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Re: The Sign Editor: Tutorial

Posted: 22 Apr 2019 12:29
by bb_notleast
Besides the 5 minute waiting I'm not able to manage creating any fucking new sign (editable signs are not a problem). Either they doesn't appear in the map or the map editor crashes. Now I tried the old way (pmd-editing with SCSEditor) with model2-signs (company logo). But as soon as I want to see it in browser, the program crashes with access violation (C0000005).
In this tutorial mandelsoft wrote about the new way how signs work. I thought that this belongs to navigation signs (model).
My question: Is this right or is pmd-editing complete out of time?
Another question: In an older video tutorial I heard that file names of the mat files (automat) must be 32 bytes long. But in actual base.scs they only have 16 characters. Is this correct?
bb

Code: Select all

Crash log created on: Mon Apr 22 12:51:42 2019
Build: 1.34.0.34s 681a4ae447f4
OS: x86_64 / Windows 7 x64 (version 6.1) / Service Pack 1
CPU: Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz at 4000000
MEM: Phys:16326 Virt:8388607
GPU: NVIDIA GeForce GTX 1060 6GB Mem:2048 Ver: 25.21.14.1694

AvailMEM Virt:8384395 Phys:8749 Total:22760
TotalMEM Virt:8388607 Phys:16326 Total:32651
Exception code: C0000005 ACCESS_VIOLATION
EXE Base address: 000000013FF30000
Fault address: 000000014040C6EF 0001:004DB6EF C:\Program Files (x86)\Steam\steamapps\common\Euro Truck Simulator 2\bin\win_x64\eurotrucks2.exe

Re: The Sign Editor: Tutorial

Posted: 25 Jun 2019 15:17
by pylonzak
Is it possible to remove a board off of a gantry frame?

Re: The Sign Editor: Tutorial

Posted: 27 Jun 2019 12:48
by Danculovic012
How to add a new sign model, is it possible to edit .dds file of existing sign and also .pmd, .pmc, .pmg and .tobj files.

Re: The Sign Editor: Tutorial

Posted: 27 Jun 2019 20:32
by Vøytek
To make new signs you need Blender where you'll model them.

Re: The Sign Editor: Tutorial

Posted: 28 Jun 2019 10:52
by Danculovic012
Actually, I succeed to make a new sign without a blender. I took .dds file of one sign which has a similar size to sign which I needed, converted .dds to .bmp, then edited file in photoshop, convert from .bmp to .dds, change def files, change paths in pmg, pmc, pmd and tobj files, then, copy-paste .mat file and define it.

Re: The Sign Editor: Tutorial

Posted: 28 Jun 2019 11:44
by Vøytek
That works for similar-sized signs indeed, but it's a very limited way to make new signs.

Re: The Sign Editor: Tutorial

Posted: 01 Jul 2019 17:57
by aguijon424
hmm..how to create or edit a map overlay..?

Re: The Sign Editor: Tutorial

Posted: 01 Jul 2019 18:46
by Vøytek
Go to material/ui/map/road and see how SCS did it. You need .dds, .mat and .tobj files there.
Also, you define them in def/world/overlay.yoursuffix.sii

Re: The Sign Editor: Tutorial

Posted: 11 Aug 2019 15:32
by Blue Lark
I have one question for you.
Can other characters, such as Hangeul(Korean Alphabet) and Chinese characters, not Latin, Greek or Cyrillic characters, be normally printed on the sign? If not, should I save it as a png and load it separately?

Re: The Sign Editor: Tutorial

Posted: 12 Aug 2019 01:40
by 2thumbsup
Chinese characters -- should be possible, since there is China & Taiwan map mod containing Chinese traffic signs