The cross-dock mod has just been updated.
Modern Vollmer facility buildings- Vollmer 5605, 5607, 3759 and more
It now includes the truck garage, fire station and a warehouse as well.
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The cross-dock mod has just been updated.
Modern Vollmer facility buildings- Vollmer 5605, 5607, 3759 and more
It now includes the truck garage, fire station and a warehouse as well.
Good progress today here, looks like the truck garage AND the standard fire station from Vollmer will become available little later this week.
They will be available within the cross-dock mod, of course as separate configurations. The release will also have some minor technical improvements for the cross-dock, mainly consistency thingies.
But I'm in doubt whether the DHL red should be a bit more red and less pink. Or shall we call that the effect of UV sunlight on red paint
?
The cross-dock is available for the download now. Please let me now your opinions!
The fire station meanwhile also has made some progress, the 3D of the tower is done.
As well the mesh for the modded fire-station as it stood on my H0 layout is progressing well, but that I'll keep as a surprise. ![]()
The cross-dock only needs a few images for the UI and then will be separated from my test and trial data and then that's done for the moment.
The mod will offer various choices for offices/roof/entry/signage and dock numbering. Plus the design of the building being so suited for that yellow&red, also a choice for Panalpina-DSV or DHL.
Some images;
Dang; I need to switch of those anoying popup tips still, anyone got a quick trick?
Succeeded, most likely I overlooked a type or so, but I rewrote a bunch and got it working.
Probably with quite a bit of duplicate code,but for now; Hey it works
.
Unfortunately so far I have not succeeded in applying different animations for the loading and unloading of a vehicle, still nice-idea!
Impressive collection!
By any change could I use the rims from your tenders/Unimog?
Mine are still showing a bit of an egg form while driving because the image for it shows shading.
DH-106 It's just example code, I'm testing various things in the construction file so that's a bit cluttered with trial coding at the moment.
Hello all,
is it possible to use multiple variables in the ELSE statement of a construction file? For a building asset I want to use 3 separate input variables for the user the choose a model. Based on the combination of the 3 selections the mdl file must then be defined from the else statement in the updateFn. But I can't find a way to use all 3 parameters at once, e.g. with an AND or nested ELSE statements. Here below a theoritical example of the nested ELSE, it doesn't return errors, but the models bko_b*.mdl's aren't returned in game.
if params.bko_a == 0 then result.models[#result.models+1] = { id = "building/bko_aa.mdl", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 } }
elseif params.a == 1 then result.models[#result.models+1] = { id = "building/bko_ab.mdl", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 } }
elseif params.a == 2 then
if params.b == 0 then result.models[#result.models+1] = { id = "building/bko_vollmer5605/bko_ba.mdl", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 } } }
elseif params.b == 1 then result.models[#result.models+1] = { id = "building/bko_vollmer5605/bko_bb.mdl", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 } } }
elseif params.b == 2 then result.models[#result.models+1] = { id = "building/bko_vollmer5605/bko_ba.mdl", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 } }
result.models[#result.models+1] = { id = "building/bko_vollmer5605/bko_bb.mdl", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 } }
end
elseif params.a == 3 then result.models[#result.models+1] = { id = "building/bko_ac.mdl", transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 } }
end
Anyone who knows how to get round this?
Thanks, Danke,
B|ko
PS Antworten auf Deutsch sind ebenfalls willkommen
The fire station is getting more in shape. The garage is there, the doors are all distinct and can be turned and animated, but that will be a while for now.
Still looking for tips to use multiple parameters for a single return, tips are welcome.
Hello forum,
Gradually increasing the complexity towards a working (airport) fire station there is still quite some ground to cover before I'm there. Progress though on the Vollmer kit of the cross-dock, it is almost finished. It will offer the standard Vollmer version where the entry can be detached and also a cross-dock without offices above and a left hand entry building.
I'm just struggling to get the position of the left side entry correct.
The issue is that it's position is dependant of the users choice whether to build with or without an extension.
I tried using a nested IF statement, according Google lua should support that, but it doesn't return a model for the entry if it comes into the nested part.
