2% I think that's exaggerated
. 0.2% They even have a tipping animation in their own vanilla trucks (tippers) that is not used ingame
I think we can get that to work actually, see my previous comment ![]()
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2% I think that's exaggerated
. 0.2% They even have a tipping animation in their own vanilla trucks (tippers) that is not used ingame
I think we can get that to work actually, see my previous comment ![]()
So I just gave it a shot with the doors open left/right on the truck. My map is left-hand drive so right side doors opening is the default. If I set the animation to open_doors_left it is not triggered, if set to open_doors_right it is
.
Maybe good to know, in my tests I found there is a difference in sequence of the events;
open_doors_right is triggered before (un)loading
close_doors_right is triggered after (un)loading
open_doors_all is triggered AFTER (un)loading
close_doors_all is triggered after open_doors_all
At the moment I assume open/close_doors_left will work like the right ones.
Thanks for the feed-back. Sounds like more should be possible, but that there is little chance UrbanGames will add code to support such feature as standard.
So I just gave it a shot with the doors open left/right on the truck. My map is left-hand drive so right side doors opening is the default. If I set the animation to open_doors_left it is not triggered, if set to open_doors_right it is
. Then my plan might fly after all, guess that's the path I will further explore.
Hello forum,
I just discovered road vehicles do not support the open_doors_left and open_doors_right events
. I had just aimed to use those to differentiate between loading and unloading of my fire vehicles. (hoping I would manage to create a road depot with a left hand and one with a right hand loading dock). But if the animation is regardless of that always the open_doors_all, that idea won't fly.
Hence I would really like to have the more animation events enabled. To my understanding the below table from transportfever.com lists the current animation possibilities for vehicles;
Can this be extended with events for Load and Unload of a vehicle and can the events for doors open left/right also become available for road vehicles?
Thanks
B|ko
Since sharing a video is still cumbersome, some screen-shots of the animations.
1. Before arrival
2. Doors open - the sides open and the water canon turns up and rotates forward
3. Doors open - sides are fully open canon is still turning at this point
4. Doors open - the water canon is almost in forward position and starts to aim (=rotate down)
5. Doors open - the water value has just been opened and water starts shooting from the canon
6. Open - the water canon is pumping water in max. capacity now
And then the tank is empty and doors will close;
7. Doors close - the stream is dropping, and the canon points a bit down to let all water out. As well the sides are closing.
8. Doors close - last water drops from the canon
9. Doors close -canon rotates up and back to it's parking position
10. Doors close - still rotating the canon
11. Doors close - before parking the canon it moves slightly up not to collide with it's stand
12. Ready for departure
The lights aren't animated yet, but that's a small thing. I'm more concerned with getting a proper material for that water stream (and if possible, that will be animated), tips, tricks, hints and clues are more than welcome!
Enjoy your weekend
B|ko
Hmmm, I'm creating animations for doors open and close of the crash-tenders, they are really cool. However the material of my water column looks more like concrete.
Any body got advice?
Recently, due to the epidemic prevention and control work, I traveled frequently. It will take about a week for me to finish my business trip and go home.
Because of the network restrictions in local hotels, I cannot log in to the transportfever.net forum with a third-party STEAM account.
That sounds familiar, I used to travel a lot for work but the pandemic got me working from the home-office since Feb. No rush, safe travels!
Impressive work! I love your mods.
Also I am creating a few fire trucks for a (military (helicopter)) airfield, yet to appreciate the value of fire departments fires are a requirement.
My aim for the game use is to have a fire practice location, for which I intend to create a new industry. The rule should be if supplied with fuel and water then ash(or/waste) is produced, the fuel in stock then should show as a fire, the more fuel in stock, the larger the fire displays. And perhaps a 2nd similar rule for coal and water to generate smoke.
The fire brigade will house in a road cargo station and so can be supplied with water.
For the water I managed to create an industry and my fire trucks are carrying water (and/or fuel).
However a fire industry looks more challenging, not sure if the use of the particle system will do or that I should also add animated meshes.
I would highly appreciate if you could share tips and tricks from your experience to get a fire burning.
Greeting and keep up the good work!
Thank you SD70M .
I'm almost done with a stand-alone of my level3 watertower. That I'll make available in a bit (for alpha testing), my test only show one error "texture load error: file name empty", but as I read on the forum that should not matter.
The fire trucks look indeed like the old Roco models did, but they are downloads from the web, I had them stored as cubus_faun3000 resp. _faun3500, _faun8000. The MB G is a GD250 Wolf ELW version I can´t track when I downloaded that. With a few changes on the meshes to free the wheels and lights they seem to work. Also little changes on the maps I had were needed so far. But the mod needs some tuning still, I see some elements are missing and the wheels, due to the material being somewhat shaded, seem to be misaligned a bit while driving.
But if I can resolve the issues I´ll see if they can be shared.
Oh and some more news, the Huey is of course not forgotten, it's just parked for the moment.
To facilitate it at least a military airfield should be there, and that must have some vehicles.
I found some models in my archive (downloaded some day in the past), to start with the fire department.
And fire department needs is water and a fire. For the water I'm almost done, I modded an industry producing a new goods Water in the Industry diversity mod and models to provide the water for different levels of the industry. Level 1 is a manual well, level 2 is a simple wooden water tower, on level 3 it gets more interesting with a watertower inspired by a real one from Haltingen in Germany (or actually the Faller H0-scale model of it), the last level is more simple but impessive as is and is based on Belcrum watertower in Breda the Netherlands.
