Looking for modders

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Viewing 15 posts - 31 through 45 (of 55 total)
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  • #2652
    jm764
    Participant

    Well rigging is probably the hardest to get right so the animations won’t be off.

     

    Well they’re better than the “boxes on wheels” I call trains! XD

    #2660
    SpoorObjecten
    Participant

    So the model i showed yesterday was actually a refurbish 3dprintable model.

    Today i started all over (well, i used the basic frame i created for the 3d printable model) and actually started designing for TF instead of 3Dprinting 🙂

    I’m not there yet, but it’s a start 🙂

    #2661
    jm764
    Participant

    Hello everyone. I have come up with a Official Deadline for the “Train Fever American Vehicles Pack” (Name still pending).

     

    September 1st will be the day the mod is released finished or not.

     

    It’s not a permanent deadline and work will obviously need to be done afterward, but I want a solid deadline so work will actually commence and things will get done.

     

    The date might be moved up or down depending on when TF is released, but hopefully it will be close to the launch date.

    • This reply was modified 9 years, 8 months ago by jm764.
    #2663
    jm764
    Participant

    Not bad SpoorObjecten. I can see a overlay of some doors on the textures though near the front of the engine, but out side of that it looks good as always.

    #2665
    SpoorObjecten
    Participant

    Yes, i added those overlay so i know where to place the stuff 🙂 next round you will see details out there 🙂

    #2666
    jm764
    Participant

    Figured you had.

     

    Can’t wait. 😉

    #2667
    pschlik
    Participant

    September 1st will be the day the mod is released finished or not.

    Hopefully that can happen, it will be kind of hard to test models without having access to the game for the entirety of August.

    #2670
    JT
    Participant

    I don’t really understand how can you guys develop the TF mod before release day? Is jm764 understand the file structure of TF already? 🙂

    #2677
    jm764
    Participant

    To be honest JT… I dont have a clue! XD

     

    But considering how close  the game is structurally to Cim2 (as far as the 3d engine goes) it should just be a matter of making the model  and changing the  code to match that train fever has for importing vehicles and their stats.

    #2678
    JT
    Participant

    I hope TF will not use the structure of CIM2. It just a mess. All of the mod must install in form of a “bundle” instead of a stand alone file. 🙁

    #2679
    jm764
    Participant

    Well I meant more of the process of designing and rigging the 3d model opposed to the programming needed to run it. ^_^;

    #2681
    mikael
    Member

    I’m happy to see the interest in modding for Train Fever. As we’ve told before, we’re working on the modding features after the release.

    We’re using a converter to get an .obj + .mtl model into our game. A train is separated into different meshes which can be instanced several times.  

    So basically you can create your trains already and include them when the tools are ready. You’re going to need one .obj file for each lod (level of detail).  You could change the materials in every lod but it’s not necessary.

     
    The animations are mostly done in our scripts. Wheels and bogies are working automatically, they just need to be separate meshes. 

    #2687
    jm764
    Participant

    That’s good to hear mikael.

     

    Well I guess I can get started on the steam engines since they’ll take the longest to complete.

    #2688
    SpoorObjecten
    Participant

    Good to have you in this topic Mikael, cause i have one question 🙂

    “A train is separated into different meshes”

    Am I correct that this means you export a full train from your 3d software to OBJ?
    If this is correct, how does the engine know which part is the wheels / bogey / body? Do you name each group of parts a certain name.

    Or do you separate wheels/bogey/body and export them as multiple OBJ files?

    #2689
    mikael
    Member

    After the convert there’s a game model file created, in the model file you have to define the specifications of the model, type, speed, costs and more. Bogies work as separate groups, in the model file you instance the group.

    But more about this when we’re ready for the mod tools.

     
    All you need to know now is that the bogie, wheel and everything about the train is in one obj file. After that the train is going to be configured in the model file. The center of each mesh is also needed for animation and positioning. This could change to make it simpler, but currently we’re working with this. 

Viewing 15 posts - 31 through 45 (of 55 total)
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