started to rework things for that. With 101 mods in the filebase I won't list them all here, you can view them via the link on the left "Filebase entries: 101", if you have certain ones that you want to see soonest then please comment and mention me which one(s) that is/are.
Greetings,
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Tut mir leid Mr.Emsland ich konnte da nicht wirklich einen auswahl machen. Ich mag die alle gerne.
Mach vielleicht das gleiche als du im TPF2 getan hast, bau die mods wenn du die benotigst. Weil ich frohe mich ims besonderes auch auf diene TPF3 schonbau
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Hallochen Rico,
Das mochte doch klar sein das wir die gerne alle wieder sehen in TPF3.
Aber doch, weilst du es fragt, die top kandidaten fur mir sind.
1. Autokran
2. BSP pakkete
3. LMP pakkete
4. Alle andere

Gruss
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Rico S. Nope that Touran isn't from me, I thought it might be part in one of Dunkel 's mods, but not that I see now.
Bahntroll Also that is a nope, unfortunately my work is still rather busy and stressing at the moment. I haven't found much time and energy to do much modding lately. I hope to be able to take some time of in September and then have time to start prepping for TF3.