Beiträge von N0neGiv3N

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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.

    If you would like access to the Mod and you don't have the Steam Version of the game, go to the Compendium in my signature of this post.

    Underground Mainline Cab Ride (Express Service)

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    Greetings everyone,


    I have a question about this excerpt from the Wiki:


    "The character models are located in res/models/model/characters/ and identified by a special metadata block.

    Metadata

    The model files consist of the following parts:

    Code
    function data()
    return {  -- bounding box  -- collider  -- levels of detail  metadata = {    availability = {      yearFrom = 1850,      yearTo = 1920,    },    colorConfig = {      configs = {
    	{
    	  { 0.72, 0.70, 0.65, },
    	  { 0.40, 0.36, 0.34, },
    	  { 0.62, 0.60, 0.58, },
    	  { 0.81, 0.67, 0.63, },
    	},        ...      },    },    person = {      drivingLicenses = { "WATER", },      gender = "FEMALE",    },  },  version = 1,
    }
    end

    Character models can be recolored to get more diversity in the game world. The colorConfig block contains a list named configs that consists of a list of configuration blocks. As the character models use a material with a four-channel color blend map, each of the blocks has a set of 4 different colors with three values for the three color channels red, green and blue in a range of 0 to 1."


    After reading this, I understand the decimals are just RGB 255 values divided by 255.


    What I don't understand is how to edit this file. This file is inside a .zip folder in the "res/models/model/", but surely the game can't be executing the model file while it is zipped up. How do I edit the copy of the file that the game is executing?


    The end goal is to recolor the vanilla people in the game.


    Thanks to anyone who can help.

    The camera tool is amazing for screenshots. The camera tool is quite complicated for videos.


    Because of this, I've stuck to NVIDIA captures "ALT-F9". If your game lags, throw the footage into a video editor and speed up the playback speed. Even if we could mount the camera tool view inside of a vehicle; if you tried to record cab rides in that way, you might be rendering that video up until Transport Fever 3's release ^^.


    Back to your original question about game speed; unfortunately you can only set it as low as 1.

    You are a true master of the craft of modeling, reskinning, and texturing. If you ever make tutorials or a master class specific to creating assets and vehicles for this game, I would study them daily because you really know what you're doing!

    In terms of mod support it is never advisable to get the Sony release of a game (Skyrim, FallOut 4) had absymal mod support. At least Xbox is known for allowing most of what users would consider "The Essential Mods".


    At the end of the day mods will always be superior on PC, but I guess its not about the Console audience having the same experience as us. Rather, it's more about them having access at all.