Transport Fever

Transport Fever

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Train End Indicator DE/AT
   
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Scenario: Europe
Tags: train
File Size
Posted
458.956 KB
24 Feb, 2019 @ 6:57am
1 Change Note ( view )

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Train End Indicator DE/AT

In 2 collections by trunky
Deutschland (DRG, DB, DB AG)
278 items
ModWerkstatt
164 items
Description
This mod contians Train End Indicator from Germany and Austria. This will be needed for some waggons. Information for Modder:
You may use these indicators in your mods without having to obtain permission. The condition is that only the groups in this mod are referenced. There must be no meshes included in your mods. The mod is accompanied by a text file in which the respective file paths can be found. If you need more textures, just let me know.


For questions the ModWerkstatt[modwerkstatt.com] is always available.
14 Comments
trunky  [author] 21 Feb, 2021 @ 8:43am 
I've created a forum for english speaking folks as well, just if you need
https://modwerkstatt.com/community/general/
trunky  [author] 21 Feb, 2021 @ 8:42am 
Ah sorry, we are in TPF1 Workshop, yes that's ok then :) Was my fault.
jeroezie 21 Feb, 2021 @ 4:53am 
I found the code group in kesselwagen_1950.mdl from the game files from Urban Games.
jeroezie 21 Feb, 2021 @ 4:52am 
I am playing/modding for TF1. I will put future queastions on a forum.
trunky  [author] 21 Feb, 2021 @ 4:02am 
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 @ 3:40am 
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  [author] 20 Feb, 2021 @ 10:21am 
trunky  [author] 20 Feb, 2021 @ 10:20am 
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 @ 10:16am 
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  [author] 20 Feb, 2021 @ 5:40am 
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