[TUTORIAL] A tutorial creating map (1.8.2)

Modding school: Learn it from the masters
User avatar
Barrett_killz
Posts: 385
Joined: 15 Feb 2015 14:40
Location: Cahul, Republic of Moldova

08 Aug 2015 17:45

After 1.19 patch connected roads won't fade anymore and look pretty odd, what could be the reason to this?
The nodes are connected properly.

Image
Image

User avatar
MandelSoft
Lead Developer
Posts: 3835
Joined: 08 Aug 2013 10:48
Location: Delft [NL]

08 Aug 2015 18:28

Are you using FLDs prefabs?

If so, remove the following files:
- /material/road/trans_0.dds
- /material/road/trans_1.dds
- /material/road/trans_2.dds
Your daily dose of wisdom!
╔═══╗────╔═╗╔═╗────╔╗
║╔═╗║────║║╚╝║║────║║
║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
╚╝──╚╝╚══╩╝╚╝╚╩══╩══╩══╝
Don't ask us for a release date; we don't know either.

User avatar
Barrett_killz
Posts: 385
Joined: 15 Feb 2015 14:40
Location: Cahul, Republic of Moldova

08 Aug 2015 19:49

Would've never figured it out lol.
Image

User avatar
Nico
Founder
Posts: 3534
Joined: 01 Aug 2013 09:40
Donation rank:
Location: Apeldoorn, Gelderland

09 Aug 2015 09:07

Well we exprienced that over 5 times now I think so we know the issue by hard :p
Am I developing at the moment?
Image
STDS, ETS2, ATS Beta Tester
Main Developer of ProMods and Moderator.

User avatar
Barrett_killz
Posts: 385
Joined: 15 Feb 2015 14:40
Location: Cahul, Republic of Moldova

09 Aug 2015 09:29

The strange thing was that not only FLD's road materials didn't fade, the vanilla materials also didn't. Go figure.
Image

Mikyli
Posts: 84
Joined: 05 Aug 2013 10:24
Donation rank:

09 Aug 2015 11:41

I get unhandled execption error everytime when I try to edit my signs, even i saved them... I tried with 64 bit too but I get the same result so I have no idea how i fix this and it says this
00:01:13.912 : <ERROR> Missing sign template definition sign_templ.381
00:01:13.934 : <ERROR> Missing sign template definition sign_templ.379
00:01:13.935 : <ERROR> Missing sign template definition sign_templ.380
00:01:13.935 : <ERROR> Missing sign template definition sign_templ.379
00:01:13.936 : <ERROR> Missing sign template definition sign_templ.380
00:01:13.937 : <ERROR> Missing sign template definition sign_templ.381
00:01:13.937 : <ERROR> Missing sign template definition sign_templ.379
00:01:13.937 : <ERROR> Missing sign template definition sign_templ.380
00:01:13.938 : <ERROR> Missing sign template definition sign_templ.379
00:01:13.938 : <ERROR> Missing sign template definition sign_templ.380

Its bit hard to continue on my map when signs doesn't work :/

User avatar
ETS2-User
Developer
Posts: 2960
Joined: 06 Aug 2014 22:34
Location: Oberösterreich

09 Aug 2015 13:20

I think this means that there are defs for signs that don't exist. Did you change anything in the defs or dud you make any new sign templates?
Developer for Austria and Svalbard
Creator of the Radiator Springs mod for ATS
Mods by ETS2-User: Facebook page

Image

User avatar
MandelSoft
Lead Developer
Posts: 3835
Joined: 08 Aug 2013 10:48
Location: Delft [NL]

09 Aug 2015 14:58

It's HIGHLY recommended not to save your signs in the Base. Instead, make a new folder next to "base" (I repeat, NEXT to "base", not IN "base") called "mod_xxxx", where xxxx can be an eight-character long name you want to use (i.e. "mod_mikyli"). Whenever you choose to save templates there, it will dump the def files there, and each one has a non-conflicting item name. Be sure to re-pack those DEF files according to the general folder structure of ETS2, otherwise your signs won't load.
Your daily dose of wisdom!
╔═══╗────╔═╗╔═╗────╔╗
║╔═╗║────║║╚╝║║────║║
║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
╚╝──╚╝╚══╩╝╚╝╚╩══╩══╩══╝
Don't ask us for a release date; we don't know either.

Mikyli
Posts: 84
Joined: 05 Aug 2013 10:24
Donation rank:

10 Aug 2015 00:17

ETS2-User wrote:I think this means that there are defs for signs that don't exist. Did you change anything in the defs or dud you make any new sign templates?
Yes I did make new sign templates
MandelSoft wrote:It's HIGHLY recommended not to save your signs in the Base. Instead, make a new folder next to "base" (I repeat, NEXT to "base", not IN "base") called "mod_xxxx", where xxxx can be an eight-character long name you want to use (i.e. "mod_mikyli"). Whenever you choose to save templates there, it will dump the def files there, and each one has a non-conflicting item name. Be sure to re-pack those DEF files according to the general folder structure of ETS2, otherwise your signs won't load.
So I can make new folder in the root of ets2 which i call what ever i want and save templates there. I'm bit confused where to put the new folder :/

User avatar
Nico
Founder
Posts: 3534
Joined: 01 Aug 2013 09:40
Donation rank:
Location: Apeldoorn, Gelderland

10 Aug 2015 07:57

Barrett_killz wrote:The strange thing was that not only FLD's road materials didn't fade, the vanilla materials also didn't. Go figure.
The fade is controlled by three files. FLD his pack overwrites them.
Am I developing at the moment?
Image
STDS, ETS2, ATS Beta Tester
Main Developer of ProMods and Moderator.



Post Reply

Return to “ProMods Academy”

  • Information
  • Who is online

    Users browsing this forum: No registered users and 33 guests