PeterLustig : Ralle is correct, just in case I had overlooked anything I haven't removed the version 1 yet. But if you use 2.0 that is no longer needed at all.
You can just delete it, but also if you leave it installed your game should run normally.
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PeterLustig : Ralle is correct, just in case I had overlooked anything I haven't removed the version 1 yet. But if you use 2.0 that is no longer needed at all.
You can just delete it, but also if you leave it installed your game should run normally.
I opted not to make separate mods for the taxis and branded vehicles but to include them in the colour pack. The version 2.0 is now available with branded Caravelle.
Next up military and emergency vehicles (in-line with my crashtenders) and perhaps some service vehicles. For those I will probably create a separate asset. A taxi sign on an airline branded car, that can happen. But blue lights on the car of a construction company.. hmm not so much. A normal orange flash light will later be added to the v2 caravelle asset as well.
When the Caravelle are complete the Transporters will go to the paint shop, however they will need their own designs. Obviously some of the companies will also feature for those.
Let me know if you like them. Should I increase the resolution on the branded vehicle perhaps? I'm not 100% sure as that will increase the total pack size rather fast...
Regards, Gruss,
B|ko
That look really really good!
May I ask what tools you use to create the normal maps? I yet have to get my hands on that.
Would it be possible for you to add this in the mod description? Or did I miss the entry?
I would have loaded the basic package first, but I was wrong with the other packages.
Think you missed it, it is in the description, also visible in the game mod menu.
Is it necessary to keep a loading order of the three T3 Mods?
Yes that is important.
First the base pack, then the Colour pack and then the Car pack
Enjoy
Hey my very first mod just has been (re-)approved, it's a Jaguar SS100, though I do think I have some maintenance improvements noted for that. But it is a model I really like, so looks like I'll need to free some time to upgrade that for all of you too.
The first batch of branded T3 is getting content, only Caravelle at the moment; one or two more and then I'm on to painting some Transporters. The license plates I'll adjust add the end.
Let me know if yo have ideas.
Greeting, Gruss,
B|ko
Looks good! In my mods I use a lot of separate meshes, that allows you to create mdl's that don't have certain meshes or deviating meshes.
I would opt for indeed a tail bumper with a connector as the default.
For the cargo, I would like a water tank :), and a tractor unit, so actually that would be just a 5th-wheel.
But the snowplough idea is very cool too!
Gruss
B|ko
One other thing could be of interest here.
This line seems to indicate that You build the parts at 10x scale - they are scaled down to 10% along all axes here. Is it possible that "t3_glasstia_lod0.msh" has been exported at another scale than "t3_glasstic_lod0.msh", i. e. that You ran "Apply Scale" on either of the parts before exporting?
Thanks for thinking along.
I build the models in Autodesk's 3D VIZ 4, a legacy product I'm using almost since it's release, simply never got a chance or real need to update to newer versions. I mostly, also here, draw 1:1 scale then export using 3ds (not the newest version) to Blender. I don't like Blender very much so do as little as possible with it. Therefore I actually draw the models on different axles and accept blender changes the scaling as long as it does such consistent). The end result in TpF doesn't seem to be to bothered with this method, so I can work around Blender but still I need it to create UV maps and an export to .fbx format. Both of which are not features in my good old 3D tool.
All .tga files of the material are by the way plains;
Hm... the naming should be no issue here, and generally I have never seen one single part bearing the same non-structured material step out of line - with my aircraft, there is usually a lot of passenger windows and they are either all transparent or not without any funny guys among them.
An effect like what You show there could be caused by the MGA map, a bit depending on materials. If You use a dedicated glass material for all windows and keep them as separate parts, this ought to be no issue. But if You use a transparency map on a common material, a MGA map might well dull down the glass to achieve a similar effect. Any point in looking further in that direction?
Both the glass mesh and material are separate. The versions with less windows have their own meshes, but share the material.
Below I'll include some code. I haven't yet tried buying again all vehicles at once, it doesn't ruin the vehicle, you can even say it's just another variant.
It mainly makes me wonder ... how ???
in the mdl of the version with side and rear window:
{
materials = { "vehicle/bko_vw_t3/glasstinted.mtl", },
mesh = "vehicle/truck/bko_vw_t3_transporter/t3_glasstia_lod0.msh",
name = "t3_glassti",
transf = { 0.10, 0, 0, 0, 0, 0.10, 0, 0, 0, 0, 0.10, 0, 0, 0, 0, 1, },
},
In the mdl for e.g. the closed one this is:
{
materials = { "vehicle/bko_vw_t3/glasstinted.mtl", },
mesh = "vehicle/truck/bko_vw_t3_transporter/t3_glasstic_lod0.msh",
name = "t3_glassti",
transf = { 0.10, 0, 0, 0, 0, 0.10, 0, 0, 0, 0, 0.10, 0, 0, 0, 0, 1, },
},
the material is;
function data()
return {
order = 0,
params = {
albedo_scale = {
albedoScale = { 0, 0.28000000119209, 0.42599999904633, },
},
alpha_scale = {
alphaScale = 1,
},
alpha_test = {
alphaThreshold = 0,
cutout = true,
},
fade_out_range = {
fadeOutEndDist = 20000,
fadeOutStartDist = 10000,
},
map_albedo_opacity = {
fileName = "models/vehicle/bko_vw_t3/glasstinted_albedo_opacity_0.tga",
type = "TWOD",
},
map_metal_gloss_ao = {
fileName = "models/vehicle/bko_vw_t3/glass_metal_gloss_ao_0.tga",
type = "TWOD",
wrapS = "REPEAT",
wrapT = "REPEAT",
},
map_normal = {
fileName = "models/vehicle/bko_vw_t3/glass_normal_0.tga",
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 = true,
},
},
type = "PHYS_TRANSPARENT_NRML_MAP",
}
end
Thanks for your work on the VW T3. Because of the few car models, this is really an asset. Would it be possible to make a German police version? So far there is unfortunately only one German police car for TPF2.
