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by cristakey
16 Sep 2015 19:28
Forum: ProMods Academy
Topic: Mapping Q&A
Replies: 129
Views: 27355

Re: Mapping Q&A

If it's defined into the railing.sii file you can also select it as railing on a road... Otherwise it's just manually adding the points next to the road. I think the first option is the best. Did what you said, but this occurred: http://i.imgur.com/RkRZqdL.png This is the file in to /mods: http://i...
by cristakey
16 Sep 2015 17:29
Forum: ProMods Academy
Topic: Mapping Q&A
Replies: 129
Views: 27355

Re: Mapping Q&A

Nico wrote:I'd say use a building rail. There a couple of antnoisewall types you may want to use.

You can scale objects in the editor when you click on it's properties.
Thanks

Also, what's the best way to make this antinoise wall follow the road correctly?

Image
by cristakey
16 Sep 2015 17:28
Forum: Off-topic
Topic: Windows10
Replies: 116
Views: 18756

Re: Windows10

I upgraded my laptop to Windows 10 but I rarely use it (only for school).
For my gaming machine I still hold Windows 8.1, because I use Windows Media Center to watch local tv via antenna.
Is there an alternative to Media Center? I also record my programs so I need this function.


Thanks
by cristakey
16 Sep 2015 17:15
Forum: ProMods Academy
Topic: Mapping Q&A
Replies: 129
Views: 27355

Re: Mapping Q&A

Nico wrote:scale for what?
To scale an object in the editor.

Another thing I'd like to ask, what is the best way to achieve a result like this below:


The first image is the goal, the second is in game (but I want it on both the road sides)
by cristakey
16 Sep 2015 17:00
Forum: ProMods Academy
Topic: Mapping Q&A
Replies: 129
Views: 27355

Re: Mapping Q&A

Does exist a "scale" function in the editor?
I've seen it in older tutorials but now I can't find that.
by cristakey
14 Sep 2015 14:20
Forum: ProMods Academy
Topic: [TUTORIAL] A tutorial creating map (1.8.2)
Replies: 947
Views: 308898

Re: [TUTORIAL] A tutorial creating map (1.8.2)

Nico wrote:Yes this has to be done in def/world/model.sii

Make sure you don't use the pure model.sii file but create your own one (model.<yourmod>.sii)
Nothing else?
No .dds , .mat or .tobj needed?
by cristakey
14 Sep 2015 14:14
Forum: ProMods Academy
Topic: [TUTORIAL] A tutorial creating map (1.8.2)
Replies: 947
Views: 308898

Re: [TUTORIAL] A tutorial creating map (1.8.2)

Nico wrote:You need to load the map editor and add the models.

But you can't replace a model only the east for example.
Ah, ok, that's not so important.
But, in order to find and load it in map editor, do I have to put the model in some directory and create definition files for it?
by cristakey
14 Sep 2015 14:02
Forum: ProMods Academy
Topic: [TUTORIAL] A tutorial creating map (1.8.2)
Replies: 947
Views: 308898

Re: [TUTORIAL] A tutorial creating map (1.8.2)

Nico wrote:You can't control the position of models outside the editor.
I can't understand, sorry.
So, having the 3D model prepeared, what do I have to do in order to add it in the map editor so I can place it in game?
Thanks :)
by cristakey
14 Sep 2015 13:06
Forum: ProMods Academy
Topic: [TUTORIAL] A tutorial creating map (1.8.2)
Replies: 947
Views: 308898

Re: [TUTORIAL] A tutorial creating map (1.8.2)

Pmd files link the materials onto the geometry (.pmg). Any pmd file can be opened with a HEX editor. When you do so you get this: http://i.imgur.com/uByh0Ip.png Also programs as SCSmodelseditor is able to make changes in pmd files. You can for example add looks, change variants and change textures....
by cristakey
14 Sep 2015 10:32
Forum: ProMods Academy
Topic: [TUTORIAL] A tutorial creating map (1.8.2)
Replies: 947
Views: 308898

Re: [TUTORIAL] A tutorial creating map (1.8.2)

What do .pmd files exactly do?
How can I open/edit it without using Zmodeler?

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