Transport Fever

Transport Fever

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Scenario: Europe
Tags: train
Dateigröße
Veröffentlicht
458.956 KB
24. Feb. 2019 um 6:57
1 Änderungshinweis (anzeigen)

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In 2 Kollektionen von trunky
Deutschland (DRG, DB, DB AG)
278 Inhalte
ModWerkstatt
164 Inhalte
Beschreibung
Dieser Mod beinhaltet Zugschlussscheiben aus Deutschland und Österreich. Diese werden teilweise für Wagen benötigt.

Information für Modder:
Ihr dürft diese Zugschlussscheiben in euren Mods verwenden ohne eine Erlaubnis einholen zu müssen. Bedingung ist, dass nur auf die groups in diesem Mod verwiesen wird. Es dürfen keine Meshes in euren Mods mitgeliefert werden. Dem Mod liegt eine Text-Datei bei in der die jeweiligen Dateipfade zu finden sind.
Wenn ihr weitere Texturen benötigt, sagt mir einfach Bescheid.


Für Fragen steht euch die ModWerkstatt[modwerkstatt.com] natürlich immer offen.
14 Kommentare
trunky  [Autor] 21. Feb. 2021 um 8:43 
I've created a forum for english speaking folks as well, just if you need
https://modwerkstatt.com/community/general/
trunky  [Autor] 21. Feb. 2021 um 8:42 
Ah sorry, we are in TPF1 Workshop, yes that's ok then :) Was my fault.
jeroezie 21. Feb. 2021 um 4:53 
I found the code group in kesselwagen_1950.mdl from the game files from Urban Games.
jeroezie 21. Feb. 2021 um 4:52 
I am playing/modding for TF1. I will put future queastions on a forum.
trunky  [Autor] 21. Feb. 2021 um 4:02 
Are you sure it's the Indicator mod? There are no groups/grp in TPF2.
I would recommend to get your problem into a forum, comments are not the best place for it
jeroezie 21. Feb. 2021 um 3:40 
Keep getting this problem, do you know of any other mod that used these signals? Mayby I kan find the problem by lokking at anohter example. Another question, should I count these also, like a mesh?
{
id = "vehicle/waggon/kesselwagen_1950_lod0_bogie.grp",
transf = {
1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -4.8255, 0, 0, 1,
},
type = "GROUP",

},
trunky  [Autor] 20. Feb. 2021 um 10:21 
trunky  [Autor] 20. Feb. 2021 um 10:20 
as written before you need to count your mesh entries. Each appearance of {
materials = { "some_material.mtl", },
mesh = "some_mesh.msh",
transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, },
},
counts as one. So if you have 3 blocks of that and then the end signal, the id of the signal is 4 and you write backForwardParts = { 4 },
If you have 10 blocks and then the signal the id you need is 11... and so on
jeroezie 20. Feb. 2021 um 10:16 
Thanks for your help, but I don't get it to work... I have made this code:
railVehicle = {
topSpeed = 160,
weight = 18,
configs = {
axles = { "vehicle/waggon/hbi1/lod_0_w1.msh" },
backForwardParts = { 12 },
backBackwardParts = { 13 },
},
soundSet = "waggon_freight_modern"
},

But somehow it seems to do nothing. I have tried all sorts of numbers for { XX }, but always with the same result, the end signals stay visible. I have looked at the code you used for the DRG/DB Chalk Bucket Car mod, but I am unable to find the problem. Do you have any suggestions?
trunky  [Autor] 20. Feb. 2021 um 5:40 
you'll need to add the ID of the signal mesh in backForwardParts = { XX }, (where XX is your ID) ID counts up from 0, every children and every mesh entry increments it by 1