(Translation is from Google, my English ist too bad)
Yes that will follow, Police and Fire vehicles are on my to do list in at least German and Dutch versions. An ambulance is somewhat lower on the list but.
You have certainly used the same material for all glass surfaces, I´m sure.
It would be not without precedent to have things like this explained by LOD issues, especially with windows that are there only on some versions of the model. Is the window set up to be transparent also in the higher LODs? And is the problem the same irrespective of camera distance?
Yup all windows have the same material in all the LODs. The various versions have distinct meshes so also should not be the influence.
I'm looking if there is perhaps a consistency in the colour the windows get. All models are named bko_model_nn where the nn goes from 1 to 27. Each for a different colour. Maybe the cause could be that the numbers below 10 are single digit ?? However if so I expected such to be appear for the assets more than for the driving vehicles.
I've uploaded the colour pack. So that should be available shortly.
There is one strange thing I can't explain nor regenerate; I bought a batch of 84 Transporter, one of each available option, for a few of these vehicles the rear windows aren't transparent. When I buy a single one of each of these the vehicle shows as expected. For the asset I do not see any occurrence of this. So most likely it has to do with the large number of vehicles bought or sent out all at once.
I wonder if you will see the same.
See the side window of the yellow one, the first comes from the big batch, the second was a single purchase. Also on the green one it's not as supposed to be, not directly bad though
joschiblue I've fond the cause and resolved the issue. The revised mod is now available for download. Thanks for informing!
After installing your mod, the vehicles will look like in the photo.
Applies to both categories and all vehicles.
Why 2 different categories for the same vans?
Seems I made a mistake and have mixed the construction files, there should only be a colour choice for Ivory white at this moment. Will fix it and update you.
I opted for 2 items in the assets to reduce the complexity for the construction files, as in the upcoming Colour pack the choices won't all be the same for the Caravelle and Transporter.
The T3 should be available soon, there is room for improvement but looking forward to your feedback.
Meanwhile the line increases; Colour and Car pack are about done and for a Taxi Pack some nice content is coming;
For the T3 I'm aiming to give at start a Base-pack, Colour-pack and Car-pack. Those to be shortly followed by a Brand-pack, Emergency-pack and Airport-pack. All of which can of course still grow after release.
Not yet a "Coming soon", but just an update to keep you posted.
Thank you so much for your quick reply and the info! much appreciated!
Unfortunately, I just learned how to actually handle those .dds files in gimp to create some other versions... for this I was thinking about a dark green one for gardening as well as a German Post version (easy going stuff as I still struggle to include actual Logos ... really don't know how people get something like indicators on the textures - but that is definitely a different topic now).
Take your time! But I am sure you know that
haha, I'm exploring there as well, using paint.net. To a high extend I am just using separate meshes with straight forward materials.
But once you have a good uv-map adding detailing to the model isn't that hard actually. It just takes time, I'm finding out still which approach works best for me.
what a lovely model this is ... so many options for markets, camping sceneries and family homes!
To be honest, I also see countless options for repaints as emergency service vehicles or for public gardening services. So, before asking you to do the job (and add additional colors ) I wanted to know if it would be possible to repaint the vehicle by adjusting the .dds (or .tga, whatever you will use) accordingly?
I won't publish anything and so there shouldn't be any question in terms of rights (I guess?)... just wanted to hear from the creator if something like this might be generally technically possible!
Thanks again dview and i am very much looking forward to putting my hands on this beauty
Yes it is a high potential model. And no problem at all to share also the uv maps. My material modding is still developing, so it's fairly simple to adjust as well.
I will actually appreciate if you do so and also share your repaints.
But there is still quite a bit to do before the first mod will be done, I am thinking still in which 'packs' to release the modesl.
Also there are no dirt nor normal maps, the latter it could use especially, e.g. for the rims on the roof and the doors. If someone is willing to create those, please let me know.
The VW T3 is growing, for the Caravelle I have made the original factory colours available, including some optional colour combinations. Before I new it I had already 33 choices. All have unique European licence plates (mainly, but not limited to, German and Dutch). Though I'm not sure that I will keep that up. as I will easily wind up to over a hundred unique vehicles this way.
Dang, in those times VW did have a largo choice of colours last year I bought a new car and could choice from no more than 5 colours, of which 4 are tints of grey...
Besides the colours other models so fare include:
Dutch taxi (org. model by Herpa (NL))
German taxi (org. model by Wiking)
Schwarz bau (org. model by Roco)
PK Kurier (org. model by Herpa)
Nederlandse spoorwegen (org. by I think it was Herpa(?) I don't have this one on my collection)
I'm open to suggestions for more prints for civil Caravelle, preferably based on H0 scale examples.
The T3 Transporter is a bit less developed, I made versions with and without side/rear windows.
Emergency services, including an ambulance version, as well as some military ones are also still to do.
dview Are you hugedragonyk on Steam? Because this guy is doing helicopters, too, and claims they are able to stat and land just fine:
If this is your work: Great progress! If not you might want to get in contact ASAP: https://steamcommunity.com/id/hugedragonyk
nope that is not me. hugedragonyk is also on the forum here. And indeed he is making good progress, looks very promising!