with my last mods I have started to use generic materials where applicable. Already I use seperate meshes in many of my mods, that mainly to allow to combine more or fewer meshes for small deviations to model in game. But also that allows me to keep materials simple and re-use them. My generic materials will be located in a file structure which is the same for all mods using them, hence I expect the game to only apply the material as from the last loaded mod and so to get best performance.
Beiträge von dview
Willkommen in der Transport Fever Community
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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
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I've placed the update for the random colour selection in the downloads.
As mentioned a pattern does seem to be returned. I wonder if you get the same.
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hmm the standard .lua randomizer math.random(n,nn) looks to result to a patern of 3 colours that differs after 10... still better than nothing

But if anyone know a better randomizor, pls let me know!
PS on the image I set row of vehicles starting front to left and then the 2nd and 3 rows.
The first few don't show the patern yet
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I'm looking into the VW T3 for a random selection.
I'm thinking 3 random selections (normal/metallic/two-tone) that will fit the configuration file nicely.
For the branded ones I think it makes sense to leave those for user selection.
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The motorcycles are available, some of you already found them. There will be (or perhaps meanwhile is) a second mod available for the motorcylcles in road traffic.
Looking forward to your feedback.
And remember; I always highly appreciate some footage of them back in the forum
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...ouch, that must hurt! Is this for the asset version? I would go for "without helmet". I think the driver wouldn't wear the helmet (and maybe hold it in the hand) when off the bike (unless the driver plans to rob a bank).

That does give new ideas though
...Putting it in his hands won't work, same animation issues/challenges (sure it can be done).
So they'll be seperate items.
Some trial fun on this side, can't say it's "Schönbau", but you'll get the scene.
When you pass an abandoned airport whilst touring with friends...
So guys?! Yes! Let's race

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grrrr...
fitting a helmet to the animated standing guy isn't easy, the position is right but the animations don't line-up so he keeps sticking his head thru
.So probably I'll offer them without helmets on or without animation, which would you prefer?
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Motorcycle assets are finished, I've kept the config options a bit simpler.
Now considering if I'll also make the drivers and helmets available as solo assets...
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Hi SM1, great variation again! Looking forward.
By any change can I tempt you to include a Dutch VanGend&Loos one?
Or perhaps I can make the repaint for you.
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The motorcycles are now into the asset creation phase.
Drivers will be optionally and the cross-slope will allow upto a 60 degree tilt.
Think this will allow some spectacular images to be made :).
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The monitors?
Bingo!
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PS there is also an undocumented feature on the asset for wheelloader and compactors. See if you find a small difference when you have no crew and lights or when either is enabled.
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Yes, it's happened again...

I don't found the easter egg. Like you hinted, I've chosen the green wheelloader (the one with the most cargo options). He's completely full loaded but I don't see the egg. Sorry!
But: is it a feature, that there is no sound?
Try transporting other goods, once it's visible it's hard to miss

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Interresting idea. But sorry, never tried this. But why don't your use the normal way with LOD 1 (0-15m) = motorcycle.mesh + character.mesh and LOD 2 (15-60m) = motorcyle.mesh? Do I overlook any disadvantages (more typwork?)
Mainly indeed to reduce the needed coding

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I'm opting for a different approach to the motors for road traffic; I include the character in the motorcycle mdl instead of using the game character. Therewith the helmet doesn't need to be overzised plus they wear a motorsuit instead of their normal outfit.
Now I am testing, so far succesfull, with using multiple LOD's that are not inline with eachother. Meaning the motorcycle and the character have their own LOD's and the game will display 2 LOD's until the character goes out of sight.
e.g. Motor LOD 1 is from 0 to 60 meter and the Character LOD 1 is for 0 to 15m... etc.
Has anyone tried such use of LOD's and if so are there any side effects I should anticipate?
Thanks for your feed-back.
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The motorcycles are getting a bit bigger than just a side kick

Now experimenting with better driver positions, but it looks like that will become a lot of work...
In road traffic I'm having some difficulty to fit the helmet properly for everyones head, but still it's better than them driving without a helmet.
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looks nice


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Looks cool. Are you testing around with the exaust and stuff or are you planning different versions? I wonder how the look going around corners. Let's hope they don't fall over

In corners they stay upright unfortunately. I tried a bit with a deviating axle setup and setting the body to 'steer' but that messed up the wheel rotation.
The steer does turn with the front wheel correctly though.
I was mainly testing with different steering mechanism (with the aim to gain knowledge to create a trailer with correctly steering rear wheels). But as the Ducati looked quite nice and these are fairly easy to convert from my 3D models I'll make a set. The materials I'll need to do and I'll make a few different drivers. Also I want to see if I can change the driver positions, without braking their bones

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racing with friends is much more fun than alone right?