Excellent MaikC
PS The vehicles all use color config, so they appear in a normal proportion with other vehicles.
The 3 packs can be combined to increase my vehicles.
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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
Das Team der Transport-Fever Community
Excellent MaikC
PS The vehicles all use color config, so they appear in a normal proportion with other vehicles.
The 3 packs can be combined to increase my vehicles.
Three versions of my cars in road traffic have just been uploaded.
So again; Coming soon;!
Very nice, I haven't looked at the new particle system yet, but this looks good!!
I'm working on the AI road cars now. First pack is about done and that will feature German plates. All cars models use color config settings for the base colors and come in 6 colors. In this 'Germany' set the C-class has 2 variants, so 12 colors, and the Golf has 3 variants, 18 colors and hence these will appear a bit more. I will add a Dutch set for sure, but which other countries are desired?
I imagine British with 2 variants of the Escort, similar French with more Peugoet and Renault, perhaps Italian or Swedish ?? pls let me know which you would like.
Also taxis will be available, of course, my taxi sign for France is finished. I'm thinking Marseille & Paris with Peugeot 406, MB C & E Classes and Alfa 155's.
For DE & NL taxis will follow later.
I would like to use some footage of your use of my cars mod for the steam presentation images. So hope to see some images in the gallery.
Next the cars will be made available for the sims AI traffic.
Probably there will be multiple packs, but just want to know what you would prefer.
A. a starter pack, with the exact same vehicles as the driving ones, due to the high number of models other AI cars will appear very little.
B. a colour pack, using the color config feature, the major difference is that this will not outrule other AI traffic.
I do not mind they generally will outrule the standard vanila cars, however some other mods I still want to see driving. So I tend to option B, only that will need more development.
Also I'm thinking to perhaps provide multiple versions for different countries, which then is reflected in corresponding license plates.
If someone wants to help me out to make that a mod selection in the load menu please let me know.
PS The tuned Celica and VR6 since those still do exceed my aimed max. tris count so will not be included for road traffic to ensure performance.
Wow, this will be an extensive mod with so many clever solutions. That must have been an enormouos amount of work. Thank you for your effort.
Btw.: I am collecting good reasons to allow me to buy a bigger monitor. Your settings menu is on the list now.
I would like if UG would make it possible to adjust the window size of it.
But probably they have by now noted the issue and it is already on the wish list.
It's a coming soon.
Hope you like my settings menu.
that's nasty, I had an issue with the model editor a while ago upon the release of the Vulcan update.
The solution for me was to assign a correct profile to the model editor manually for my grapics card.
With a new script from doug the constructions will be assigned unique names, that for the vehicles means the licence plates will no longer default to the 'no name'. ![]()
That does mean one more test run, but so far it's looking good.
PeugeotRacer I was thinking, something like this will probably suit you better ![]()
Why is the topic still called "Helicopter test"
"Car park" or something like would match better
Indeed the helicopter hasn't seen daylight for a while, one day I may continue it.
For now the thread is renamed to:
I'm on the way building the licence plate feature for the assets, it won't be on the driving ones.
From left to right in the pic;
the default 'Dealer plate', German plate, Dutch plate
The name of the construction is the text for the plate, so it will default be 'no name'. Unfortunately I didn't see an easy way around that.
But the effect is quite nice.
That's right in general.
But it's right that there are open and closed variants? At least from the shown picture, I can't see visible goods.
The goods for the DAF can only be seen when the doors are opened during (un-)loading.
The game doesn't know that so it will still make the calculations whether or not show the goods while the vehicle is driving.
Cool. I'm looking foward to it.
just had an idea; it would be ultimate if vehicles from the scrap yard depot would be available only after their regular availability ended and then at a reduced price
.
But I don't think we can mod that, do you?
Tried adjustments on the scale of the licence plates.
It does improve the text quality, for the black text I'm still forced to use an alpha value > 1.
The label is moved a bit further from the mesh, now it is 1cm in front of it and then in game the quality is, not the same as with a texture image, think it is acceptable though.
So the idea is to provide empty base plates for the different countries and use the your name entry for the licence plate texts. It does require some more work on my side, hopefully worth it, it should provide the ability to get unique licence plates :).
Also I want to figure out how I can influence the default name of vehicles and constructions, otherwise all plates will show things like "no name" ...
melectro thanks!
It makes sense the DAF is heavier on performance when loaded compared to when not loaded also if you compare it to a standard vanila vehicle.
The reason for that is quite simple, there are 10 cargo compartments.
GOODS is one of the most detailed/heaviest cargos for the DAF, each compatment then has 15layers of 6 boxes each, => 900 boxes for a full truck.
e.g. COAL is much cheaper, that will show one item for every compartment, so maxes to 10.
In my opinion the vehicle being able to carry a lot of different small items at the same time is what makes it suitable for distribution. I would have liked to add more compartments, but felt this was a reasonable middle way.
I like your thinking Dunkel, I will give it a try myself too ![]()
Wow, nice idea!
Why are you using "alpha = 4" (never seen this and the wiki says values >1 can produce artifacts), have you tried it with "alpha = 1" and it's the same effect?
No the alpha = 4 is indeed testing, it's not the recommended code from the wiki.
However with alpha 1 the text was still showing transparent grey ![]()
hmm, for the licence plates I'm trying the use of Labels, but they don't look good at all.
Already in the model editor it looks bad, but just 2Bsure tested on a road vehichle as well.
My base licence plate here is a German plate, the BKö is included in my image. The label is as per below code, I've tried positioning on and in front of the mesh and found it needs to be about .1mm in front of the mesh at least.
Am I doing someting wrong?
[tt]
labelList = {
labels = {
{
type = "NAME",
transf = { 0, 1, 0, 0, -0, 0, 1, 0, 1, -0, 0, 0, 2.221520 , -0.05, 0.392404 , 1, },
size = { 0.283886, 0.088 },
color = {0 / 255, 0 / 255, 0 /255},
alpha = 4 ,
fitting = "CUT",
alignment = "CENTER",
verticalAlignment = "CENTER",
filter = "NUMBER",
renderMode = "STD",
childId = "alfa_155_nplat",
},
},
},
[/tt]
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