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Messages - trimet9401fan

1
Vehicle Modifications / Re: Skins by CWSkins
March 05, 2019, 05:14:13 pm
Quote from: 19adam99 on March 05, 2018, 09:44:04 pmNot sure what happened to all the photos, but oh well.


New MARTA C40LF skin, coming soon.

Hey Adam, can you please do a TriMet paint / bus-specific file for the D40LF? I know there are paint jobs that already exist out there but I would like the locations and colors of the fleet numbers to match the paint jobs (not the DBC default). If you can please teach me how to go about doing the fleet number locations or release one on your Weebly site, it would be much appreciated!! Thanks so much, Adam!
2
General Support / Re: DE60LF No Fleet Number
March 05, 2019, 03:42:13 pm
Quote from: Dash5155 on March 02, 2019, 11:31:08 pmSet one of those to 1. You basically have both sets of numbers set to be invisible!

Got it, thanks Dash!

Hey @Dash5155, do you know how I can change the rear turn signal lights from the default red to the amber yellow that you applied for the SEPTA spec bus? Thanks so much, as always! :D
3
General Support / DE60LF No Fleet Number
March 02, 2019, 06:38:10 pm
Heyo!

I just created a custom TriMet paint for the DE60LF. However, when in the game, the fleet number (or vehicle number) does not show up. What am I doing wrong? I have the custom .cti file code below. The paint shows up just fine.

***************************************
TriMet
***************************************

[item]
TriMet (Articulated)
farbschema_tex1
TriMet/D60LF_Front.dds

[item]
TriMet (Articulated)
farbschema_tex3
TriMet/D60LF_Trailer.dds

[item]
TriMet (Articulated)
omsi_rnc_add_tex2
orangematrix.bmp

[setvar]
decals_chicago
0

[setvar]
decals_main
1

[setvar]
number_cta
0

[setvar]
number_white
0

[setvar]
planks
0

[setvar]
ad_L
0

[setvar]
ad_R
0

[setvar]
ad_B
0

[setvar]
ad_F
0

Any help would be greatly appreciatied!
4
General Support / Re: gillig brt
February 23, 2019, 02:53:10 pm
Quote from: malachisafford on February 22, 2019, 11:11:39 pmis anyone making this

No one is making it, as much as you and I both want them. The closest BRT-styled bus is the Novabus LFS/A.
5
General Support / Re: D40LF Number/Run Box
February 22, 2019, 08:34:07 pm
Quote from: Dash5155 on February 22, 2019, 12:49:53 pmI thought what I told you was the way to do it, but turns out I didn't even include that version in the powertrain mod like I thought, so I first need to do that before I can tell you a fix for this situation :x

I'm sorry for being a pester, just wanted that roll number box so bad after seeing your video...hehe... thanks Dash!
6
General Support / Re: D40LF Number/Run Box
February 21, 2019, 08:21:06 pm
Quote from: Dash5155 on February 13, 2019, 04:57:17 amI think I did honestly....

Hello @Dash5155 do you still have the bus file for me? Or at least its code that makes the number box to work with the dbc roll run texture? Thanks!
8
Vehicle Modifications / Re: New Flyer Powertrain Mod
February 16, 2019, 01:32:11 pm
Quote from: ANIME-AND-BUSES on December 27, 2018, 02:49:59 amNice to see my door mod was used in the SEPTA variant.

Thanks for a great door mod! Works great on the TriMet paint jobs! Can yoou please tell me how I can get the rear door of the D40LF to look like that of the DE60LF with all four class panels instead of just top two?
Thanks so much!!
9
General Support / Re: Door Mod
February 16, 2019, 03:47:08 am

In other words still require one mor ehelp from you Dash before we close this thread.
10
General Support / Re: Door Mod
February 16, 2019, 03:46:13 am
Quote from: trimet9401fan on February 14, 2019, 12:44:13 amHey @Dash5155 I am so sorry for being such a dummy I didn't even realize my mistake. Fixed now and works great!!

