Development on version 1.x (Current Map Improvements)

Here we will update you with the latest progress.
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plykkegaard
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28 Dec 2014 11:37

If you are going to implement the bridge one day please consider one distinct difference
But yes good idea copying the SCS model

PS: The image of Storebæltsbroen is a little distorted ;-)

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XZV
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28 Dec 2014 14:29

XZV wrote:Is Oberhausen gonna be a city with a garage and everything?
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RemcoM97
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28 Dec 2014 14:38

It's a bit off-topic, but does anybody know why I am the only DAF Euro 6 driver in my whole game? I never see the new DAF in AI traffic and I really don't know why... :'(

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volan123
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28 Dec 2014 14:49

RemcoM97 wrote:It's a bit off-topic, but does anybody know why I am the only DAF Euro 6 driver in my whole game? I never see the new DAF in AI traffic and I really don't know why... :'(
It's still not included in AI traffic as of yet... most likely will be added in 1.16 patch ;)
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pylonzak
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28 Dec 2014 22:24

Ya but you could do them in cities. But how did you get them pylons? Which file? I'm new to blender so I can remodel my own, give me answers when you ready cos I wanna be part of this community and it would be great, but the problem is, how do I import the models what I've made?
I have blender2scs so don't panic about that. :mrgreen:

pylonzak
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28 Dec 2014 22:25

plykkegaard wrote:If you are going to implement the bridge one day please consider one distinct difference
But yes good idea copying the SCS model

PS: The image of Storebæltsbroen is a little distorted ;-)
Distorted?

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plykkegaard
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28 Dec 2014 23:01

pylonzak wrote:Distorted?
Yes distorted, when you zoom in on your camera and even worse when using a telephoto lens
Height and length proportions gets distorted the bridge is much longer than it appears on the photo and the height of the two towers are dead wrong compared to the width
Curious: Could I have used a better word? ;-)
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Nico
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29 Dec 2014 09:38

XZV wrote:Is Oberhausen gonna be a city with a garage and everything?
It looks like it in the editor so it would be a yes from me.


Those are two different bridges on the picture... don't get the connection :?
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MandelSoft
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29 Dec 2014 09:56

pylonzak wrote: But how did you get them pylons? Which file? I'm new to blender so I can remodel my own, give me answers when you ready cos I wanna be part of this community and it would be great, but the problem is, how do I import the models what I've made?
I have blender2scs so don't panic about that. :mrgreen:
The original pylons are stored in the folder:

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/model/power_line
(assuming that you know how the relative pathing works in ETS2).
To get access to the models, extract base.scs from the game's filess with SCS Extractor (available on the official ETS2 website). This will extract all files within the base SCS package. If you have the Blender2SCS tool installed (and enabled!) in Blender, then you can import the pmd/pmg files from ETS2 into Blender. Here you can edit your model with the modeling tools Blender has to offer. (I'd recommend you to use keyboard entry for vertex and object manipulation and snap to grid (CTRL key) when moving, rotating and scaling objects).

For export, you need to check the following:
- Check if all polygons are triangular. If you haven't made any new objects or sliced any poligon, but only imported and manipulated existing objects, this should be OK.
- Remove nested vertices. There is an useful tool for that in the SCS Blender tools (the button should have an obvious name)
- The objects should all be in the main hierarchy.
- Check the material entries for entries like: "aux[0]:{". This is one entry with an open bracket but no closing bracket. Remove this entry.
- Make sure the parent object has an unique name. This will be the names of the exported files.
- Open the console on export. Here you can see if any error appears.

On export, make sure that:
- You are in the base folder, or in a project's base folder (preferably)
- You filled in the correct relative path
- You selected the right version format (1.4.x)

When you have exported your object, you need to make some def entries in the following files:

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/def/world/building_model.sii
/def/world/building_scheme.sii
However, it's recommended to make your own copy with only the entries you want to add. This is for compatibility reasons. For ProMods, we use the following files for instance:

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/def/world/building_model.promods.sii
/def/world/building_scheme.promods.sii
IIRC, the ProMods DEF is not locked, so you can take a peek in there how we did it. (In most cases, the SCS file format is just another type of a ZIPped package. WinRAR can open it). The coding format should be quite obvious, but keep an eye on the brackets. Unbalanced brackets can ruin your day. When done, save it, package it into the mod folder in a ZIP or SCS and test it out in the editor...

This is in general the working order...
plykkegaard wrote:
pylonzak wrote:Distorted?
(...)
Curious: Could I have used a better word? ;-)
Visually compressed? Or: "the proportions are off/incorrect."? ;)
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plykkegaard
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29 Dec 2014 10:09

Nico wrote: different bridges on the picture... don't get the connection :?
Lillebæltsbroen has no beam across over the lanes
Storebæltsbroen has one beam across not two as in the game
As shown in the images
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