Omich

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  • in reply to: [TOOL] Train Fever Model Viewer #10559
    Omich
    Participant

    Well, a little explanation:
    DotNET programs compiled in “x86-only” mode automatically loads on x64 system in x86-64 emulation mode (“WOW64”) and normally on x86 (32 bit) systems.
    In “AnyCPU” mode it loads on x86 system in x86 mode and on x64 system in x64 mode.
    In “x64-only” mode it’s just not work on x86 system.

    Latest stable version from my site compiled in “AnyCPU” configuration. And, as I understood now, one of dependent dll just doesn’t work in x64 mode.
    Version from post #10539 just recompiled for “x86-only”, so it should works on x86 and on x64 (in emulation mode).

    For now I think about more gracefully workaround, than using emulation mode.

    And I’m not sure, why it not working on your system. Is latest Windows XP Service Pack, DotNET 4.0 redistributable and VC 2012 redistributable installed?

    • This reply was modified 9 years, 7 months ago by Omich.
    in reply to: [TOOL] Train Fever Model Viewer #10551
    Omich
    Participant

    Lamo

    Latest version at http://omich.pngamers.org/tfmv.php#en was AnyCPU. And in x64-only mode it’s exactly not working, as lua52.dll/KeraLua.dll/NLua.dll libraries, that depends on, was compiled for x86 or x86-64 emulation mode.

    To be cross-platform it needs some more deep changes to select and load desired dll. Working on it now.

    • This reply was modified 9 years, 7 months ago by Omich.
    in reply to: [TOOL] Train Fever Model Viewer #10548
    Omich
    Participant

    x86-only build probably works on x64 system in x86-64 emulation mode.

    I will test it properly later.

    in reply to: Can't convert my model #10543
    Omich
    Participant

    Olahaldor made video of train creation.

    For start, you just should convert each your train parts (housing, bogeys, wheel, animated elements such as doors) into separate .msh/.msh.blob pair. Than I propose to look at the standard transport configs.
    Each game configuration file is lua-script, that consist of one function “data”, that returns associative array of values.

    Main transport config is \res\models\model\vehicle\%transport_kind%\%transport_name%.mdl
    Mdl-file consists of some sections:

    • boundingInfo describes model bounding box, that used by game to detect collision and so on;
    • collider – not sure, what it does;
    • metadata – contains in-game vehicle parameters such as speed, power and so on;
    • lods – refers to some .grp/.msh files.

    Msh-files situated at \res\models\mesh\vehicle\%transport_kind%\%transport_name%\%mesh_name%.msh
    Each msh file have the same name .msh.blob binary file, that contains mesh data. Msh files contains some generated data, that says to game, how to read data from .msh.blob. Also you should specify materials property to valid .mtl file.

    Grp-files situated at \res\models\group\, they just groups some .grp/.msh files into one object, that can by referred in mdl file.

    Mtl-files is in \res\models\material\ directory. They describes material parameters. Each .mtl file refers to shader and some .tga texture files in \res\textures\.

    For start I suggest to duplicate .mdl file (and files, that refers to) of existing transport and than consistently change it’s values and models.

    I am sorry for my bad English.

    • This reply was modified 9 years, 7 months ago by Omich.
    • This reply was modified 9 years, 7 months ago by Omich.
    in reply to: [TOOL] Train Fever Model Viewer #10539
    Omich
    Participant

    As Lamo suggest, just recompiled in x86-only mode.

    http://rghost.ru/58299824

    in reply to: [TOOL] Train Fever Model Viewer #10528
    Omich
    Participant

    I have a lot of work, I haven’t time to completely patch and test it now, sorry.

    I do not know exactly which version of the lua52.dll is linked with NLua/KeraLua. So, for now you can try another dlls from http://sourceforge.net/projects/luabinaries/files/5.2.3/Windows%20Libraries/Dynamic/

    • This reply was modified 9 years, 7 months ago by Omich.
    in reply to: Can't convert my model #10527
    Omich
    Participant

    >[Assimp] Error, T8176: Failed to compute tangents; need UV data in channel0

    Probably, your model haven’t texture coordinates. Try to map texture on it.

    in reply to: [TOOL] Train Fever Model Viewer #10519
    Omich
    Participant

    Thanks for bug report, guys.

    It seem like under x64 system it’s loading wrong dll. I can’t reproduce this error, as I have only x86 computer.

    I’m not sure, but for a start, try replacing lua52.dll with this one:

    http://sourceforge.net/projects/luabinaries/files/5.2.3/Windows%20Libraries/Dynamic/lua-5.2.3_Win64_dll12_lib.zip/download

    in reply to: [TOOL] Train Fever Model Viewer #10468
    Omich
    Participant

    Guys, please, post a screenshot or copy text of the error message. It may help me to find bug faster.

    in reply to: Change regular track top speed #10027
    Omich
    Participant

    I’m think, this values hard-coded in game executable file.

    in reply to: [TOOL] Train Fever Model Converter #9870
    Omich
    Participant

    Lamo

    I was thinking it’s self explanatory. Just type in command-line:
    “path to TFMC” “path to model”

    And if path contains spaces then you should put it in double quotes.

    For example, if you put TFMC.exe in “C:\Tools\” and you want to convert model “C:\Documents\Train Fever\Models\train.obj”, command should looks like:
    C:\Tools\TFMC.exe “C:\Documents\Train Fever\Models\train.obj”

    You can manual type this command in console or create bat/cmd file with that command and run it.

    So, in this example, if all goes well, it creates files C:\Documents\Train Fever\Models\train.msh and C:\Documents\Train Fever\Models\train.msh.blob.

    Then with this files you can replace game models or create your own game objects from scratch. Do not forget to change material property in msh file to existing and valid mtl material file.

    Also, olahaldor made video-tutorial explaining how to add new train in game: https://www.youtube.com/watch?v=mFquueJxuLM

    • This reply was modified 9 years, 7 months ago by Omich.
    in reply to: Russian trainset #9843
    Omich
    Participant

    akaction

    Ты можешь использовать для конвертации моделей в формат игры мой конвертер моделей (http://omich.pngamers.org/tfmc.php) и для быстрого тестирования без запуска игры мой вьювер моделей (http://omich.pngamers.org/tfmv.php).

    Многие особенности их применения и моддинга игры уже были обсуждены в соответствующих темах здесь, а также на русском форуме (http://transport-games.ru/index.php/topic/1877-train-fever-model-viewer/, http://transport-games.ru/index.php/topic/1876-russkie-poezda/).

    Каких-либо туториалов по моддингу игры (по крайней мере, на русском языке), на сколько мне известно, пока не существует. И я как-раз планировал заняться их написанием в ближайшие дни.

    in reply to: Russian trainset #9836
    Omich
    Participant

    For now I haven’t plans to make steam locomotives. Maybe much later.

    And I’m continue to polishing the VL10u model. Now it have pantograph, couple and bogeys, but still need some improvement:

    Maybe release beta-version in some days.

    in reply to: [TOOL] Train Fever Model Viewer #9832
    Omich
    Participant

    Version 0.3.1 released.

    • Now it have GUI;
    • Can open msh, grp and mdl files and automatically finds model dependencies;
    • Show mesh, LODs, animations, bounding boxes, etc.

    You can download it from my site: http://omich.pngamers.org/tfmv.php#en

    Also, updated first post.

    in reply to: [TOOL] Train Fever Model Converter #9615
    Omich
    Participant

    Bug, I’ll fix it later.

Viewing 15 posts - 16 through 30 (of 50 total)