However, how do I get the rear door of the D40LF to look like that of the DE60LF? I poked around at the two models cfg file and can't figure out what to do in the DOORS section. Thanks for your help.
11
General Support / Re: Door Mod
February 14, 2019, 12:45:31 am
Picture to prove!!
12
General Support / Re: Door Mod
February 14, 2019, 12:44:13 am
Hey @Dash5155 I am so sorry for being such a dummy I didn't even realize my mistake. Fixed now and works great!!

Can you lease lock this thread?
13
General Support / Re: cayuga map help
February 13, 2019, 05:17:43 pm
Quote from: csimms on February 13, 2019, 02:40:35 pmhey guys can anyone help me with this issue i just installed Cayuga 0.7 and for some reason it keeps loading with no road textures or objects all i see is blue sky nothing at all i have all the requirements installed   please let me know and help me as soon as anyone can thanks from Csimms
and also if i need a log file please tell me what log file it is thank yo from csimms

Means missing splines or scenery objects. I have had this happened to on other maps.

You can try using MapTools to do a check on the map to determine which splines and/or sceneryobjects you are missing. If you don't have MapTools in your OMSI folder you can Google it.

It would also help if you could please upload your logfile that is in the main directory of OMSI folder.
14
Quote from: reappearings on February 13, 2019, 02:03:39 pmI want  it a flipdot-like color for the destination sign. Thanks!

If you are referring to the front and side destination signs on the D40LF,there is a greenmatrix.bmp texture file in the Cayuga USA folder in the DBC texture folder.

You would then modify a paint CTI file in the Werbung folder of DBC\textures to something like:

[Texture_omsi_rnc_add2]
[Paint name]
Cayuga USA\greenmatrix.bmp

If I were you I would open a CCTA paint file in the texture folder of DBC bus because it already has the code for the green dot-matrix. You just have to select the CCTA paint that has the green dot matrix in OMSI to play and test it out.
15
General Support / Re: Door Mod
February 13, 2019, 01:28:29 pm
Quote from: Dash5155 on February 13, 2019, 04:56:37 amIt shouldn't be happening on a map by map basis. That's weird.


What's weird is that the door mods are definitely used when the code is hard coded into the bus model's config file in the model folder. The logfile even shows for the bus the door mod is being referenced when the code is hard coded into the bus model config file. However, when referencing the door mod via repaint, the logfile shows no indication of any attempt to reference the door. I only found this out because the door mod would show up on the error for some textures that can't be accessed in the .o3d door files because it doesn't exist...

Weird...
16
General Support / Re: D40LF Number/Run Box
February 13, 2019, 01:25:27 pm
Quote from: Dash5155 on February 13, 2019, 04:57:17 amI think I did honestly....

Huh?

I had a friend did the test as well and for him it is the same thing...just a blank digital tun box...

The logfile doesn't say anything about can't refer to the texture file.

Thanks so much formyour help, Dash!
17
General Support / Re: D40LF Number/Run Box
February 12, 2019, 09:29:09 pm
Quote from: Dash5155 on February 10, 2019, 11:28:52 pmIn the model.cfg file for any of your DBC buses, find this section:

10
[texttexture]
clever_rundisplay
DBC_matrix_run
300
96
0
255
110
50

and replace it with (provided you have the powertrain mod installed)...
10
[texttexture]
clever_rundisplay
DBC_roll_run
300
96
0
255
255
255

It not only replaces the font, but it changes the text color to white to properly emulate roll signs.

Hey Dash, the number box does not show any numbers. And the texture file DBC_roll_run does exist in the texture folder from your Christmas 2018 trainmod update........ did I miss something?
18
General Support / Re: Door Mod
February 12, 2019, 05:51:49 pm
Hey @Dash5155 sorry to bother you...it seems that this door mod for some reason with the repaint implentation works like 25% of time...because it shows up fine in the Bodewham 200-2014 map whereas in other maps the door just defaults to the DBC door...what is wrong? Log file probably doesn't say anything. I can attach my CTI file if you want to look at it...
19
General Support / Re: D40LF Number/Run Box
February 12, 2019, 05:49:47 pm
Quote from: Dash5155 on February 10, 2019, 11:28:52 pmIn the model.cfg file for any of your DBC buses, find this section:

10
[texttexture]
clever_rundisplay
DBC_matrix_run
300
96
0
255
110
50

and replace it with (provided you have the powertrain mod installed)...
10
[texttexture]
clever_rundisplay
DBC_roll_run
300
96
0
255
255
255

It not only replaces the font, but it changes the text color to white to properly emulate roll signs.

