Beiträge von Greg_R

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.

 

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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.

Das Team der Transport-Fever Community


    Hi MaikC


    This plugin works only with vanilla meshes or can I revert other msh-s to fbx as well? Do I need to unzip all the game files or only the single msh and blob I want to convert?

    G

    HI Feluno


    Is that plugin works for you? Have you tried it? I downloaded an older blender 2.79 but it does not work for me.

    I wanted to convert the universal_body_lod0.msh of the man_19_304_1970_universal_v2 but failed. Can you help? How should I do it?

    Thanks

    G

    Can anyone explain how Enzojz Tpf2 FBX Model Converter works?

    I try to convert an .msh file to .fbx. The converter .exe and .lua files are in the res folder of the mod what I need to convert.

    The .msh.blob-s are there too next to .msh. in the mesh folder.

    When I drop the msh into the window it quits and no converted file made.

    You've been right Dunkel

    I really appreciate you took the time and answered to my question. Since then I checked and it seems that I have to make compromise or do different types of docks. Thanks again

    Greg

    Help!


    What do I miss, or not see?

    I made some modifications on some ships as a separate mod file and the problem is, they park badly next to the port.

    Please see the attached images! The bounding box and collider seems to be ok in ME but still not works fine in the game.

    *.mdl is new and renamed, materials and meshes remained and readed from the game. What can be wrong?


    Thanks

    G


    Who knows how to put in alphabetical order the cargos in industry chain mods?

    Like if I'm using Freestyle industries and Expanded Production Chains mods. What should I modify to have the cargos in order in the roll down menu.

    I already tried to modify the order in the Expanded Production Chain's mod.lua file, it doesn't helped...

    Any idea?

    Dear All

    Is there anyone who knows what the order number means in this code?

    It is not clear for me because I did found order = 30 in code asphalt and champagne too? What is the logic behind it?


    function data()

    return

    {

    id = "ALCOHOLIC_DRINKS", name = _("Alcoholic drinks"), weight = 1000.0,

    order = 30,

    discreteModels = {

    SMALL = "industry/cargo/goods_small.mdl",

    BIG = "industry/cargo/goods_big.mdl"

    },

    townInput = {

    "COMMERCIAL",

    },

    }

    end

    This mod should be a tool which helps to find assets or vehicles on the map (even dummy cubes).

    There should be two function

    - function one when you have a "Pipette" on the gaming are (like a cursor) activated by a button ot selected from a menu, and as you click on an element - asset or vehicle - the corresponding menu will open so you don't have to spend long minutes to find amongst hundreds of assets or rolling down a buy menu.

    - function two is other way round, when you type it in what you want to be highlighted on the map - like (show me) "bko_daf asset" then all the bko_daf asset will be highlighted on the map. Then you can select, delete, modify them. (this can be useful if you have a mod you want to delete completely from your map or just change them.

    sziasztok

    Szép dolgokat csináltok. Szerintem sokan örülnének ha meghallanátok a játékosok kívánságait. Nem elég ha egy mod szép és részletes ha nem élvezhető és nem használható. Kérlek fontoljátok meg, kevésbé gépigényes változatok publikálását!


    Hi

    What I think is you guys are making very nice mods. We are all grateful for those, specially who loves using Hungarian locomotives etc. However I also think most of the players would be happy if you would listen to what they ask instead of being stubborn and make a version of these mods more game friendly available. There's no need 4k textures and 100k tris models you cannot use on a larger map. Even if you have a "high end computer" as you mentioned. Please consider to publish mods most of us can enjoy otherwise it's just heartbreaking and useless. Please listen to great modders like MaikC

    You are Rock!

    Thanks... I'll check it as soon I finish work today!


    It worked thank you. Although first I thought I do it wrong because it didn't take effect what I changed. I didn't know that TF2 will not refresh already placed assets even after the source file has changed. I had to bulldoze and place the plane again to see the changes.


    Thanks for the help!

    Dear DH-106

    I'd like to ask your help in a question. I made a repaint of vanilla DC-3 for one of my map and an asset. Now the back wheel under the tail is in the air when I place the asset. Where and how can I change the tilt or angle of the asset plane to make sure the rear wheel touches the ground?

    Thanks