Modding Q&A

Modding school: Learn it from the masters
User avatar
Fr8i
Posts: 848
Joined: 13 May 2015 02:13
Location: Lower Saxony

29 Dec 2016 10:45

Doesn´t seem to be the issue. SCS already added 800 slots for spawned vehicles and right now nobody seems to know why this issue still occurs:

http://forum.scssoft.com/viewtopic.php? ... 79#p682601

best regards
[email protected], 16GB RAM @2400MHz, MSI GTX 1070_8GB@1963MHz GPU Clock, Win 8 Prof x64
Profile:ETS2 1.35.1.13@x64(DX11)+Promods 2.41+RusMap 1.8.1.2+Paris Rebuild 2.4

No support via PM!

User avatar
brainiac
Posts: 1766
Joined: 09 Oct 2015 20:40
Donation rank:
Location: Belgrade, Serbia

03 Jan 2017 22:52

I want to exploit new traffic rules: No AI left, right and straight for custom intersection, but, when I make traffic area and select no AI right, it doesn't work. Does anyone now how to solve this?
I have problem with Scandinavian prefab.
Working on San Diego map, 2:5 scale: www.promods.net/viewtopic.php?f=48&t=25293
I NEED HELP for:
- landscape
- details
- signage and
- company advisors (which companies to put where)

Tjoeker
Posts: 8
Joined: 01 Feb 2015 11:25
Location: Aalst, Oost-Vlaanderen

14 Jan 2017 15:46

Hey,

I'm new to the modding scene..
I have a question:
why can't I add a background image (a reference map) in the editor?

I think I did everything right..


map folder:
Image
I tried both, with and without the .bak and .set files

material/editor folder:
Image
these are all files needed right?

aalst.mat:

Code: Select all

material : "dry.tex"
{
texture : "aalst.tobj"
texture_name : "texture"
}
.tobj file:
Image


Image

.sii file:

Code: Select all

SiiNunit
{
editor_data : .edit_data {

autosave_interval: 300 #minutes
autosave_notify_interval: 300 #seconds

startpos_model: "/vehicle/ai/focus_2009/lod.pmd"
startpos_rotate_speed: 16.0

stamp_count_warning: 40
road_length_warning: 330

free_camera_uplift: 8.5
sub_mode_types[]: 2 #road_item
sub_mode_types[]: 3 #prefab_item
sub_mode_types[]: 1 #buildings_item"
sub_mode_types[]: 4 #model_item"
sub_mode_types[]: 35 #sign_item"
sub_mode_types[]: 14 #animated_model_item"
sub_mode_types[]: 27 #walker_item"
sub_mode_types[]: 33 #trigger_item"
sub_mode_types[]: 7 #cut_plane_item"
sub_mode_types[]: 8 #mover_item"
sub_mode_types[]: 11 #city_item"
sub_mode_types[]: 10 #no_weather_item"
sub_mode_types[]: 12 #hinge_item"
sub_mode_types[]: 17 #map_overlay_item"
sub_mode_types[]: 20 #sound_item"
sub_mode_types[]: 18 #ferry_item"
sub_mode_types[]: 22 #camera_point_item"
sub_mode_types[]: 37 #traffic_area_item"

map_import_offset: (-40000, 0, -40000)

bcg_map_name[]: "/map/aalst.mbd"
bcg_material[]: "/material/editor/aalst.mat"
bcg_size_x[]: 80640
bcg_size_y[]: 80640
bcg_offset_x[]: 0
bcg_offset_y[]: 0

}
}

project folder:
Image

mod folder:
Image

mod download:
http://www.mediafire.com/file/8rjiwbd4f ... _Aalst.scs
http://www.mediafire.com/file/otcitau12 ... st_Map.scs

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

14 Jan 2017 17:45

Have you checked your game log for errors? Other than that, I don't see why this shouldn't work..
Your daily dose of wisdom!
╔═══╗────╔═╗╔═╗────╔╗
║╔═╗║────║║╚╝║║────║║
║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
╚╝──╚╝╚══╩╝╚╝╚╩══╩══╩══╝
Don't ask us for a release date; we don't know either.

Tjoeker
Posts: 8
Joined: 01 Feb 2015 11:25
Location: Aalst, Oost-Vlaanderen

14 Jan 2017 18:34

there's a whole bunch of errors and warnings, but none of them refer to the back ground, all of them refer to obsolete signs or roads.
I'm assuming everybody gets these errors?

well, infact. now that I take a closer look, I do get 2 warnings about my mods:
00:00:01.626 : [zipfs] Aalst Map.scs: read ok, 9 entries [0]
00:00:01.626 : <WARNING> [mod] Mod package 'Aalst Map' does not contain a manifest file 'manifest.sii', creating default information set.
00:00:01.626 : [zipfs] Project Aalst.scs: read ok, 7 entries [0]
00:00:01.626 : <WARNING> [mod] Mod package 'Project Aalst' does not contain a manifest file 'manifest.sii', creating default information set.

