[Mod] Means of transport tracking lines [linetrack]

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Hume2
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[Mod] Means of transport tracking lines [linetrack]

by Hume2 » Post

Means of Transport Tracking Lines
This is a simple mod based on advtrains which adds lines that can be ridden by means of transport which don't require rails. Currently, only boats are implemented.
Image

License: lGPL v. 2.1

Dependencies
  • advtrains
  • advtrains_train_track
  • advtrains_luaautomation?
  • advtrains_line_automation?
  • advtrains_interlocking?
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Re: [Mod] Means of transport tracking lines [linetrack]

by gpcf » Post

Looks very nice!

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Re: [Mod] Means of transport tracking lines [linetrack]

by gpcf » Post

Bug: You can run boats on land.

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Re: [Mod] Means of transport tracking lines [linetrack]

by orwell » Post

Hey, interesting concept, applying advtrains to boats.

But I have a question: Why exactly are you depending on advtrains_train_track? This mod only registers the dtrack tracks!
Aside from this:

Code: Select all

advtrains.register_tracks("line", {
	nodename_prefix="advtrains:ltrack",
	texture_prefix="advtrains_ltrack",
	models_prefix="advtrains_ltrack",
You do not need to register the tracks under the "advtrains:" namespace, better use "linetrack:". Advtrains is doing this for backwards compatibility only.
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Re: [Mod] Means of transport tracking lines [linetrack]

by Hume2 » Post

gpcf wrote:Bug: You can run boats on land.
I know, I didn't care about that yet. The only way to solve this would be extending the collisionbox down.
orwell wrote:Hey, interesting concept, applying advtrains to boats.

But I have a question: Why exactly are you depending on advtrains_train_track? This mod only registers the dtrack tracks!
Aside from this:

Code: Select all

advtrains.register_tracks("line", {
	nodename_prefix="advtrains:ltrack",
	texture_prefix="advtrains_ltrack",
	models_prefix="advtrains_ltrack",
You do not need to register the tracks under the "advtrains:" namespace, better use "linetrack:". Advtrains is doing this for backwards compatibility only.
Thanks, I didn't notice that.
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Re: [Mod] Means of transport tracking lines [linetrack]

by gpcf » Post

I'm currently working on solving some other issues.

I think it would be nice to have some rail ferries. Does someone want to make a nice little RO/RO rail ferry?

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Re: [Mod] Means of transport tracking lines [linetrack]

by twoelk » Post

interesting indeed.

An Airship Line might be fun or mobs like donkeys or NPCs might also want to follow the track to establish a caravan trail.

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Re: [Mod] Means of transport tracking lines [linetrack]

by gpcf » Post

The next thing to add would be a train ferry, with a boat track that moves the next traincar unto the ferry when the ferry has stopped.

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Re: [Mod] Means of transport tracking lines [linetrack]

by Miniontoby » Post

Cool mod. Nice textures
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Re: [Mod] Means of transport tracking lines [linetrack]

by Sokomine » Post

It's very enjoyable to take a tour with the boat.
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Massive art improvements

by Blockhead » Post

I have vastly improved the boat with sound, texture, model and smoke particles; and added more info to the readme. It would be good if you could pick a media license as well, as LGPL is only useful for code.

The boat has been revised with all-new textures, new exhaust with smoke particles (made only when the boat is in motion), a better model with few/no shading errors, an animated door and sounds. The model format had to be changed to b3d as obj does not support animation.

Check out my Merge Request on GitLab.

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Re: [Mod] Means of transport tracking lines [linetrack]

by Sokomine » Post

A very nice boat model! Hope that can be used in the future on servers where boats travel (i.e. Tunnelers Abyss).
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Re: [Mod] Means of transport tracking lines [linetrack]

by Hume2 » Post

Nice model! Thank you for contribution!
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You're welcome

by Blockhead » Post

Sokomine wrote:
Mon Sep 28, 2020 15:48
A very nice boat model! Hope that can be used in the future on servers where boats travel (i.e. Tunnelers Abyss).
Don't forget LinuxForks server too :)
Hume2 wrote:
Fri Oct 02, 2020 14:14
Nice model! Thank you for contribution!
You're welcome, the new ferry should be even more enjoyable :)
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Re: [Mod] Means of transport tracking lines [linetrack]

by Hume2 » Post

I'm going to add busses. Interlocking requires quite a lot of signals and semaphores being placed on a straight road might not look aesthetic. Therefore I added signals which can be camouflaged into street lines. I'm now looking for a bus model.
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Re: [Mod] Means of transport tracking lines [linetrack]

by MisterE » Post

want me to model one?

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Re: [Mod] Means of transport tracking lines [linetrack]

by Hume2 » Post

MisterE wrote:
Thu Nov 12, 2020 17:49
want me to model one?
I'd be glad if you did it for me. The bus should be approximately two nodes wide, four nodes long and three nodes high. And I'd like it to have a bar to display line number which can display up to three digits. And if it is possible, make a door animation. Thank you a lot!
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Re: [Mod] Means of transport tracking lines [linetrack]

by MisterE » Post

I have no idea how to do the bar with letters. I can make the bar, but you would have to do whatever programming to make the letters happen

Also, with those dimensions it will be much more like a car or van than a bus.

It will look much more like a bus if it is between 6 and 8 nodes long. 6 minimum.

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Re: [Mod] Means of transport tracking lines [linetrack]

by Hume2 » Post

MisterE wrote:
Thu Nov 12, 2020 20:54
I have no idea how to do the bar with letters. I can make the bar, but you would have to do whatever programming to make the letters happen
I will do all that programming of course.
MisterE wrote:
Thu Nov 12, 2020 20:54
Also, with those dimensions it will be much more like a car or van than a bus.

It will look much more like a bus if it is between 6 and 8 nodes long. 6 minimum.
You're right. On the other hand, a long bus may have problems with turning. So I think that 6 nodes would be ideal. Alternatively, the bus can contain joints while each section would work as a separate wagon. I will let that on you.
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Re: [Mod] Means of transport tracking lines [linetrack]

by MisterE » Post

Im doing 6 nodes long then. That is the minimum length and still look like a bus

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Re: [Mod] Means of transport tracking lines [linetrack]

by Andrey01 » Post

You can also take a bus model from my mod if you want: https://github.com/Andrey2470T/adv_vehicles

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Re: [Mod] Means of transport tracking lines [linetrack]

by Hume2 » Post

Andrey01 wrote:
Sat Nov 14, 2020 09:32
You can also take a bus model from my mod if you want: https://github.com/Andrey2470T/adv_vehicles
You model looks great! However, it looks like your model doesn't have any bar to display number and it doesn't have any door animation. I can use it as long as I don't have any better model. Thanks anyway.
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Re: [Mod] Means of transport tracking lines [linetrack]

by MisterE » Post

I am working on one!
Image
Image

I'm still working with the textures, then Ill Start the animations. Youll get your door opening, with a kneeling effect, also maybe some left and right turns.

BTW, the windows do have alpha, just the viewport doesn't show it

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Re: [Mod] Means of transport tracking lines [linetrack]

by Hume2 » Post

You made a great job so far! I'm looking forward for it being done.
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Re: [Mod] Means of transport tracking lines [linetrack]

by MisterE » Post

viewtopic.php?p=384154#p384154

Im having a lot of trouble with it.

I cant get it to display properly. I have tried both suggestions that Nathan made, and numerous other ideas. Nothing works. Im about ready to give up.

I may have another go at it, but I am reluctant to put another 5 hours into another model that will not work. I'd like to know what went wrong, why it isn't displaying properly.

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