Modding Q&A

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MandelSoft
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05 Dec 2015 14:43

1. You technically can't.
2. You could try the "free node rotation" option in the "Node properties". But this will only rotate the nodes and don't add extra nodes.
3. If you do need extra nodes, click with your middle mouse button/scroll wheel on a road node and a new node is added in the center of the road stretch.
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IceBlue
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05 Dec 2015 15:07

Thanks. There is more... :)

1) How to line sections of road correctly (To get the whole road connected, mot just the node)
2) How do you get a background set up properly for a 1:1 scale map? Editing europe.dds dosent work for me.

penguinaz
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15 Dec 2015 02:06

Are dlc Scandinavia prefabs not editable in blender? I loaded one up and it looked really funky.
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plykkegaard
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15 Dec 2015 08:31

Blender has an issue with prefabs
But you should be able to edit the model and preserve PPD data
Do you have an image? And I assume other imports works like a charm
I have been messing around with the dlc_north hotels and the storebaelt toll as well as other dlc_borth models
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MandelSoft
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15 Dec 2015 12:50

Blender is getting pretty messy when it comes to prefabs and you are not able to edit the PPD data. That's the reason why we use ZModeler 3 for that (although, as of lately, there seems to be a severe bug that makes that program crash when you try to edit the splines. Very annoying).
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║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
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penguinaz
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15 Dec 2015 21:36

I'm specifically talking about Scandinavia "cross" prefabs. Like r2_x_r2_intersection When you load them in blender there is a big mess of grass textures, sidewalks in the middle of the intersection, etc. (this does not happen with non-dlc intersections) All I want to do is convert the prefab to left side driving so I can use them in Ireland.

I will try zmodeler 3
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plykkegaard
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15 Dec 2015 22:25

It might be because Blender loads all looks/variants at once
Check your scenery browser

Converting prefab to left hand driving is pretty advanced stuff, good luck
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MandelSoft
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15 Dec 2015 22:54

Yeah, that is indeed a challenging task, and it will require ZModeler to edit the AI paths. In you case, there is no way around it...
Your daily dose of wisdom!
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║╔═╗║────║║╚╝║║────║║
║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
╚╝──╚╝╚══╩╝╚╝╚╩══╩══╩══╝
Don't ask us for a release date; we don't know either.

penguinaz
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24 Dec 2015 23:39

I have a custom model I made.

When I select it in the map editor it crashes with this error in the log:

Code: Select all

00:01:33.071 : <ERROR> f:\build_bot\ssd_win_slave\final_build_ets2_121_windows_bin_steam_x64\build\prism\src\p3core\collections/adapter/array_adapter_inl.h(194): ??A?$array_adapter_t@$$CBV?$vec_t@M$02@prism@@@prism@@QEBAAEBV?$vec_t@M$02@1@_K@Z: Index outside array adapter boundaries.
Anyone know what this means?
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plykkegaard
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24 Dec 2015 23:56

You should have some errors before the final crash
Could be issues in your def files
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