Search found 285 matches
- 01 Apr 2018 18:21
- Forum: Gameplay issues ETS2
- Topic: 2.26 good on OSX version
- Replies: 0
- Views: 572
2.26 good on OSX version
Just wanted to report that I've just caught up with 2.26 (and TCP 116) and they seem to be working fine in the OSX environment, except for those "tray shadows" now and then. May we hope for a few PM improvements to Italia some day? It's a very nice map but imho could do with some more smal...
- 01 Apr 2018 02:09
- Forum: Gameplay issues ETS2
- Topic: shadows
- Replies: 7
- Views: 1714
Re: shadows
The "big black tray" shadow seems to have changed a little bit since a few versions ago. I saw one (on the southern ferry route to Sicily) that seemed much deeper (i.e. the sides were taller) than the usual shallow tray which looks like maybe 1 ft high, 18in at most. I don't see it often a...
- 27 Mar 2018 21:03
- Forum: Gameplay issues ETS2
- Topic: shadows
- Replies: 7
- Views: 1714
Re: shadows
I've seen the "big black tray" shadow error recently, in a parked truck. OSX (El Cap), latest greatest (Steam) ETS2. Not a PM issue, since I was in Italia.
- 29 Jan 2018 07:30
- Forum: ProMods Academy
- Topic: good news for OSX/Linux modding
- Replies: 4
- Views: 2278
Re: good news for OSX/Linux modding
Hi Yaumeister... I feel like I really should put as much as I have discovered about osx/linux model editing into a guide, for all those out there who don't feel like paying for Parallels and a WinDoze license. I'll put it on my project list... but as I said in recent post, my project list is getting...
- 15 Jan 2018 02:59
- Forum: ProMods Academy
- Topic: MapEd: hang/crash REPRODUCIBLE
- Replies: 0
- Views: 474
MapEd: hang/crash REPRODUCIBLE
I was happily editing away, creating some idyllic countryside, and suddenly... the editor hung, Steam died, and I really wished I had permitted that last autosave to complete :o Not much lost -- just an hour or so of my time -- but I wish I knew whether/how I caused the crash. When it happened, I ha...
- 15 Jan 2018 02:49
- Forum: ProMods Academy
- Topic: MapEd: special rotation rules for trees?
- Replies: 0
- Views: 553
MapEd: special rotation rules for trees?
I've been experimenting with rotation and translation of objects and I find a curious thing: I don't seem to be able to rotate trees in any other axis than Y. Leaning trees are pretty normal IRL, so I expected to be able to "tilt" them freely. But when I tried to rotate tree models in axes...
- 14 Jan 2018 03:05
- Forum: ProMods Academy
- Topic: MapEd: what if no INS key?
- Replies: 0
- Views: 615
MapEd: what if no INS key?
I noticed a mention in PM vid of moving a node "N units" by counting keystrokes (using PgUp/PgDn I suspect), but there was no explanation of what unit (meters?) or how to set the meters per keystroke. Is this a settable option? Revisited shortcut list from Kentora and I think I have a hand...
- 13 Jan 2018 21:34
- Forum: ProMods Academy
- Topic: MapEd: failed to register water level for uid xxxxxxx
- Replies: 5
- Views: 1558
Re: MapEd: failed to register water level for uid xxxxxxx
Ah. So it's about the reflection algorithm really? I was interested to discover that reflection was an attribute not of the water plane but of the surrounding objects -- that each object (road segment, model, etc) had a "reflection" property that had to be invoked individually for realisti...
- 13 Jan 2018 20:45
- Forum: ProMods Academy
- Topic: MapEd: failed to register water level for uid xxxxxxx
- Replies: 5
- Views: 1558
Re: MapEd: failed to register water level for uid xxxxxxx
@ETS2User so, even though IRL you can have a pond that is higher than another pond, the game complains about it? OK, noted. So, when I instantiate a Terrain and use one of the Water textures for it, the game "notices" which texture was used and adds it to a special "water plane" ...
- 13 Jan 2018 05:36
- Forum: ProMods Academy
- Topic: MapEd: failed to register water level for uid xxxxxxx
- Replies: 5
- Views: 1558
MapEd: failed to register water level for uid xxxxxxx
Ummm... I see this error message. I don't know what it means. I do have 2 terrains with water texture, being used to build 2 ponds/lakes. Does the game auto-detect a water texture being used on a terrain and impose some special water rules? How should I respond to this error? is it safe to ignore it?