Awesome, thanks so much, Dash!! Can't wait to get home and try it out!!!!!
20
General Support / Re: D40LF Number/Run Box
February 10, 2019, 05:32:53 pm
Quote from: Dash5155 on February 10, 2019, 02:26:05 amIt's a texture on the C40LF, not a real modded sign. You could actually easily copy it over to other buses if you so very well please lol.

Okay then, what is the texture called? Would I reference it from the paint file or does this need to actually be copied over to the actual .bus file? Sorry for sounding dumb. And is the texture static, in that the numbers do not change unlike the default number box?

Thanks Dash!
21
General Support / D40LF Number/Run Box
February 09, 2019, 05:14:56 pm
Hey Dash!

In your Bus Watching - Cayuga 0.7 Part 2 video (at time 1:46), how do I get that manual turning number block run box on my D40LF (the numbers on the bottom right of the front windshield)? I traced the bus to a C40LF.bus but I can't seem to determine which OSC file has that mod so I can inject it into my own D40LF TriMet .bus file. Your help is appreciated!!

Thanks Dash!

(I became a Patreon supporter of you!)
22
General Support / Re: Door Mod
February 05, 2019, 09:13:31 pm
Quote from: Dash5155 on February 03, 2019, 07:25:48 amif doing it with a CTI file doesn't work, it's not doable. There is references in the included powertrain mod CCTA paints but if there is not, then don't try other methods to do so. That is the only supported way to do so.

[item]
Cayuga USA - GREAT
DM_FL_Door
Cayuga USA\FL_Door.png

[item]
Cayuga USA - GREAT
DM_FR_Door
Cayuga USA\FR_Door.png

Hey Dash, works now!!

Thanks Dash!
23
General Support / Re: Door Mod
February 01, 2019, 01:31:52 am
Quote from: Dash5155 on January 31, 2019, 08:02:10 pmnononono you do it as a repaint. There should be references to the naming in the CCTA repaint folder.

No CCTA CTI file references the FL/FR_Door.png file...

And even as I created D40<busfile>_2.bus which links to a copied and renamed model\model_d40<busfile>_2.cfg, which then links to a custom FL/FR_Door_2.png, the doors on the bus are not seemingly reading the FL/FR_Door_2.bus file as the color of the doors are still white...

Hmmm.....what did I do wrong??

Again, thanks so much for your help, @Dash5155
24
General Support / Re: Door Mod
January 31, 2019, 09:54:31 pm
Quote from: Dash5155 on January 31, 2019, 08:02:10 pmnononono you do it as a repaint. There should be references to the naming in the CCTA repaint folder.

Hope I am not confusing you.

TriMet has two different paints as of right now. Their old stripes one is the one that looks like CTA with border windows and front door (hald black). Their current blue and yellow paint is the current one.

I want to have one front door that goes to the old three-stripes paint and I want the one to use wit  the current paint, mainly to put them in the AI. Do you understand?

2200-2500 would be old paint with half black front doors.
2600-2900 with the default white door.

I will poke at the CCTA paints as you suggested.

Thanks so much for your help, Dash!!
25
General Support / Re: Door Mod
January 31, 2019, 07:26:29 pm
Quote from: Dash5155 on January 31, 2019, 07:21:09 pmThe doors have their own paints, so yeah you have to create new door png files to make it look like it integrates with the rest of the paint.

Got it. Thanks!

Also would I need to create another instance of the same .bus file and rename it as well as point it to another instance of the model.cfg file (which it is also renamed that has the door mod with custom paint job)?

Thanks Dash!!

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