Just for fun I made a new truck delivery version for the Iveco, it has the spare tyre on the 5th wheel and the roof spoiler is sitting on a pallet on the chassis.
Maybe it can become the preview mod.
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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
Das Team der Transport-Fever Community
Just for fun I made a new truck delivery version for the Iveco, it has the spare tyre on the 5th wheel and the roof spoiler is sitting on a pallet on the chassis.
Maybe it can become the preview mod.
I've added the lower lods for the Eurotech and a few extra options. Next I'll have a look at some trailers for it, probably I'll make a few new ones to include as well.
The T3 doesn't use the particle system (yet), so I'd say that cant cause this ..
Maybe a FAUN crashtender can help to stop the fire ![]()
It's definitely something that's on my mind, for the M3 and 3.0CSL there already is a roll cage equipped vehicle included. When I get the MB 190 EVO done (it's on my to do list) a DTM pack can be created.
However I must admit my UV maps aren't easy to handle, that can make repainting rather time consuming. Probably substance painter can make that easier, but at a cost of about 50Eur/month I deem it too costly for my use. I'll then stick to my cumbersome methods for now ![]()
A first 2 cab variants for the Iveco.
Also had a quick look if it can become an Eurocargo with just some scaling down, it will need a few different parts like for the bumper, I think it's ok. Probably though for a separate later mod.
My next truck mod is making some progress. It is the Iveco Eurotech, still in an early stage, the first vehicle just arrived in my model editor.
Update v1.30 for the Cars of the '90s is now available, the changes include
- correction for the Ford Ka where wheels were not turning
- repositioned passengers in a few cars to eliminate them sticking their head through the roof
- added Lexus LS400 Near black to asset (door opens via wildcard selection of capacity kind)
- correction for wrong file reference on Audi A6 in random mode with random steer selection
- added mod load selection to hide driving vehicles, be aware that vehicles from repaint mods will then also not appear in the road depot buy menu
- some invisible consistency improvements
Oh I also
- added left and right blink light selection for the asset
- corrected a few of the Renault Clio Sport that were using the wrong (standard Clio) grill mesh
The brand pack for the Range Rover is now uploaded so it is a...
Hope you enjoy it and as always I'm looking forward to images from your sceneries.
A minor update for the Remote airfields is now available.
It appeared I forgot to include the files for the cargo version of the 10km and 20km distances, this is corrected in the new version (1.41)
Can someone explain to me why a difference is made?
It will have to do with copyright liability on side of Sony Nintendo, and indeed Computerhocker lawyers wanting to maintain their business.
Luckily in the PC world that is much more pragmatic and the factor of intend is usually taken into account.
I wouldn't want to get in conflict with the lawyers of Sony nor of e.g. Mercedes Benz, with my budget I won't be able to compete against them, also to not put UG in risk I rather oblige.
But for sure not all my mods will become available for consol, some are simply not suited for converting.
I need to get a bit used to working of mod.io for releasing mods. But I've just uploaded the consol version of my Cars of the '90s.
It was a lot more work to make it available than I hoped, not in the last place because I still found some minor things to improve in the base mod, an update for the PC version will follow as well.
For this consol version all brand references have been taken out, the vehicles have a Bko logo or no logo at all. Also I've included AI traffic, options in the mod settings load menu allow to enable (or not) the driving versions and the AI traffic.
The mod can be used along side the PC version, but please note it can not be used as a replacement for the PC version as a base mod for any of the repaint or road traffic packs.
So I'll call it a :
Just with a small question mark as it is pending approval by UG ![]()
Only available on mod.io:
https://mod.io/g/transportfeve…of-the-90s-consol-edition
If you think I should also upload it to the filebase here, just let me know, when sufficient request I will do so.
and the results show for it. ![]()
It's always important to stick to your own standards for your own approval; as such I'm in the process of creating another 200+ license plates for a release of the cars of the '90 to consol users. It's time consuming but at least I know all of them are unique ![]()
The same correction for the default license plate on the horse trailer with open ramp is now available for the Dutch and German dispatch packs
A small update with a correction on the asset for the Range Rover is now available
- small correction on the asset for the horse trailer license plate when ramp is open
- removed rotary light option from asset as it was fully obsolete
A view on the assets of the Range Rover brand pack all lined up.
Some dots on the i to do and then a clean up and descriptions before the final testing.
Ich verstehe das mit dem Höhenunterschied nicht,
it doesn't really bother me much, think of it as just one of the things architects do ![]()
additional versions for the T3 are on my to do list, I'll probably start on them after finishing my Range Rover repaints
Ich weiß leider nicht, wie ich direkt für Transport Fever 2 modden kann, vielleicht kann mir das ja jemand erklären. Das nimmt halt enorm viel Zeit in Anspruch.
hi hi,
there is an export add-on available for Blender 2.79 that might be of help for you.
Personally I don't use it though. My mods have a high level of modularity so my workflow is to export .fbx files from Blender and import those into the mod editor and then I manually create/amend the mdl files. That's probably not the fastest method and can get quite tedious, but it works well for me.
With now some 20 repaints plus some military versions I think it's getting time to start creating the asset, otherwise it will get out of hand (again)
.