Thanks, look forward to it!
Beiträge von jimbob1977uk
Willkommen in der Transport Fever Community
Wir begrüßen euch in der Fan-Community zu den Spielen Transport Fever und Train Fever, den Wirtschaftssimulatoren von Urban Games. Die Community steht euch kostenlos zur Verfügung damit ihr euch über das Spiel austauschen und informieren könnt. Wir pflegen hier einen freundlichen und sachlichen Umgang untereinander und unser Team steht euch in allen Fragen gerne beiseite.
Die Registrierung und Nutzung ist selbstverständlich kostenlos.
Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
Das Team der Transport-Fever Community
-
-
looks like a very useful tool, unfortunately I can't test it as I have 0 understanding of German
-
Railway alphabet & Johnston would be useful for UK
-
Hi, I'm working on a track mod, has anyone worked out how to stop station track modules that have 3rd rail not catenary, from not swapping side half way along each 40m track module section?
-
Alles anzeigen
There is still a lot of work ahead of me, but it is always nice to see the fruits of the work in the model editor in game graphics
looks gorgeous, I wish someone would make some UK ones with this much detail!
-
I thought you was doing this

Oooof that's hot, look forward to that!
-
Had to reinstall windows, steam, tpf2 etc, cant remember how to resolve this, could you please remind me.
Many thanksJimbo
-
Thank you very much, I'll need to keep an eye on that handbook, never seen that page before.
-
Hi sorry if this has already come up & been answered, but I cant see this one, any idea what I need to do please?
-
What was the error message exactly? You can also attach the mdl (as zip)
I don't have access to the message, I thought I took a screenshot but cant find it, the whole model is driving me nuts to be honest, I've tried to add some directional tail lights (that show wrongly as in direction of travel rather than away) & brakepipes (that are supposed to show as hanging when not connected, & connected when connected) neither of which is working correctly, also crew models should not show on the loco when it is pushing a train that has a driving trailer car leading, but it does as do the tail lights when the loco is leading.
I can share a link to the whole mod if you want to have a look over it for me? -
attempting to use the layout you suggested (but modified to refect the real filenames obviously) crewModels = {"characters/maikc_epoche3_rail_driver.mdl", "characters/era_b_driver_rail.mdl" }, caused assertion error crashes for some reason.
but not specifying the names at all worked, but...I also end up with those characters driving other trains they are not included with, have I missed something, or does a custom crewmember change all global crew for types of rail vehicle? -
Hi,
Could anyone tell me how to make a rail loco show different crew models, ie in the case of a steam engine, a driver model & a fireman/stoker model, I have attempted this by listing the crew model .mdl's in the
section of the vehicles .mdl, but loading in game causes a crash
-
-
Hi, does anyone know if it is possible for a station platform (building) module to call another mod (obviously with the original mod creator's permission), as dependency, to include that mod in the station platform (building) module?
-
So, I once dealt intensively with the track storage and expanded it as a base station for the construction trains:
That looks awesome!
-
Thanks to everyone involved. I'm really looking forward to this MOD and the new production chain.

Totally agree, & seconded, cant wait to try out!!!!
-
Loving the sound of this, cant wait.
-
I cant get commonapi2 to update mod's that come from here, it appears to do something, but then stays yellow, any ideas?
-
You can use Filter set to CUSTOM (except CommonAPI2 LINE_DESTINATION*) and use the regex as static text, or use some regex processing to store data in the name and show it.
CommonAPI2 does in fact adds a infrastructure to bind data to line entities.
Hi sorry about the previous post.
i assumed that some adaptation of the code used to make the "LINE_DESCRIPTION" one to work could be used.
Could you please explain how to use & what is regex.
-
You may take a look at the wiki, according to it it is only for constructions, not vehicles: https://www.transportfever2.co…modding:resourcetypes:mdl
Yeah, I read that,
Label ListIn Transport Fever 2, vehicles and constructions may display some dynamic text labels. These are defined in a
labelListblock in the model metadata which contains alabelslist:Code.. labelList = { labels = { { type = "LINE_NAME", transf = { 0, -1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, -5.8043 , 0.1814, 2.808 , 1, }, size = { 0.366, 0.210 }, color = {247 / 255, 147 / 255, 33 /255}, fitting = "CUT", alignment = "CENTER", filter = "NUMBER", renderMode = "EMISSIVE", childId = "RootNode", }, ... }, }, ..There are many different properties which can be used to define the labels.
To set the position of the label, use the
transfproperty pointing to the coordinates where the lower left corner of the label should be. The label will be placed aligned to the X and Z axis. The coordinates are relative to the mesh that is referenced inchildIDby name.The
sizecontains a pair of two values. The first for the size in x direction, the second for the size in y direction, both relative to thetransf. Negative values will result in no text visible. The y direction is used for the fontsize too. To use the label with more than one line of text, setnLinesto a value larger than 1. Values below 1 are ignored.Coloring the text is possible by using the
colorattribute. It receives a vector with three values, one for each color in the range between 0 and 1. The transparency of the text is set byalpha. Value 0 is invisible, value 1 is opaque, values greater than 1 might lead to artifacts. With thealphaMode, it is possible to define how the alphablending is done. Possible values are either“CUTOUT”,“BLEND”or“NONE”. In Front of opaque textures, this might be irrelevant, but on transparent faces like glass panes it might be more relevant. To get emissive text (like with LCD destination displays), set therenderModeto“EMISSIVE”, otherwise set it to“STD”.The horizontal alignment of the text can be set in
alignmentwith the values“LEFT”,“CENTER”and“RIGHT”. For the vertical alignment, setverticalAlignmenteither to“BOTTOM”,“CENTER”or“TOP”.To adjust the behavior of text that is longer than the label, set
fittingeither to:“NONE”to let it overflow.“CUT”to cut excessive text.“SCALE”to scale down until it fits in the horizontal size.
The
typeproperty contains one of the following keys:“NONE”is applicable to all models and shows nothing.“LINE_NAME”is applicable to vehicles and shows the name of the line that the vehicle is currently on.“NEXT_STOP”is applicable to vehicles and shows the name of the next stop of the vehicle.“NAME”is applicable to any model and shows the name of the entity (vehicle, construction, …).“COMPANY_NAME”is applicable to any model and shows the name of the company.“STATION_NAME”is applicable to any station model and shows the station name.“CUSTOM”shows some custom content based on alabelTextproperty in the construction.
If it does only work for constructions, then that is a pity, I was sure someone would have worked it out if it was possible.