User avatar
Vøytek
Developer
Posts: 10276
Joined: 05 Jan 2014 19:38
Location: Prague, Czech Republic
Contact:

14 Jan 2017 21:59

It's not important in map editor.
manifest.sii is needed only for Mod Manager in game - to display mod icon, description, name (different than file name) and so on.
Image
Currently working on: various stuff
#1 forum spammer
Enjoying PM since 1.52
YouTube channel [PL]: http://youtube.pl/vooytek

Tjoeker
Posts: 8
Joined: 01 Feb 2015 11:25
Location: Aalst, Oost-Vlaanderen

16 Jan 2017 14:09

Can somebody test the mods I created?
http://www.mediafire.com/file/8rjiwbd4f ... _Aalst.scs
http://www.mediafire.com/file/otcitau12 ... st_Map.scs

or create the mods for me?
http://www.mediafire.com/view/p4zdpj4dsnb3fc5/aalst.png
http://www.mediafire.com/file/cu2ozt45b9ho3oz/map.zip

It's doesn't matter what scale you make it, I'm just trying to find out what the problem is.
Maybe I just need to reinstall the game..

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

16 Jan 2017 16:23

I've tried your mod and I encountered a problem: your first section in editor_data.sii is obsolete and will make the editor crash.

This is the new section:

Code: Select all

	sub_mode_types[]: 1 #terrain_item
	sub_mode_types[]: 3 #road_item
	sub_mode_types[]: 4 #prefab_item
	sub_mode_types[]: 2 #buildings_item"
	sub_mode_types[]: 5 #model_item"
	sub_mode_types[]: 36 #sign_item"
	sub_mode_types[]: 15 #animated_model_item"
	sub_mode_types[]: 28 #walker_item"
	sub_mode_types[]: 34 #trigger_item"
	sub_mode_types[]: 8 #cut_plane_item"
	sub_mode_types[]: 9 #mover_item"
	sub_mode_types[]: 12 #city_item"
	sub_mode_types[]: 11 #no_weather_item"
	sub_mode_types[]: 13 #hinge_item"
	sub_mode_types[]: 18 #map_overlay_item"
	sub_mode_types[]: 21 #sound_item"
	sub_mode_types[]: 19 #ferry_item"
	sub_mode_types[]: 23 #camera_point_item"
	sub_mode_types[]: 38 #traffic_area_item"
	sub_mode_types[]: 39 #bezier patch"
	sub_mode_types[]: 42 #map_area_item
And I get a proper underlay map on my end if I do that.
Your daily dose of wisdom!
╔═══╗────╔═╗╔═╗────╔╗
║╔═╗║────║║╚╝║║────║║
║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
╚╝──╚╝╚══╩╝╚╝╚╩══╩══╩══╝
Don't ask us for a release date; we don't know either.

Tjoeker
Posts: 8
Joined: 01 Feb 2015 11:25
Location: Aalst, Oost-Vlaanderen

16 Jan 2017 16:56

well, this is embarrassing.. :oops:
It's still doesn't work.. :/
could you sent me the working mod so I can try yours?

edit:
anyone? :roll:

yang20
Posts: 447
Joined: 24 Aug 2015 20:29
Location: Warszawa/Warsaw

04 Feb 2017 14:51

I need some help. I made road and few crossing on road. Someone know how to set country on road and prefabs. Probably because road havent setted country, cars spawns without number place. Or maybe I made something wrong in def file (this whole road is in city)
Here's def file of city

Code: Select all

city_data: city.telaviv
{
	city_name: "Tel Aviv-Yafo"
	short_city_name: "Tel Aviv"
	city_name_uppercase: "TEL AVIV-YAFO"
	country: israel

	map_x_offsets[]: 0
	map_x_offsets[]: 0
	map_x_offsets[]: 0
	map_x_offsets[]: 0
	map_x_offsets[]: 0
	map_x_offsets[]: 0
	map_x_offsets[]: 0
	map_x_offsets[]: 0

	map_y_offsets[]: 0
	map_y_offsets[]: 0
	map_y_offsets[]: 0
	map_y_offsets[]: 0
	map_y_offsets[]: 0
	map_y_offsets[]: 0
	map_y_offsets[]: 0
	map_y_offsets[]: 0

	vehicle_brands[]: "renault"

	truck_lp_template[]:" 01111"

	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >A</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >B</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >C</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >D</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >E</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >F</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >G</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >H</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >J</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >K</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >L</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >M</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >N</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >O</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >P</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >R</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >S</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >T</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >U</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >V</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >W</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >Y</font>"
	truck_lp_def0[]:"<font xscale=0.8 yscale=0.8 >Z</font>"

	truck_lp_def1[]:"<font xscale=0.8 yscale=0.8 >0</font>"
	truck_lp_def1[]:"<font xscale=0.8 yscale=0.8 >1</font>"
	truck_lp_def1[]:"<font xscale=0.8 yscale=0.8 >2</font>"
	truck_lp_def1[]:"<font xscale=0.8 yscale=0.8 >3</font>"
	truck_lp_def1[]:"<font xscale=0.8 yscale=0.8 >4</font>"
	truck_lp_def1[]:"<font xscale=0.8 yscale=0.8 >5</font>"
	truck_lp_def1[]:"<font xscale=0.8 yscale=0.8 >6</font>"
	truck_lp_def1[]:"<font xscale=0.8 yscale=0.8 >7</font>"
	truck_lp_def1[]:"<font xscale=0.8 yscale=0.8 >8</font>"
	truck_lp_def1[]:"<font xscale=0.8 yscale=0.8 >9</font>"

}

Image
Currently driving SCANIA S
PM2.40+RusMap 1.8.1+Great Steppe 1.2+Southern Region 7.8
Beta-tester of Project Balkans



Post Reply

Return to “ProMods Academy”

  • Information
  • Who is online

    Users browsing this forum: No registered users and 33 guests