Transport Fever 2

Transport Fever 2

Asset Mega Pack - Collision Enabled
43 Comments
mmcomes2u 17 Jun, 2024 @ 7:25am 
coooool thank you
Quince99  [author] 10 Mar, 2023 @ 6:49pm 
Thanks for letting me know, there are a great many items in the construction files for this mod and it's easy to miss some. I'll double check the harbour section and see if anything gives me a placeholder cube or there are ones that I've missed out entirely from the .CON file.
Iperorchide 10 Mar, 2023 @ 11:15am 
Hi Great! just a fast question! After the newest update of the game, two items from your great mod (both with and without collision version) are missed. I'm talkin about the cargo buildings from harbor section. I tried to restore them by myself but i didn't find them anymore, neither going through the game folders. Do you know something more? Thank you so much! :))
FunGaming44 4 Mar, 2023 @ 4:42am 
@Quince99 No Problem, loving your mods my friend. Great work your doing
Quince99  [author] 4 Mar, 2023 @ 4:17am 
@FunGaming44 - Full marks for being so pro-active on this, it's much appreciated. As I said on the campaign assets thread, I'll reassess all my mods (as will countless other people no doubt!) to see if the still work and what, if any, changes are needed.
FunGaming44 4 Mar, 2023 @ 3:45am 
Same goes for the industrial buildings some are also not working anymore
FunGaming44 4 Mar, 2023 @ 3:23am 
With the latest beta update there is an issue with a lot of the buildings in the stations tab, I think it's because it uses new models in the beta update. Hope you can update the 2 mod packs to make use of the new models.
Esox Lucius EL™ 21 Oct, 2022 @ 11:38pm 
Thank you for this ^^ - Time to make my map pretty!
µBunny 5 Aug, 2021 @ 4:56am 
Time to learn, then :)
Quince99  [author] 5 Aug, 2021 @ 4:06am 
In theory yes, but that would mean acquiring more scripting knowledge. The initial release was non-collision as it made close placement of scenery and set dressing items more convenient.
µBunny 27 Jul, 2021 @ 3:18pm 
Err.. Couldn't you just make the original package with the option to turn on, or off collisions
Devi 21 Feb, 2021 @ 5:59am 
Thank you so much for this ! :LIS_butterfly:
TortuousRobin97 2 Jan, 2021 @ 7:43pm 
could you add an option to scale down the larger buildings? i.e the modern hanger ect...
Gameboy Nitro 7 Oct, 2020 @ 5:33am 
Awesome! Glad I could be useful. :thumbs:
Quince99  [author] 7 Oct, 2020 @ 2:48am 
UPDATE: Thanks for highlighting that G△MEBOY NITRO™. It was just a case of renaming the .CON files and the UI icons so that they're unique when compared to the non-collision pack.
Quince99  [author] 7 Oct, 2020 @ 2:08am 
I've just noticed that when I tried to do the same thing with collision and non-collision assets. It may be the naming conventions in which case it'll be easy, if time-consuming, to change and ascertain.
Gameboy Nitro 6 Oct, 2020 @ 10:28pm 
"so players can use both mods alongside each other"

Been trying to do this with no luck, seems to just use whichever pack is lowest in the load order. Maybe I've got a conflict somewhere?
harley9699 30 Aug, 2020 @ 5:38pm 
hahaha Very cool. I hadn't fired it up enough to get to the 'cursing' you point. bahahaha
Quince99  [author] 30 Aug, 2020 @ 7:50am 
The UI icons for the non-collision version of this mod, i.e. not this one, have now been uploaded so players can use both mods alongside each other without cursing me for the duplicated icons in the Asset Manager!
harley9699 28 Aug, 2020 @ 10:32am 
Very cool. Thanks! Sounds like something needed. :D
Quince99  [author] 28 Aug, 2020 @ 9:33am 
Actually I thought I'd overlaid icons on the non-collision items, but looking at my files I don't think the latest uploaded version has this - oops!

