Tattoo

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  • in reply to: [TOOL] Train Fever Model Viewer #10995
    Tattoo
    Participant

    I just thought about this too, it might be nice to show the wire of the cantery so people can adjust the pantographs on their models.

    in reply to: [TOOL] Train Fever Model Viewer #10993
    Tattoo
    Participant

    Yes, that would be nice. I didn’t know your were planning all that. Kewl. I like that it shows the different lods too. I only wish there was something in game to say how far we are zoomed out so I knew how to set the distance in the .mdl file. I’m thinking of a vehicle that changes colors at certain distances to indicate how far out each distance is because right now I have no idea how far out or in I’m zoomed at. I noticed differences in the default .mdl files. Some single lod models are set at 2500 =/- and some are set at 1400 =/-. So I’m not sure which to use for mine with out knowing how far each distance is in game. I’d imagine the view distance on lower poly models would be higher than higher poly models.

    • This reply was modified 9 years, 7 months ago by Tattoo.
    in reply to: [HOW TO] Animations #10972
    Tattoo
    Participant

    Oh ok. I’m pretty much the same as you. I just get in em and change thing to see what they do but since this game takes so long to load, I’m not trying much because it takes to long to see the outcome. And yes, I like how the Devs made the animations easy because animating an msts model is a pain in the butt. I’m doing that next. I have a steamer to do and am curious to see how it all works. Only problem is most of what I have is msts payware and I can’t share them even tho I’m redoing the models to be more detailed and not just low poly junk that most msts models are and the game seems to handle them well.

    in reply to: [TOOL] Train Fever Model Viewer #10968
    Tattoo
    Participant

     it shows animations list under LODs list and play it, if you choose animation there.

    Yes, I seen that but when I select a part of a steamer, the part moves up or down or sideways and not the proper animation. I was basically just letting you know that it’s flawed and is not a big deal. I just thought it would be nice if it worked as it should.

     To load modified by cost mod vehicles you should copy modified scripts from \TrainFever\res\scripts\ into \TFMV\lua\.

    I copied the file cost_mod_config.lua into the lau folder and the models load fine now. Awesome.

    Again, thank you for making this. It really comes in handy to test my models. 🙂

    Also, for now I’m working on implementing some editing ability into TFMV and TFMC integration.

    I’m interested to see what you do with it. I’d like to see orthogonal projection if possible and camera views like shape viewer for msts.

    in reply to: Brick Fever (Total Conversion) #10910
    Tattoo
    Participant

    Since TF has only been released for a month now, I’m curious to know how the heck you did all that work so soon? That is a LOT of work for one person in a month plus all the other stuff you’ve done. How long have you worked on this? It looks pretty damn cool by the way. I would surely download it and check it out.

    • This reply was modified 9 years, 7 months ago by Tattoo.
    in reply to: [TOOL] Train Fever Model Viewer #10835
    Tattoo
    Participant

    I used this to view the things I made and it worked fine. I tried to load a default model and it didn’t work. After some checking, I found out that this doesn’t work if you have the cost mod installed. So if anyone else is having problems and you have the cost mod installed, that’s most likely your problem.

    Otherwise it works great. I really like how it loads the .mdl file. Great work…

    in reply to: [HOW TO] Animations #10828
    Tattoo
    Participant

    Thanks for this. I’ll check it out right off. Do you mind me asking where you went to look to learn about lua scripting as you mentioned earlier. I’d like to read up on it myself and try to learn it too. I found a couple things but did get into it yet because I don’t know if it applies here too. I basically know what ya did before even looking at the video by setting the fans up as wheels but don’t know how to implement it.  Thank you.

    • This reply was modified 9 years, 7 months ago by Tattoo.
    • This reply was modified 9 years, 7 months ago by Tattoo.
    in reply to: [TOOL] Train Fever Model Viewer #10735
    Tattoo
    Participant

    Good work on this Omich. The model is a lot easier to see now and I like the zoom w/ the right mouse button. I also like how it show the centers.  Are you planning to show the animation of the vehicle in the future? That would be good to have.

    Thank you for making this.

    in reply to: [REL] KiwiRail Mods #10734
    Tattoo
    Participant

    Nice looking engine, Skiwee. I’m looking forward to your tutorial on how you did that. I don’t understand a lot of it and want to learn how to do more. I’m curious to see what all can be done with vehicles, mainly trains.

    I’m also hoping they will animate the log cars when loading and write something on how to set it up as well. I see a couple on the German sight doing some things but it’s hard to understand when translated. A lot doesn’t make sense at all.

    in reply to: [TOOL] Train Fever Model Converter #9624
    Tattoo
    Participant

    JSchultz

    .fbx is not supported yet. But with .3ds and .ase – it’s probably bug. Post that files, please, so I can analyze what is wrong with it.

    Since I wasn’t finished sealing the model correctly, I’ll attribute the problem with converting a .3ds file to that because it works now but it still won’t convert an ,ase file. That is no problem because using an .obj file works well. And because .3ds is such an old file type, the model doesn’t look as good as when converting from .obj. It seems a .3ds file adds smoothing to parts that had none added in max and those parts look dark as there being a conflict with the faces that have smoothing added.

    You can see what I mean in the 2 images. There is definitely a difference. If this is a problem and you still want the files, let me know and I’ll post them for you.

    in reply to: Semi truck and trailers #9512
    Tattoo
    Participant

    I like it and would use it. All the trucks I have are newer and this would be nice to have.

    in reply to: [RELEASED] One more Stadler FLIRT #9420
    Tattoo
    Participant

    Alex? Is this Damage from Lomo?

    in reply to: Does not start after newest patch #9413
    Tattoo
    Participant

    Nevermind. It must have been caused by a mod file probably. I used the verify integrity of cache files and it works fine again.

    in reply to: [TOOL] Train Fever Model Converter #9408
    Tattoo
    Participant

    @Omich, I used .obj to convert my model over. I tried .fbx, .3ds and .ace and they did NOT work so only .obj works for me with your converter.

    in reply to: [TOOL] Train Fever Model Converter #9306
    Tattoo
    Participant

    There was a problem with the model. There was a hole on top and was making it dark. I went thru the model and it looks good now. I got it to run in-game too but I just substituted the nohab .msh file and the texture in the .mtl file and I used the bogies from the nohab so it looked goofy. But the model worked. I can’t tell if it lags any more from the 2048×2048 texture tho because my game lags without it but doesn’t seem any worse as far as I can tell.

    Here it is in the viewer. I don’t know how to take a screenshot in-game yet.

    • This reply was modified 9 years, 7 months ago by Tattoo.
Viewing 15 posts - 151 through 165 (of 193 total)