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Re: Question about mod tools and techniques

Posted: 01 Dec 2014 17:51
by MandelSoft
What is the content of your file?
That might help us identify the problem.

Re: Question about mod tools and techniques

Posted: 01 Dec 2014 17:56
by sw3gameboy
Here's the content for the test def files (hence the "relozz" fictional name)
city.mod.sii

Code: Select all

    SiiNunit
    {@include "city/relozz.sii"}

relozz.sii:

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    city_data: city.relozz
    {
       city_name: "Relozz"
       short_city_name: "Relozz"
       city_name_uppercase: "RELOZZ"
       country: germany

       map_x_offsets[]: 0
       map_x_offsets[]: 0
       map_x_offsets[]: 0
       map_x_offsets[]: -10
       map_x_offsets[]: 0
       map_x_offsets[]: 0
       map_x_offsets[]: -20
       map_x_offsets[]: -15

       map_y_offsets[]: 0
       map_y_offsets[]: 0
       map_y_offsets[]: 25
       map_y_offsets[]: -28
       map_y_offsets[]: -30
       map_y_offsets[]: -30
       map_y_offsets[]: -18
       map_y_offsets[]: -15

       vehicle_brands[]: "renault"


       truck_lp_template[]:"HRO033 21"

       truck_lp_def0[]:"<offset hshift=4 vshift=-5><img src=/material/ui/lp/germany/b.mat color=FFFFFFFF><offset hshift=4 vshift=5>"

       truck_lp_def1[]:"1"
       truck_lp_def1[]:"2"
       truck_lp_def1[]:"3"
       truck_lp_def1[]:"5"
       truck_lp_def1[]:"6"
       truck_lp_def1[]:"7"
       truck_lp_def1[]:"9"
       truck_lp_def1[]:"0"

       truck_lp_def2[]:"5"
       truck_lp_def2[]:"6"
       truck_lp_def2[]:"7"

       truck_lp_def3[]:"B"
       truck_lp_def3[]:"F"
       truck_lp_def3[]:"G"
       truck_lp_def3[]:"I"
       truck_lp_def3[]:"K"
       truck_lp_def3[]:"M"
       truck_lp_def3[]:"N"
       truck_lp_def3[]:"O"
       truck_lp_def3[]:"P"
       truck_lp_def3[]:"R"
       truck_lp_def3[]:"T"
       truck_lp_def3[]:"U"
       truck_lp_def3[]:"V"
       truck_lp_def3[]:"W"
       truck_lp_def3[]:"X"
    }

Sorry if the last one is a bit long :roll:

Re: Question about mod tools and techniques

Posted: 01 Dec 2014 18:05
by plykkegaard
Which editor do you use for the sii files?
Try notepad++ (free) it'll let view eol markets and has curly bracket pairing

Re: Question about mod tools and techniques

Posted: 01 Dec 2014 18:10
by sw3gameboy
plykkegard: I use ordinary notepad

Re: Question about mod tools and techniques

Posted: 01 Dec 2014 18:16
by plykkegaard
Notepad can't sdt the correct eol marker might be the problem
Use notepad++

Re: Question about mod tools and techniques

Posted: 01 Dec 2014 18:26
by MandelSoft
You shouldn't put the brackets in-line. Instead of this:

Code: Select all

SiiNunit
{@include "city/relozz.sii"}
Do this:

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SiiNunit
{
    @include "city/relozz.sii"
}
That will work.

Best,
MandelSoft

Re: Question about mod tools and techniques

Posted: 01 Dec 2014 18:48
by sw3gameboy
Mandelsoft: Yep this did definitely get it working! :D :D Seriously can't thank you enough... :mrgreen:

Re: Question about mod tools and techniques

Posted: 01 Dec 2014 19:14
by n4gix.bill.leaming
A blank space after the opening brace { and before the closing brace } should also work, but carriage returns make it more obvious visually... 8-)

Re: Question about mod tools and techniques

Posted: 05 Dec 2014 16:33
by plykkegaard
Anyone know how to track down this little beauty?

Code: Select all

02:16:40.923 : <ERROR> Terrain segment is too short! (0x3453ddeaa900001)
I assume it's only road- and node textures I need to hunt?
Do we have a search tool in the editor?

Re: Question about mod tools and techniques

Posted: 05 Dec 2014 16:53
by ETS2-User
Yes, press F and type that code in uid (or copy/paste it from the log :D )