Beiträge von dview

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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)?

    Maybe it due to the angle of sight, not sure if you already set the polygon_offset in you illuminated material to true, if not perhaps give that a try.

    Use larger values to increase the effect when needed.

    Code
    polygon_offset = {
    factor = -1,
    forceDepthWrite = true,
    units = -1,
    },

    ... 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.

    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.

    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. ;)

    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. DONE
    • mod clean-up (remove all the temporary and out-dated files). DONE
    • add 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. DONE
    • mod upload, and hope mod.io won't find any errors I missed. DONE

    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,

    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 :love: .

    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 :P


    Gruss