Beiträge von N0neGiv3N

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Das Team der Transport-Fever Community


    That is a great alternative to the issue! I thought it had to be exactly the horn file so that is great news other files set in a vehicle can be used.

    I can add additional sound to my vehicle's sound sets that the vehicles don't use directly themselves, but the waypoint calls it instead. Thank you!

    Is it possible to assign a static sound to a Whistle Waypoint instead of it using the Horn of whatever Train passes by it?


    The code seems to point that it must be a .wav that is registered as a horn.

    My issue is I want to make a custom .wav play every time a train passes by the post. It would not be realistic to change all of my trains to have a horn that use this custom .wav sound which is why I would like to know if there is a way to assign a .wav directly to the waypoint.


    Thank You;

    No, you can't pull up and down. These are elements of fixed length (see picture on the left).

    I have a suggestion; how about instead of pulling up or down, you make the pipe "Repeat" where a second or third one appears above it. The user can then pull them all as all the pipes stand consecutively one on top of the other.


    The "Badgerhaxx Building Blocks Mod" has the ability to repeat an object while placing it. If the pipes are standing consecutively together and they are too close to one another, the user should be able to widen the "Gap" between the pipes they are currently pulling in that instance.


    I thought it seemed doable since another Mod had accomplished similar feats, and it would definitely lend its strength here.

    It would be really great if we could lay these pipes by snapping to a track as we drag along. Your sunken walls mod works great in this manner. This mod could be exactly what we need to decorate and give the appearance of track piping along the right of way.

    The problem above is caused by the mod (the modder) of the train in the picture. If you simply don't use transparent materials for the shell of the train then this won't happen.

    With the fix you can solve the problem in tunnels but the train is still invisible when viewed through other glass surfaces. eg from inside other vehicles, through glass station roofs, etc.

    So it would be better if the modder fixed his train, because the problem isn't really solved that way.

    Unfortunately the issue affects a little more than just Trains. If you place assets underground along the tracks, then those assets either also won't fully show their characteristics (Shining with emissive, having visibility for other placed vehicle assets, etc.) The La Metro Breda A650 also suffers from the same issue as the vehicle in my example picture if I had to name another piece of equipment, even the vanilla vehicles are affected.


    As it stands if you primary focus is building underground then without the fix you will have a tough time. In these instances it is also impossible to read the signal aspect on a signal along the Track because the lights are also impacted from the transparency issue. Those get corrected as well.


    If you were to use a particular underground station, all Trains were invisible from the position of viewing from the platform. Now all Trains are visible spanning across any platform in the station now. Those are only a few extra examples of things that get corrected.


    You are right though. It would be stellar if the Modder did return and update his item to some degree, but in other aspects...


    Here is a video demonstrating the game world before using the mod, and after applying it.

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    The always better solution.

    I will do this tonight when I get home! First Mod incoming...


    Edit:Mod has been released. It is on steam now. It is awaiting approval for the forums.


    Now there are a few situations where additional manual work is necessary. I cover the process on repairing your Tunnels in the video linked below!

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    Majuen's mod has model (.mdl) files that should link to "Tunnel_Hull.mtl". I believe he may have renamed it "Absolute_nothing.mtl", but don't quote me on that. I didn't mess around with his files.


    Tunnel_Hull.mtl itself is located in the Base Game files.


    Once you are in the base game file directory, the location should be the following: (res>models<material<Track<Tunnel_Hull.mtl)


    Once in there, put in the code that I quoted above and this issue is history.

    ----

    Maybe I can package this fix as a mod and just release that for people who are afraid to touch the files. You gave me a good idea.


    I created this topic in the chance the game is updated and my piece of code is erased in the process. Now we can all refer back to this topic for the information again if needed.

    I have solved this problem... In the vanilla game file "tunnel_hull.mtl", edit the "alpha_test" section of the code to add the bold entries below:

    Code: tunnel_hull.mtl
    "alpha_test = {   a2CThreshold = 0,    alphaThreshold = 0,   cutout = true,},"


    Afterwards, all vehicles will show properly in the scenario I presented above.