But has anyone already tried making a (large) fire in the game? Some tips and tricks for that might be needed.
Hello all,
I'm still exploring possibilities and getting familiar with the .lua code.
For the Kenworth I recreated nearly all meshes and now have decent materails fitted, It shows a huge improvement, they still have too many vertices, in my test game that's not yet a problem.
Whilst modding the truck, some more variants and new trailers are now created on the side.
I'll share some screenshots of these containing a NewZealand version (Calder&Steward), a heavy haulage tracktor (Stoof/Mammoet), a new simple flatbed that's based on a Herpa HO scale model, loaded with truck cabs. And a new US petrolium tanker (only after I finished it I found the mod containing the standard US trailers...).
Cheers, Gruss,
Oh that is indeed PeterLustig.
Thanks @BA
I'm using SM1ausHOT 's mod to set the scale now, scaled down to 87% the trailer fits his MN16 truck fairly well;
Thank you all,
The Huey is still a work in progress as I'm exploring the modding still.
A short update on the Huey is that it's now heading for the repairshop, so it's loaded onto a flatbed and on the road instead of in the air. Moving vertical isn't an issue at the moment ;).
The flatbed is pulled by a Kenwort K100 that I based on a downloaded model. The trailer I created myself based on drawings of a Nooteboom Manoovr 5 axle flatbed (mpl85-05).
The axles of the trailer are all based on the same mesh, is it better to have a seperate mesh for each, like I've done for the truck where the rear axles are two seperate meshes?
In game both move as expected. The trailer axles aren't steering, without the trailer is moving better actually. For the extended version I''ll see if I can make that work. Advise is welcome.
First I'll need to look after the in-game dimensions, compared to a standard game truck my combination is a bit too large, as that will also apply to my other models, first thing to find is what exact math I can apply consistently.
Some screenshots of my progress, for the trailer there are 4 variants; empty (has 2 axles raised), an extended version, one with an extra 3.5m heavy load bed and of course the one loaded with the helicopter.
Cheers, Gruss
Hi All,
something completely different; I'm modding a church building, not just any church but the Abondatus Gigantus as it was named, or the LEGO-church, which stood in Enschede The Netherlands during the Grenswerk Festival in 2011.
It is build by LOOS.FM and the design mimics a Lego-toy building as if it was real-size.
Mine is at the moment far from ready to be shared, but a brief preview.
Wonder if any of you is up to create your own (better) Abondatus Gigantus.
You'll need a bit creativy for the roof but all basics are available in a very easy pdf file. Check out their website; https://loos.fm/en/project-abondantus-gigantus.php
Gruss, Greetings,
Bko
PS if you have LEGO around this is also fun to build
Hello all,
Helicopters aren’t available as a vehicle type, never-the-less I’m trying to see to what extend I can get some helicopters operational for my lay-outs. Using the airVehichle type and some deliberately misaligned pivots for the rotors the vehicle is moving quite decent. It doesn’t do vertical take-off nor landing and sticks to airplane flight patterns, but using the close/open-all-doors events I set it to lower upon dock arrival and raise for departure. In modeleditor the crew doesn’t move with these animations, and in game they are hardly visible (probably due to the materials used?) so that is yet something to improve. Also on the rear rotor I needed to be creative as that didn’t want to move ánd rotate properly in combination with the doors open/close events moving the entire vehicle. Now I’m using actually two rotors and let the appear/disappear (=scale to zero) with the doors animations. I tried creating a ‘forever’ animation for the rotation but that didn’t look right.
Let me know what your think of this so far and all advise, tips&tricks are welcome.
Regards, Gruss,
Bko/dview
Unfortunately the videos of the chopter in operation were too big to upload
Thank you Yoshi!
It was quite a search but eventually got the axles lined up with changing the pivots in the original .max file.
So now the A6 has properly turning wheels. ![]()
Next step to get the lod0 level in (lod1 is now used also on lod0) to get the quality up, maybe add a taxi sign and then getting familiar with materials config.
Regards
Hello Forum,
Recently I've got myself TransportFever2 and I'm now trying to get some models into the game. I have no experience with game mods but do have quite a few 3Dmodels which I can export from 3DstudioVIZ4 only to .stl files, these however I can convert to .dxf files via Blender. At the moment I haven't got materials for the models (I'll need to gain some knowledge on that still), so the Blender plugin didn't except my attempts yet, but using the dxf import on the ModelEditor does seem to do the trick for the moment.
I managed to create a car model asset and also got it available in my RoadDepot. So far I've done 2 models of an Audi A4 and an Audi A6 and both look good, except this one thing I can't get fixed and that is the wheels rotating on the Z axle while driving and not the Y axle. I've tried changing the orientation of the imported meshes as well as moving them in the mdl file. Moving the pivot of the model had no effect and moving in the mdl file seemed to deform the meshes more then rotate them.
In the ModelEditor the debug mode does show odly, see attached.
I did move the axle and wheels from a corvette mod on the A4, then debug axles are shown what I guess is normal a lot shorter, and those wheels do work.
Does anybody have a clue what is going wrong and how I could fix the issue?
Thanks!
attached a few screenshots of both models in the game and in the modeleditor