I'll look to update the UI icons over the weekend.
harley9699 28 Aug, 2020 @ 9:20am 
Thanks for the answer! Very cool. I'm assuming they're marked somehow to differentiate between the two types?
Quince99  [author] 28 Aug, 2020 @ 8:12am 
The assets in both packs are identical - a pretty much complete list of every UG asset in the game - but the difference is that some players wanted collision enabled to stop the AI building through things they had constructed using this pack. The drawback is that items cannot be placed in close proximity due to overlapping bounding boxes with collision enabled. As a result of this, some players use both mods in conjunction with each other in order to decorate their areas with non-collision small items whilst using the collision-enabled objects for the major structures so that the AI cannot build on top of them.
harley9699 28 Aug, 2020 @ 12:27am 
What's the difference between this and your other one, simply titled, "Asset Mega Pack"? Guess I'm too stupid to understand "Collision Enabled".
MisterHamstring 12 Apr, 2020 @ 10:19am 
Ah okay, thanx. Never the less this is a great collection! :)
Quince99  [author] 11 Apr, 2020 @ 1:10pm 
These items are for set dressing and decorative scenery only so no, they do not have inbuilt road connections. There are some other asset-based mods here which include industrial buildings and others that connect to roads and can generate people.
MisterHamstring 11 Apr, 2020 @ 12:07pm 
These don't connect to the roads?
Quince99  [author] 27 Feb, 2020 @ 5:01am 
Rail depot now updated - let me know if there are further issues.
Quince99  [author] 27 Feb, 2020 @ 4:25am 
@Mad Hatter - Thanks for the heads up - have just seen your post about your own retextured depot. Will be looking into that today and hopefully update once I've looked at the MDL file.
Mad Hatter 26 Feb, 2020 @ 8:39pm 
Hi Quince99
Urban broke your mod yesterday - you need to take their latest asset_train_depot_era_a.mdl
senyoume 23 Feb, 2020 @ 8:19am 
thumb up!!:steamhappy:
Quince99  [author] 23 Feb, 2020 @ 6:24am 
Collision enabled is a game parameter that means the AI won't build through anything that you place on the game map but also that you can't overlap items where their bounding boxes conflict with each other.

This mod is identical to my Asset Mega Pack but means you cannot place scenery items so densely or have buildings directly connecting to each other.
senyoume 22 Feb, 2020 @ 11:07pm 
hello, May I ask what does "Collision Enabled" mean?
Bulldog 22 Feb, 2020 @ 8:15pm 
Thank you for a quick response.
Quince99  [author] 22 Feb, 2020 @ 1:00pm 
The actual mod consists of a bunch of LUA-based text files for construction and some TGA images for UI. This brings the download size to about 12Mb.

All the objects - 3D models, materials, meshes and textures - are in-game already. They are the default objects that get loaded into maps for towns/industries.

My own system is an old quad core i7 4500U CPU @ 1.80GHz wth 16Gb RAM and an nVidia GT750M - not exactly state of the art. Using a small test map and just this mod, it will load in about a minute, minute and a half.

For testing purposes I copied the game's model and textures into the mod folder to get preview images for inclusion and screenshot images for the UI - that was about 18Gb and took a seriously long time to load.

Given that the mod here is supplied without UG's files - not necessary as they're already installed with TPF2 - I've found that adding it to a major savegame that is currently running 150+ mods makes no noticeable impact on loading time.
Bulldog 22 Feb, 2020 @ 10:30am 
Have any Idea of how much disk memory and chip memory all these require?
Rhiane 22 Feb, 2020 @ 9:29am 
Danke :-)...
Quince99  [author] 22 Feb, 2020 @ 7:41am 
@Rhiane - Für jedes Objekt in diesem Mod ist die Kollisionserkennung aktiviert. Dies ist ein Parameter oben in den .CON-Dateien.

In naher Zukunft wird es separate Symbole für Kollisions- und Nichtkollisionselemente geben.
DaniilRacer 22 Feb, 2020 @ 5:32am 
Great! Thank you very much!)
pertl90 22 Feb, 2020 @ 3:46am 
Thx :-)
Rhiane 22 Feb, 2020 @ 2:13am 
Moin. Welches sind denn die Objekte mit Collisionsabfrage und wo liegen die?

MfG Thomas
Fallschirm-Panzer Division 21 Feb, 2020 @ 6:38pm 
yes u can use both, the loading will be longer haha
ThorJur 21 Feb, 2020 @ 4:38pm 
Can i use both? The one with collision and the one without?