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Sjef61

Community Manager
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Everything posted by Sjef61

  1. Geweldig Rob, dankjewel, mooi voor mijn route!
  2. Is ondertussen al een hele vloot geworden Nu nog een mooie rode bus met bestemming Rittenburg
  3. Ziet er weer prachtig uit Bert
  4. Sjef61

    Rittenburg Rangeer

    Een kijkje op Rittenburg Rangeer
  5. Kijk aan, Mooie plaatjes. Suc6 met bouwen!
  6. Bezig geweest met het toevoegen van nieuwe hekjes en muurtjes De update staat hier nu online. https://simtogether.com/files/file/1248-sjef-hekjes-en-muurtjes-loft-en-losse-onderdelen-versie/
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  7. Yes, TrainBump.fx with a normal must be working.
  8. What type of shader do you use for the white walls? in the sunlight you do not see the white stones
  9. Sjef61

    Create ambient sounds

    I just compiled the example from Dwarsligger and this is the result. No problem and speaker visible and i have sound problem solved what me concernd EDIT; No problem with this example!
  10. Sjef61

    Create ambient sounds

    Yes About the igs thing. That is correct behavior. Bit use the working example from Dwarsligger.
  11. Sjef61

    Create ambient sounds

    The IGS in your sound BP is not Needed as the sound BP is a child object voor another asset. That IGS you have to put it in a new scenery PB if you want it visible in TSC. And in the new scenery PB you have to add the sound BP as a child object.
  12. Sjef61

    Create ambient sounds

    @Dwarsligger Yes, in my example i did add an igs but that is for a stand alone sound ambiant marker. In your example you did not do that as it is a child object for a real asset in TSC that puzzled him I think…
  13. Sjef61

    Create ambient sounds

    Sorry.... I am lost.. Send me your Source in a DM please.
  14. Sjef61

    Create ambient sounds

    Ok, what is the situation now?
  15. Sjef61

    Create ambient sounds

    It is very difficult for us to make it clearer and easier for you. we even provided 2 different examples that work. You can use that as a guideline. but you keep making the same mistake. Have you noticed that you can add additional assets to each asset you create? that extra asset is called a child object. In this case a sound object/asset
  16. Sjef61

    Create ambient sounds

    Go for it @Ter160.
  17. Sjef61

    Create ambient sounds

    Sorry, i do not understand . you make a real object BP Let's say an airplane the sound blueprint is the motor sound you add the motor sound BP xml file as a child object to the airplane bp i think you don't know what a child object is and how it is used
  18. Sjef61

    Create ambient sounds

    The igs in the sound BP is only visable in the TSC edit mode. It is a placing tool but not the visable real object. if you use a real object with sound, the sound BP is than a child object of that real object. see also the 3 steps from Dwarsligger https://simtogether.com/forums/topic/2786-create-ambient-sounds/page/2/ Starting with; “ If you enter geometry there, it will only appear in the editor. That is for sounds without visible geometry. Have you actually studied my files? READ CLOSELY. WATCH THE RED ARROWS AND CIRCLES. PAY ATTENTION “
  19. Sjef61

    Create ambient sounds

    EDIT: then use dwarsligger example as template
  20. Sjef61

    Create ambient sounds

    do not understand. You have a working version from Dwarsligger. Does dat work in TSC?
  21. Sjef61

    Create ambient sounds

    please screen picture. I do not understand
  22. Sjef61

    Create ambient sounds

    The sound object is a child object for a visible TSC object or a stand alone invisible sound object placed by an object
  23. Sjef61

    Create ambient sounds

    AHA...I saw it also in the official developer document. EDIT; Just tested 44100hz Mono 16Bit PCM . It works fine the sound.
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