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Re: The Sign Editor: Tutorial

Posted: 21 Jun 2017 15:45
by Vøytek
If it's only a route shield, that you'll use on overhead signs or something like that, then 128x128 should be more than enough. Maybe even 64x64. People will just drive fast, not look at it to count the pixels from a small distance ;)

Re: The Sign Editor: Tutorial

Posted: 21 Jun 2017 19:43
by OrangePuppy10
Vøytek wrote:
21 Jun 2017 15:45
If it's only a route shield, that you'll use on overhead signs or something like that, then 128x128 should be more than enough. Maybe even 64x64. People will just drive fast, not look at it to count the pixels from a small distance ;)
Okay, I'll try ;)

Re: The Sign Editor: Tutorial

Posted: 05 Jul 2017 12:46
by igor90
I'm confused by this code as well in the .sii file

Code: Select all

images_coords[0]: (0, 128, 128, 0)
If the image size is 512x512, would the numbers start at 512, and then decrease based on if the number is divisble by 512?
For example: (0, 128, 256, 512, 256, 128, 0)
It's very easy, when you understand how it works.
0, 128, 128, 0 - these are coordinations of image which will be displayed by game to create your atlas. If i remember correctly numbers are locations of pixels on your
Image (from left to right, from bottom to top - it was a while ago when i was working on these file, so You have to make sure which axis X or Y is first ) where game will start displaying overlay for atlas. That basiclly means, that You can use one image for several atlases, and determine every atlas on different pixels. :)

Re: The Sign Editor: Tutorial

Posted: 05 Jul 2017 12:50
by Noah_Lukas
I HAVE TO try this out :D

Re: The Sign Editor: Tutorial

Posted: 21 Nov 2017 10:05
by KmunBiene
Hey,
I'm making an addon in ProMods and i found an sign, and want to reedit it. Now my question is, how can i save it? I made small changes and now i want to save it but after saving the icon * still appear.

Re: The Sign Editor: Tutorial

Posted: 21 Nov 2017 12:38
by ETS2-User
You have to look in the def file under which folder (mod_dev'sname) the template is saved and create the same folder in the installation directory of ETS2 (where you created the base/map folders for saving the map), then repack the template in the same folder structure as in the def file.

Re: The Sign Editor: Tutorial

Posted: 21 Nov 2017 12:46
by KmunBiene
ETS2-User wrote:
21 Nov 2017 12:38
You have to look in the def file under which folder (mod_dev'sname) the template is saved and create the same folder in the installation directory of ETS2 (where you created the base/map folders for saving the map), then repack the template in the same folder structure as in the def file.
Hey, i have another question. I'm using terrain,.. but sometimes at some areas there are invisible walls so i'm not able to drive my map. Do you know any fix? I use promods and my own map

Re: The Sign Editor: Tutorial

Posted: 21 Nov 2017 16:11
by Topolino
The fonts in ETS2 have all the extension ".font". But all fonts that can be found in the internet have the extension ".ttf". So how can I convert .ttf files to .font files?

Re: The Sign Editor: Tutorial

Posted: 21 Nov 2017 17:11
by MandelSoft
Short answer: You don't.

Long answer: You see, the .font file only contains the metadata about the font. It's a plain text file that defines all font characters and references to a DDS image sheet with the actual characters imprinted on it. If you don't have specialised software for it, you need to define it all by hand. The only software that can do this automatically is from SCS itself and can't be shared publicly.

Re: The Sign Editor: Tutorial

Posted: 21 Nov 2017 20:35
by Topolino
O.K., Thanks... ;-)


But how to open the DDS files? Normally, I open them with paint.NET, but it says there would be an unknown mistake. Question to all modder: Which program do you use to open .DDS files?