In the construction file I've now got;
elseif params.bko_vollmer5605_entry == 2 then
if params.bko_vollmer5605_model == 0 then etc.
So I'm trying to call my model parameter within my entry parameter to conclude the model and it's transformation.
Can anyone here provide me some guidance? There must be an easy way to use multiple inputs to define one model mdl right?
Thanks, Danke,
B|ko
I've made about 50 building blocks and can now create very divers buildings using those.
At the moment each block is an mdl file and in the construction file these are combined to the desired total.
However if a building needs to be deleted, every mdl file must be removed separately, and that's not very helpful. So I'll have to rethink my approach a bit.
Probably I'll first make the buildings as per the Vollmer design available, but for those I'll use 'single' meshes and just 2 mdl files.
So I might look up the fire-building in my collection (which is boxed in storage) to get the dimensions for the tower.
Two possible examples based on the building blocks, a different warehouse and a high-way hotel or office building.
Some progress on the model this weekend. I've opted to make modules per single square, so anything from a logistic centre or fire station to office, hotel or apartments is possible.
The first revised parts have been imported to the module editor.
To support further growth I've already employed a receptionist
.
The first image shows the different wall options and some add-ons like the stairs or ramp. The others are first impressions in the model editor of the entry buildings and the a warehouse side wall. The upstairs of the entry building is open and has somewhat of an interior.
Hope you like where this is going,
Cheers, Gruss
B|ko
berkhofsolaris True, in general miniature railway models tend to be on the small side if translated to real life scale. That's of course so you can fit many different structures on a layout.
In real life those cross-docks are used mainly in distribution networks, offices above such a terminal are common, but these will be positioned somewhat higher. So I did put on my ToDo list to create a closed wall choice for the upstairs. Hope that with a better material the docks-doors will get a better look. And of course if you place some cargo inside it will look a lot better, but that I'll leave so anyone can add cargo at free will.
Omg this fire station!!! I actually have it on my model railway
Would be more than happy to have it on tpf2 as well
Well known, my layout featured both the freight depot and the fire station, I made extra doors in the tower section and had 2 garage units on the fire station, so 11 gates in total.
Some dirty examples of an extended building. The entry building has to be made optional still.
Work-In-Progress
Please give me your honest opinions for this building, eventually the mod will evolve to a fire station for which I aim to use road cargo station functionalities.
However for the moment there are still things to improve, in camera mode I note some elements need to be made double sided and some materials surely need improvement. But the offices behind the balcony look already quit OK .
I want to make it somewhat modular (at least by enabling you to extend the build in the .mdl file), but should I make a segment then to be for 1 or for 5 docks/doors/other, which would you choose?
Also, currently the dock numbers are in a material and not simply text editable, but I wonder if such can be done on assets on this level?
Well first of all some screen shots of my progress.
Greet, Gruss
B|ko
DH-106 PS my close doors animation is extremely long, for test purpose it's set to end at frame 9000. This causes the vehicle to departure from the stop before the animation is completed. I call that a nice side-effect of which I will make use, perhaps less extreme. ![]()
See attached the truck is already away form the stop and the canon isn't in it's stand yet.
This is a very interesting off-label use of an animation trigger. How do You force the game to always play it till the end and not abort once loading/unloading is finished?
My aim was/is to use the open_doors_left/right and close_doors_left/right animation events. Where left was to be unloading and right side for loading. This works fine for the timing. I've set the vehicle load speed to just 1 and gave it large capacity so it stays as long as possible at the station. But I have so far not been able to trigger the open_doors_left. I've also tried the empty_load event which is also used in the standard tippers, but that doesn't trigger either.
So perhaps anyone who knows what the api.engine.system.transportVehicleSystem.getInfo(nnn) should return and if that could be used?
For me it only returns a string e.g. userdata: 00000000816635E8
Creating distinct animations for loading and unloading hasn't worked out yet. And it makes no sense to show that huge water stream while loading.
So I made a new model today, again it's based on a H0-scale model. It's just the 3D model now, it has to be made ready for TPF2. If you recognise it you can probably guess where that's going to morf into next.