Name the objects and textures to save lots of (and maybe repeated) renaming later.The below plugin for Blender is used to get the 3D model from Blender into the game's format and also does a lot of the work of creating the configuration files. (Won't somebody please think of the low spec'd PCs!) You might get away with more (up to double) but can affect performance, especially if there will be many instances of your item (e.g. Some guidelines based on the vanilla/stock models: ![]() It is best to save several versions as you go along, especially when triangulating the model for export. You can assume these to be 1.5m apart, so one at Y: +0.75 and one at Y: -0.75 (with 1 Blender unit acting as 1m). The model will need to be scaled to the rails. Z Height, up (positive), the top of the rails is 0.įor scaling values -1 can be used mirror or reverse a mesh, but it applies to textures too! (So any writing in the image will be backwards, unless compensated for.)īefore getting too deep into the 3D modelling, think about the limitations and requirements for the game the model can't be too detailed and some parts must be separate objects. Y Sideways, Left (positive) and Right (negative), the centre of the track is 0. XĚlong the direction of the track, forwards (positive) and back (negative). mtl file is "models/vehicle/train/my_mod_texture.tga" and the game expects textures will be located within " /res/textures/", so adds this on itself when it loads it. (So will need correction if copying and pasting from Windows file explorer!.)įolder path are relative (no C:\ drive letter etc) and combines with the expected folder systems of the game.Į.g. Underscores or hyphens are recommended instead of spaces.Ĭorrect folder directory naming and structure is very important for the game.įolder path parameters in the files use forward slashes " / " instead of back slashes " \ ". Lower case is recommended (since Linux and Mac operating systems can have case sensitive file systems, which can cause issues) prefix them the mod name and maybe your username) Unique filenames should be used to prevent conflicts with your own or others' mods. ![]() A lot can be learnt by looking at the stock/vanilla files (they are in the same format as mods) or other be people's mods from the Workshop. A Google search and Youtube tutorials will answer all manner of questions on Blender and texturing. A background in these subjects (3D modelling, image editing, coding, fault-finding or similar) and a lot of patience will aid you greatly. If you use the game developers Model Viewer tool it does a reason job of telling you where your mistakes are in the code. The configuration files are in plain text format (but extensions won't be recognised so use open or associate them with you text editor). You won't need to write any script from scratch, only copy and edit existing code as the most complex bit get done by the Blender export plugin. Software that is useful: File manager software that can do wildcard renames etc Text editing software - Notepad++ is free (you can get away with Window's Notepad but it will be a pain). tga format (for the method below) - GIMP is free. Image editing software with layers and full save options for. Transport Fever Wiki - Mod Development : ģD modelling software - Blender is free (most other 3D programs can be used to make the models, but for the method detailed below, you'll then need to use Blender and a plugin to get them into the format for the game.) First read the Official information on modding (at the time of writing it is limited, hence this guide), as I have not bothered to duplicate it:
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