Had to reinstall windows, steam, tpf2 etc, cant remember how to resolve this, could you please remind me.
Many thanks
Jimbo
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Had to reinstall windows, steam, tpf2 etc, cant remember how to resolve this, could you please remind me.
Many thanks
Jimbo
Thank you very much, I'll need to keep an eye on that handbook, never seen that page before.
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 List
In Transport Fever 2, vehicles and constructions may display some dynamic text labels. These are defined in a labelList
block in the model metadata which contains a labels
list:
.. 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 transf
property 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 in childID
by name.
The size
contains a pair of two values. The first for the size in x direction, the second for the size in y direction, both relative to the transf
. 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, set nLines
to a value larger than 1. Values below 1 are ignored.
Coloring the text is possible by using the color
attribute. 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 by alpha
. Value 0 is invisible, value 1 is opaque, values greater than 1 might lead to artifacts. With the alphaMode
, 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 the renderMode
to “EMISSIVE”
, otherwise set it to “STD”
.
The horizontal alignment of the text can be set in alignment
with the values “LEFT”
, “CENTER”
and “RIGHT”
. For the vertical alignment, set verticalAlignment
either to “BOTTOM”
, “CENTER”
or “TOP”
.
To adjust the behavior of text that is longer than the label, set fitting
either to:
“NONE”
to let it overflow.
“CUT”
to cut excessive text.
“SCALE”
to scale down until it fits in the horizontal size.
The type
property 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 a labelText
property 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.
I'm hoping one of you guys will know, I'm trying to use the Type = "CUSTOM" for a vehicle (bus) destination blind, as below
labels = {
{
alignment = "CENTER",
alpha = 3,
alphaMode = "CUTOUT",
childId = "20_body_1",
color = { 0.8862743973732, 0.88627451658249, 0.19115723669529, },
filter = "NONE",
fitting = "SCALE",
nLines = 1,
params = { },
renderMode = "EMISSIVE",
size = { 0.85000002384186, 0.15999999642372, },
transf = { -4.3711388286738e-08, 1, 0, 0, 4.3711388286738e-08, 1.9106854651647e-15, 1, 0, 1, 4.3711388286738e-08, -4.3711388286738e-08, 0, 4.7600002288818, -0.73000001907349, 2.5099999904633, 1, },
type = "CUSTOM",
verticalAlignment = "BOTTOM",
},
The issue I have is where & what string is needed to make my "CUSTOM" show "LIMITED STOP" for example?
Many thanks
Hi,
I'm loving all these wonderful Dutch mods, to use on the great Dutch maps that have been released.
A couple of things though;
Is anyone creating NS 1500 \ BR EM2/Class 77?
Is anyone creating GVB trams & metro vehicles?
Is there any chance of all the existing vehicles being made as assets too?
Many thanks, & keep up the great work!