    Hope this information helps anyone that searches for it in the future.

    Is this a part of a mod?

    There are several mods all in the picture Joe Fried, Building Blocks to name a few. I built the station "brick by brick" so to speak; all from different assets that can be found here and on Steam.

    Thx. :thumbup:

    You're welcome. I just remembered two mod names that were definitely used: Joe Fried pieces, and Badgerhaxx Building Blocks.


    I'm not sure of the name of the others used, but everything I used can also be seen in the compendium in my signature. That's a list of everything I have installed.

    So an update to this. I figured out how to get the texture that I modified to appear.


    I had to add a line of code into the "era_c_driver_rail.mtl"; specifically in the


    "map_albedo = {" area of the code.


    I added "minfilter = "LINEAR","


    and the correct color finally shows in model editor without touching any settings. This means it should show up in game like this.


    No idea how to force a colorconfig set for driver still, but at least my texture is being shown now and that was the true end goal.


    Now, in order to set one of the colorconfigs to the driver, Copy one of the colorconfigs from the .mdl, and put their values directly into the .mtl within the function "Colors = { },


    One entire colorconfig set should be within the brackets of "Colors" in the same format from the wiki. Example is below:

    { 0.72, 0.70, 0.65, },

    { 0.40, 0.36, 0.34, },

    { 0.62, 0.60, 0.58, },

    { 0.81, 0.67, 0.63, },


    Therefore, the finished "Colors" code in the .mtl should look like this:


    "Colors = {

    { 0.72, 0.70, 0.65, },

    { 0.40, 0.36, 0.34, },

    { 0.62, 0.60, 0.58, },

    { 0.81, 0.67, 0.63, },

    },"

    I'm posting this solution here just in case someone else in the future wants to do this and has no clue what their doing.


    Now a separate mod can be created!

    Many thanks.


    I will make a personal mod for this as you both stated.


    It appears the 4th color combo that is in a color config table determines the skin tone of the pedestrian. The other colors alter their clothing. All pedestrians and drivers load into the game using what is considered Colorconfig -1.


    Colorconfig (0 - 215) can be edited in the .mdl file for characters, however if you do this for a person that is a Driver (Rail, Water, Road) they never seem to take the other color config settings outside of "- 1" into account. I'm not sure how to edit the -1 Colorconfig values because they are not mentioned in any of the files or the wiki.


    I know the colors work because they appear in the Model Editor, however you can't choose the colorconfig at will while in-game.


    Please see visual aid below:


    This picture is of Color Config -1 which is the default one chosen by the game.



    This second picture is of Colorconfig 0 which is the first colorconfig set that can be altered in the .mdl.


    In the model editor, you can choose it by going to Metadata elements and altering the colors there. These colors are the same values that appear in the .mdl.


    With that said, does anyone know how to force Drivers to use another Colorconfig setting IN-GAME?


    Thank You to anyone who can assist! I know this appears to be uncharted territory as there is very little reading material on this matter, however the Wiki speaks of editing people as though it was a simple task which it is proving otherwise thus far.

    Hello Everyone,


    I notice if you use tracks that have no tunnel walls, you still get a transparent invisible wall that prevents you from seeing a train on the adjacent tracks as they pass by. The Driver and certain accessories are still visible through this, so it looks like they are floating in mid-air.


    Is it possible to make it so an entire train is visible through this invisible wall created by "tunnel_hull.mtl"? Depending on the vehicle chosen, more or less aspects of the vehicle can be seen through this invisible wall.


    Any feedback is appreciated. If you would like a screenshot as a visual aid to what I described, I will attach one once I get home.


    EDIT:

    As promised, here is visual aid:


    This is a picture of a vehicle in a tunnel going over a crossover switch. There is some invisible effect that causes the Train to be transparent from certain angles. Other vehicles have different degrees of transparency so that leads me to believe this is a attribute that can be altered at will. How can this be done?


    Thank you in advance!


    Edit2: A Mod has been released fixing this issue. It has been submitted for upload and awaiting approval for the forum. It is currently available on Steam.

    Underground Mainline Cab Ride (Express Service)

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